babylon.module.d.ts 5.7 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. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * 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.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * 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).
  163. * 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.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @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.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** 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 */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** 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 */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** 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 */
  686. static readonly GEQUAL: number;
  687. /** 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 */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = linear */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * 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.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * 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.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * 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".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * 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"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * 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"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * 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)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * 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
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. 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;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. 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;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * 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"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * 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".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * 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"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * 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".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Creates a right-handed perspective projection matrix
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar defines the far clip plane
  4496. * @returns a new matrix as a right-handed perspective projection matrix
  4497. */
  4498. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4499. /**
  4500. * Stores a right-handed perspective projection into a given matrix
  4501. * @param fov defines the horizontal field of view
  4502. * @param aspect defines the aspect ratio
  4503. * @param znear defines the near clip plane
  4504. * @param zfar defines the far clip plane
  4505. * @param result defines the target matrix
  4506. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4507. */
  4508. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4509. /**
  4510. * Stores a perspective projection for WebVR info a given matrix
  4511. * @param fov defines the field of view
  4512. * @param znear defines the near clip plane
  4513. * @param zfar defines the far clip plane
  4514. * @param result defines the target matrix
  4515. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4516. */
  4517. static PerspectiveFovWebVRToRef(fov: {
  4518. upDegrees: number;
  4519. downDegrees: number;
  4520. leftDegrees: number;
  4521. rightDegrees: number;
  4522. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4523. /**
  4524. * Computes a complete transformation matrix
  4525. * @param viewport defines the viewport to use
  4526. * @param world defines the world matrix
  4527. * @param view defines the view matrix
  4528. * @param projection defines the projection matrix
  4529. * @param zmin defines the near clip plane
  4530. * @param zmax defines the far clip plane
  4531. * @returns the transformation matrix
  4532. */
  4533. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4534. /**
  4535. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4536. * @param matrix defines the matrix to use
  4537. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4538. */
  4539. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4540. /**
  4541. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4542. * @param matrix defines the matrix to use
  4543. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4544. */
  4545. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4546. /**
  4547. * Compute the transpose of a given matrix
  4548. * @param matrix defines the matrix to transpose
  4549. * @returns the new matrix
  4550. */
  4551. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4552. /**
  4553. * Compute the transpose of a matrix and store it in a target matrix
  4554. * @param matrix defines the matrix to transpose
  4555. * @param result defines the target matrix
  4556. */
  4557. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4558. /**
  4559. * Computes a reflection matrix from a plane
  4560. * @param plane defines the reflection plane
  4561. * @returns a new matrix
  4562. */
  4563. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4564. /**
  4565. * Computes a reflection matrix from a plane
  4566. * @param plane defines the reflection plane
  4567. * @param result defines the target matrix
  4568. */
  4569. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4570. /**
  4571. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4572. * @param xaxis defines the value of the 1st axis
  4573. * @param yaxis defines the value of the 2nd axis
  4574. * @param zaxis defines the value of the 3rd axis
  4575. * @param result defines the target matrix
  4576. */
  4577. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4578. /**
  4579. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4580. * @param quat defines the quaternion to use
  4581. * @param result defines the target matrix
  4582. */
  4583. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4584. }
  4585. /**
  4586. * @hidden
  4587. */
  4588. export class TmpVectors {
  4589. static Vector2: Vector2[];
  4590. static Vector3: Vector3[];
  4591. static Vector4: Vector4[];
  4592. static Quaternion: Quaternion[];
  4593. static Matrix: Matrix[];
  4594. }
  4595. }
  4596. declare module "babylonjs/Maths/math.path" {
  4597. import { DeepImmutable, Nullable } from "babylonjs/types";
  4598. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4599. /**
  4600. * Defines potential orientation for back face culling
  4601. */
  4602. export enum Orientation {
  4603. /**
  4604. * Clockwise
  4605. */
  4606. CW = 0,
  4607. /** Counter clockwise */
  4608. CCW = 1
  4609. }
  4610. /** Class used to represent a Bezier curve */
  4611. export class BezierCurve {
  4612. /**
  4613. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4614. * @param t defines the time
  4615. * @param x1 defines the left coordinate on X axis
  4616. * @param y1 defines the left coordinate on Y axis
  4617. * @param x2 defines the right coordinate on X axis
  4618. * @param y2 defines the right coordinate on Y axis
  4619. * @returns the interpolated value
  4620. */
  4621. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4622. }
  4623. /**
  4624. * Defines angle representation
  4625. */
  4626. export class Angle {
  4627. private _radians;
  4628. /**
  4629. * Creates an Angle object of "radians" radians (float).
  4630. * @param radians the angle in radians
  4631. */
  4632. constructor(radians: number);
  4633. /**
  4634. * Get value in degrees
  4635. * @returns the Angle value in degrees (float)
  4636. */
  4637. degrees(): number;
  4638. /**
  4639. * Get value in radians
  4640. * @returns the Angle value in radians (float)
  4641. */
  4642. radians(): number;
  4643. /**
  4644. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4645. * @param a defines first vector
  4646. * @param b defines second vector
  4647. * @returns a new Angle
  4648. */
  4649. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4650. /**
  4651. * Gets a new Angle object from the given float in radians
  4652. * @param radians defines the angle value in radians
  4653. * @returns a new Angle
  4654. */
  4655. static FromRadians(radians: number): Angle;
  4656. /**
  4657. * Gets a new Angle object from the given float in degrees
  4658. * @param degrees defines the angle value in degrees
  4659. * @returns a new Angle
  4660. */
  4661. static FromDegrees(degrees: number): Angle;
  4662. }
  4663. /**
  4664. * This represents an arc in a 2d space.
  4665. */
  4666. export class Arc2 {
  4667. /** Defines the start point of the arc */
  4668. startPoint: Vector2;
  4669. /** Defines the mid point of the arc */
  4670. midPoint: Vector2;
  4671. /** Defines the end point of the arc */
  4672. endPoint: Vector2;
  4673. /**
  4674. * Defines the center point of the arc.
  4675. */
  4676. centerPoint: Vector2;
  4677. /**
  4678. * Defines the radius of the arc.
  4679. */
  4680. radius: number;
  4681. /**
  4682. * Defines the angle of the arc (from mid point to end point).
  4683. */
  4684. angle: Angle;
  4685. /**
  4686. * Defines the start angle of the arc (from start point to middle point).
  4687. */
  4688. startAngle: Angle;
  4689. /**
  4690. * Defines the orientation of the arc (clock wise/counter clock wise).
  4691. */
  4692. orientation: Orientation;
  4693. /**
  4694. * Creates an Arc object from the three given points : start, middle and end.
  4695. * @param startPoint Defines the start point of the arc
  4696. * @param midPoint Defines the midlle point of the arc
  4697. * @param endPoint Defines the end point of the arc
  4698. */
  4699. constructor(
  4700. /** Defines the start point of the arc */
  4701. startPoint: Vector2,
  4702. /** Defines the mid point of the arc */
  4703. midPoint: Vector2,
  4704. /** Defines the end point of the arc */
  4705. endPoint: Vector2);
  4706. }
  4707. /**
  4708. * Represents a 2D path made up of multiple 2D points
  4709. */
  4710. export class Path2 {
  4711. private _points;
  4712. private _length;
  4713. /**
  4714. * If the path start and end point are the same
  4715. */
  4716. closed: boolean;
  4717. /**
  4718. * Creates a Path2 object from the starting 2D coordinates x and y.
  4719. * @param x the starting points x value
  4720. * @param y the starting points y value
  4721. */
  4722. constructor(x: number, y: number);
  4723. /**
  4724. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4725. * @param x the added points x value
  4726. * @param y the added points y value
  4727. * @returns the updated Path2.
  4728. */
  4729. addLineTo(x: number, y: number): Path2;
  4730. /**
  4731. * 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.
  4732. * @param midX middle point x value
  4733. * @param midY middle point y value
  4734. * @param endX end point x value
  4735. * @param endY end point y value
  4736. * @param numberOfSegments (default: 36)
  4737. * @returns the updated Path2.
  4738. */
  4739. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4740. /**
  4741. * Closes the Path2.
  4742. * @returns the Path2.
  4743. */
  4744. close(): Path2;
  4745. /**
  4746. * Gets the sum of the distance between each sequential point in the path
  4747. * @returns the Path2 total length (float).
  4748. */
  4749. length(): number;
  4750. /**
  4751. * Gets the points which construct the path
  4752. * @returns the Path2 internal array of points.
  4753. */
  4754. getPoints(): Vector2[];
  4755. /**
  4756. * Retreives the point at the distance aways from the starting point
  4757. * @param normalizedLengthPosition the length along the path to retreive the point from
  4758. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4759. */
  4760. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4761. /**
  4762. * Creates a new path starting from an x and y position
  4763. * @param x starting x value
  4764. * @param y starting y value
  4765. * @returns a new Path2 starting at the coordinates (x, y).
  4766. */
  4767. static StartingAt(x: number, y: number): Path2;
  4768. }
  4769. /**
  4770. * Represents a 3D path made up of multiple 3D points
  4771. */
  4772. export class Path3D {
  4773. /**
  4774. * an array of Vector3, the curve axis of the Path3D
  4775. */
  4776. path: Vector3[];
  4777. private _curve;
  4778. private _distances;
  4779. private _tangents;
  4780. private _normals;
  4781. private _binormals;
  4782. private _raw;
  4783. /**
  4784. * new Path3D(path, normal, raw)
  4785. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4786. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4787. * @param path an array of Vector3, the curve axis of the Path3D
  4788. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4789. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4790. */
  4791. constructor(
  4792. /**
  4793. * an array of Vector3, the curve axis of the Path3D
  4794. */
  4795. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  4796. /**
  4797. * Returns the Path3D array of successive Vector3 designing its curve.
  4798. * @returns the Path3D array of successive Vector3 designing its curve.
  4799. */
  4800. getCurve(): Vector3[];
  4801. /**
  4802. * Returns an array populated with tangent vectors on each Path3D curve point.
  4803. * @returns an array populated with tangent vectors on each Path3D curve point.
  4804. */
  4805. getTangents(): Vector3[];
  4806. /**
  4807. * Returns an array populated with normal vectors on each Path3D curve point.
  4808. * @returns an array populated with normal vectors on each Path3D curve point.
  4809. */
  4810. getNormals(): Vector3[];
  4811. /**
  4812. * Returns an array populated with binormal vectors on each Path3D curve point.
  4813. * @returns an array populated with binormal vectors on each Path3D curve point.
  4814. */
  4815. getBinormals(): Vector3[];
  4816. /**
  4817. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4818. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4819. */
  4820. getDistances(): number[];
  4821. /**
  4822. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4823. * @param path path which all values are copied into the curves points
  4824. * @param firstNormal which should be projected onto the curve
  4825. * @returns the same object updated.
  4826. */
  4827. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  4828. private _compute;
  4829. private _getFirstNonNullVector;
  4830. private _getLastNonNullVector;
  4831. private _normalVector;
  4832. }
  4833. /**
  4834. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4835. * A Curve3 is designed from a series of successive Vector3.
  4836. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4837. */
  4838. export class Curve3 {
  4839. private _points;
  4840. private _length;
  4841. /**
  4842. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4843. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4844. * @param v1 (Vector3) the control point
  4845. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4846. * @param nbPoints (integer) the wanted number of points in the curve
  4847. * @returns the created Curve3
  4848. */
  4849. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4850. /**
  4851. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4852. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4853. * @param v1 (Vector3) the first control point
  4854. * @param v2 (Vector3) the second control point
  4855. * @param v3 (Vector3) the end point of the Cubic Bezier
  4856. * @param nbPoints (integer) the wanted number of points in the curve
  4857. * @returns the created Curve3
  4858. */
  4859. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4860. /**
  4861. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4862. * @param p1 (Vector3) the origin point of the Hermite Spline
  4863. * @param t1 (Vector3) the tangent vector at the origin point
  4864. * @param p2 (Vector3) the end point of the Hermite Spline
  4865. * @param t2 (Vector3) the tangent vector at the end point
  4866. * @param nbPoints (integer) the wanted number of points in the curve
  4867. * @returns the created Curve3
  4868. */
  4869. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4870. /**
  4871. * Returns a Curve3 object along a CatmullRom Spline curve :
  4872. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4873. * @param nbPoints (integer) the wanted number of points between each curve control points
  4874. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4875. * @returns the created Curve3
  4876. */
  4877. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4878. /**
  4879. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4880. * A Curve3 is designed from a series of successive Vector3.
  4881. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4882. * @param points points which make up the curve
  4883. */
  4884. constructor(points: Vector3[]);
  4885. /**
  4886. * @returns the Curve3 stored array of successive Vector3
  4887. */
  4888. getPoints(): Vector3[];
  4889. /**
  4890. * @returns the computed length (float) of the curve.
  4891. */
  4892. length(): number;
  4893. /**
  4894. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4895. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4896. * curveA and curveB keep unchanged.
  4897. * @param curve the curve to continue from this curve
  4898. * @returns the newly constructed curve
  4899. */
  4900. continue(curve: DeepImmutable<Curve3>): Curve3;
  4901. private _computeLength;
  4902. }
  4903. }
  4904. declare module "babylonjs/Animations/easing" {
  4905. /**
  4906. * This represents the main contract an easing function should follow.
  4907. * Easing functions are used throughout the animation system.
  4908. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4909. */
  4910. export interface IEasingFunction {
  4911. /**
  4912. * Given an input gradient between 0 and 1, this returns the corrseponding value
  4913. * of the easing function.
  4914. * The link below provides some of the most common examples of easing functions.
  4915. * @see https://easings.net/
  4916. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4917. * @returns the corresponding value on the curve defined by the easing function
  4918. */
  4919. ease(gradient: number): number;
  4920. }
  4921. /**
  4922. * Base class used for every default easing function.
  4923. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4924. */
  4925. export class EasingFunction implements IEasingFunction {
  4926. /**
  4927. * Interpolation follows the mathematical formula associated with the easing function.
  4928. */
  4929. static readonly EASINGMODE_EASEIN: number;
  4930. /**
  4931. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  4932. */
  4933. static readonly EASINGMODE_EASEOUT: number;
  4934. /**
  4935. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  4936. */
  4937. static readonly EASINGMODE_EASEINOUT: number;
  4938. private _easingMode;
  4939. /**
  4940. * Sets the easing mode of the current function.
  4941. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  4942. */
  4943. setEasingMode(easingMode: number): void;
  4944. /**
  4945. * Gets the current easing mode.
  4946. * @returns the easing mode
  4947. */
  4948. getEasingMode(): number;
  4949. /**
  4950. * @hidden
  4951. */
  4952. easeInCore(gradient: number): number;
  4953. /**
  4954. * Given an input gradient between 0 and 1, this returns the corresponding value
  4955. * of the easing function.
  4956. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4957. * @returns the corresponding value on the curve defined by the easing function
  4958. */
  4959. ease(gradient: number): number;
  4960. }
  4961. /**
  4962. * Easing function with a circle shape (see link below).
  4963. * @see https://easings.net/#easeInCirc
  4964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4965. */
  4966. export class CircleEase extends EasingFunction implements IEasingFunction {
  4967. /** @hidden */
  4968. easeInCore(gradient: number): number;
  4969. }
  4970. /**
  4971. * Easing function with a ease back shape (see link below).
  4972. * @see https://easings.net/#easeInBack
  4973. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4974. */
  4975. export class BackEase extends EasingFunction implements IEasingFunction {
  4976. /** Defines the amplitude of the function */
  4977. amplitude: number;
  4978. /**
  4979. * Instantiates a back ease easing
  4980. * @see https://easings.net/#easeInBack
  4981. * @param amplitude Defines the amplitude of the function
  4982. */
  4983. constructor(
  4984. /** Defines the amplitude of the function */
  4985. amplitude?: number);
  4986. /** @hidden */
  4987. easeInCore(gradient: number): number;
  4988. }
  4989. /**
  4990. * Easing function with a bouncing shape (see link below).
  4991. * @see https://easings.net/#easeInBounce
  4992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4993. */
  4994. export class BounceEase extends EasingFunction implements IEasingFunction {
  4995. /** Defines the number of bounces */
  4996. bounces: number;
  4997. /** Defines the amplitude of the bounce */
  4998. bounciness: number;
  4999. /**
  5000. * Instantiates a bounce easing
  5001. * @see https://easings.net/#easeInBounce
  5002. * @param bounces Defines the number of bounces
  5003. * @param bounciness Defines the amplitude of the bounce
  5004. */
  5005. constructor(
  5006. /** Defines the number of bounces */
  5007. bounces?: number,
  5008. /** Defines the amplitude of the bounce */
  5009. bounciness?: number);
  5010. /** @hidden */
  5011. easeInCore(gradient: number): number;
  5012. }
  5013. /**
  5014. * Easing function with a power of 3 shape (see link below).
  5015. * @see https://easings.net/#easeInCubic
  5016. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5017. */
  5018. export class CubicEase extends EasingFunction implements IEasingFunction {
  5019. /** @hidden */
  5020. easeInCore(gradient: number): number;
  5021. }
  5022. /**
  5023. * Easing function with an elastic shape (see link below).
  5024. * @see https://easings.net/#easeInElastic
  5025. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5026. */
  5027. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5028. /** Defines the number of oscillations*/
  5029. oscillations: number;
  5030. /** Defines the amplitude of the oscillations*/
  5031. springiness: number;
  5032. /**
  5033. * Instantiates an elastic easing function
  5034. * @see https://easings.net/#easeInElastic
  5035. * @param oscillations Defines the number of oscillations
  5036. * @param springiness Defines the amplitude of the oscillations
  5037. */
  5038. constructor(
  5039. /** Defines the number of oscillations*/
  5040. oscillations?: number,
  5041. /** Defines the amplitude of the oscillations*/
  5042. springiness?: number);
  5043. /** @hidden */
  5044. easeInCore(gradient: number): number;
  5045. }
  5046. /**
  5047. * Easing function with an exponential shape (see link below).
  5048. * @see https://easings.net/#easeInExpo
  5049. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5050. */
  5051. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5052. /** Defines the exponent of the function */
  5053. exponent: number;
  5054. /**
  5055. * Instantiates an exponential easing function
  5056. * @see https://easings.net/#easeInExpo
  5057. * @param exponent Defines the exponent of the function
  5058. */
  5059. constructor(
  5060. /** Defines the exponent of the function */
  5061. exponent?: number);
  5062. /** @hidden */
  5063. easeInCore(gradient: number): number;
  5064. }
  5065. /**
  5066. * Easing function with a power shape (see link below).
  5067. * @see https://easings.net/#easeInQuad
  5068. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5069. */
  5070. export class PowerEase extends EasingFunction implements IEasingFunction {
  5071. /** Defines the power of the function */
  5072. power: number;
  5073. /**
  5074. * Instantiates an power base easing function
  5075. * @see https://easings.net/#easeInQuad
  5076. * @param power Defines the power of the function
  5077. */
  5078. constructor(
  5079. /** Defines the power of the function */
  5080. power?: number);
  5081. /** @hidden */
  5082. easeInCore(gradient: number): number;
  5083. }
  5084. /**
  5085. * Easing function with a power of 2 shape (see link below).
  5086. * @see https://easings.net/#easeInQuad
  5087. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5088. */
  5089. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5090. /** @hidden */
  5091. easeInCore(gradient: number): number;
  5092. }
  5093. /**
  5094. * Easing function with a power of 4 shape (see link below).
  5095. * @see https://easings.net/#easeInQuart
  5096. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5097. */
  5098. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 5 shape (see link below).
  5104. * @see https://easings.net/#easeInQuint
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with a sin shape (see link below).
  5113. * @see https://easings.net/#easeInSine
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class SineEase extends EasingFunction implements IEasingFunction {
  5117. /** @hidden */
  5118. easeInCore(gradient: number): number;
  5119. }
  5120. /**
  5121. * Easing function with a bezier shape (see link below).
  5122. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5123. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5124. */
  5125. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5126. /** Defines the x component of the start tangent in the bezier curve */
  5127. x1: number;
  5128. /** Defines the y component of the start tangent in the bezier curve */
  5129. y1: number;
  5130. /** Defines the x component of the end tangent in the bezier curve */
  5131. x2: number;
  5132. /** Defines the y component of the end tangent in the bezier curve */
  5133. y2: number;
  5134. /**
  5135. * Instantiates a bezier function
  5136. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5137. * @param x1 Defines the x component of the start tangent in the bezier curve
  5138. * @param y1 Defines the y component of the start tangent in the bezier curve
  5139. * @param x2 Defines the x component of the end tangent in the bezier curve
  5140. * @param y2 Defines the y component of the end tangent in the bezier curve
  5141. */
  5142. constructor(
  5143. /** Defines the x component of the start tangent in the bezier curve */
  5144. x1?: number,
  5145. /** Defines the y component of the start tangent in the bezier curve */
  5146. y1?: number,
  5147. /** Defines the x component of the end tangent in the bezier curve */
  5148. x2?: number,
  5149. /** Defines the y component of the end tangent in the bezier curve */
  5150. y2?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. }
  5155. declare module "babylonjs/Maths/math.color" {
  5156. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5157. /**
  5158. * Class used to hold a RBG color
  5159. */
  5160. export class Color3 {
  5161. /**
  5162. * Defines the red component (between 0 and 1, default is 0)
  5163. */
  5164. r: number;
  5165. /**
  5166. * Defines the green component (between 0 and 1, default is 0)
  5167. */
  5168. g: number;
  5169. /**
  5170. * Defines the blue component (between 0 and 1, default is 0)
  5171. */
  5172. b: number;
  5173. /**
  5174. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5175. * @param r defines the red component (between 0 and 1, default is 0)
  5176. * @param g defines the green component (between 0 and 1, default is 0)
  5177. * @param b defines the blue component (between 0 and 1, default is 0)
  5178. */
  5179. constructor(
  5180. /**
  5181. * Defines the red component (between 0 and 1, default is 0)
  5182. */
  5183. r?: number,
  5184. /**
  5185. * Defines the green component (between 0 and 1, default is 0)
  5186. */
  5187. g?: number,
  5188. /**
  5189. * Defines the blue component (between 0 and 1, default is 0)
  5190. */
  5191. b?: number);
  5192. /**
  5193. * Creates a string with the Color3 current values
  5194. * @returns the string representation of the Color3 object
  5195. */
  5196. toString(): string;
  5197. /**
  5198. * Returns the string "Color3"
  5199. * @returns "Color3"
  5200. */
  5201. getClassName(): string;
  5202. /**
  5203. * Compute the Color3 hash code
  5204. * @returns an unique number that can be used to hash Color3 objects
  5205. */
  5206. getHashCode(): number;
  5207. /**
  5208. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5209. * @param array defines the array where to store the r,g,b components
  5210. * @param index defines an optional index in the target array to define where to start storing values
  5211. * @returns the current Color3 object
  5212. */
  5213. toArray(array: FloatArray, index?: number): Color3;
  5214. /**
  5215. * Returns a new Color4 object from the current Color3 and the given alpha
  5216. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5217. * @returns a new Color4 object
  5218. */
  5219. toColor4(alpha?: number): Color4;
  5220. /**
  5221. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5222. * @returns the new array
  5223. */
  5224. asArray(): number[];
  5225. /**
  5226. * Returns the luminance value
  5227. * @returns a float value
  5228. */
  5229. toLuminance(): number;
  5230. /**
  5231. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5232. * @param otherColor defines the second operand
  5233. * @returns the new Color3 object
  5234. */
  5235. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5236. /**
  5237. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5238. * @param otherColor defines the second operand
  5239. * @param result defines the Color3 object where to store the result
  5240. * @returns the current Color3
  5241. */
  5242. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5243. /**
  5244. * Determines equality between Color3 objects
  5245. * @param otherColor defines the second operand
  5246. * @returns true if the rgb values are equal to the given ones
  5247. */
  5248. equals(otherColor: DeepImmutable<Color3>): boolean;
  5249. /**
  5250. * Determines equality between the current Color3 object and a set of r,b,g values
  5251. * @param r defines the red component to check
  5252. * @param g defines the green component to check
  5253. * @param b defines the blue component to check
  5254. * @returns true if the rgb values are equal to the given ones
  5255. */
  5256. equalsFloats(r: number, g: number, b: number): boolean;
  5257. /**
  5258. * Multiplies in place each rgb value by scale
  5259. * @param scale defines the scaling factor
  5260. * @returns the updated Color3
  5261. */
  5262. scale(scale: number): Color3;
  5263. /**
  5264. * Multiplies the rgb values by scale and stores the result into "result"
  5265. * @param scale defines the scaling factor
  5266. * @param result defines the Color3 object where to store the result
  5267. * @returns the unmodified current Color3
  5268. */
  5269. scaleToRef(scale: number, result: Color3): Color3;
  5270. /**
  5271. * Scale the current Color3 values by a factor and add the result to a given Color3
  5272. * @param scale defines the scale factor
  5273. * @param result defines color to store the result into
  5274. * @returns the unmodified current Color3
  5275. */
  5276. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5277. /**
  5278. * Clamps the rgb values by the min and max values and stores the result into "result"
  5279. * @param min defines minimum clamping value (default is 0)
  5280. * @param max defines maximum clamping value (default is 1)
  5281. * @param result defines color to store the result into
  5282. * @returns the original Color3
  5283. */
  5284. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5285. /**
  5286. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5287. * @param otherColor defines the second operand
  5288. * @returns the new Color3
  5289. */
  5290. add(otherColor: DeepImmutable<Color3>): Color3;
  5291. /**
  5292. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5293. * @param otherColor defines the second operand
  5294. * @param result defines Color3 object to store the result into
  5295. * @returns the unmodified current Color3
  5296. */
  5297. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5298. /**
  5299. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5300. * @param otherColor defines the second operand
  5301. * @returns the new Color3
  5302. */
  5303. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5304. /**
  5305. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5306. * @param otherColor defines the second operand
  5307. * @param result defines Color3 object to store the result into
  5308. * @returns the unmodified current Color3
  5309. */
  5310. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5311. /**
  5312. * Copy the current object
  5313. * @returns a new Color3 copied the current one
  5314. */
  5315. clone(): Color3;
  5316. /**
  5317. * Copies the rgb values from the source in the current Color3
  5318. * @param source defines the source Color3 object
  5319. * @returns the updated Color3 object
  5320. */
  5321. copyFrom(source: DeepImmutable<Color3>): Color3;
  5322. /**
  5323. * Updates the Color3 rgb values from the given floats
  5324. * @param r defines the red component to read from
  5325. * @param g defines the green component to read from
  5326. * @param b defines the blue component to read from
  5327. * @returns the current Color3 object
  5328. */
  5329. copyFromFloats(r: number, g: number, b: number): Color3;
  5330. /**
  5331. * Updates the Color3 rgb values from the given floats
  5332. * @param r defines the red component to read from
  5333. * @param g defines the green component to read from
  5334. * @param b defines the blue component to read from
  5335. * @returns the current Color3 object
  5336. */
  5337. set(r: number, g: number, b: number): Color3;
  5338. /**
  5339. * Compute the Color3 hexadecimal code as a string
  5340. * @returns a string containing the hexadecimal representation of the Color3 object
  5341. */
  5342. toHexString(): string;
  5343. /**
  5344. * Computes a new Color3 converted from the current one to linear space
  5345. * @returns a new Color3 object
  5346. */
  5347. toLinearSpace(): Color3;
  5348. /**
  5349. * Converts current color in rgb space to HSV values
  5350. * @returns a new color3 representing the HSV values
  5351. */
  5352. toHSV(): Color3;
  5353. /**
  5354. * Converts current color in rgb space to HSV values
  5355. * @param result defines the Color3 where to store the HSV values
  5356. */
  5357. toHSVToRef(result: Color3): void;
  5358. /**
  5359. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5360. * @param convertedColor defines the Color3 object where to store the linear space version
  5361. * @returns the unmodified Color3
  5362. */
  5363. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5364. /**
  5365. * Computes a new Color3 converted from the current one to gamma space
  5366. * @returns a new Color3 object
  5367. */
  5368. toGammaSpace(): Color3;
  5369. /**
  5370. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5371. * @param convertedColor defines the Color3 object where to store the gamma space version
  5372. * @returns the unmodified Color3
  5373. */
  5374. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5375. private static _BlackReadOnly;
  5376. /**
  5377. * Convert Hue, saturation and value to a Color3 (RGB)
  5378. * @param hue defines the hue
  5379. * @param saturation defines the saturation
  5380. * @param value defines the value
  5381. * @param result defines the Color3 where to store the RGB values
  5382. */
  5383. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5384. /**
  5385. * Creates a new Color3 from the string containing valid hexadecimal values
  5386. * @param hex defines a string containing valid hexadecimal values
  5387. * @returns a new Color3 object
  5388. */
  5389. static FromHexString(hex: string): Color3;
  5390. /**
  5391. * Creates a new Color3 from the starting index of the given array
  5392. * @param array defines the source array
  5393. * @param offset defines an offset in the source array
  5394. * @returns a new Color3 object
  5395. */
  5396. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5397. /**
  5398. * Creates a new Color3 from integer values (< 256)
  5399. * @param r defines the red component to read from (value between 0 and 255)
  5400. * @param g defines the green component to read from (value between 0 and 255)
  5401. * @param b defines the blue component to read from (value between 0 and 255)
  5402. * @returns a new Color3 object
  5403. */
  5404. static FromInts(r: number, g: number, b: number): Color3;
  5405. /**
  5406. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5407. * @param start defines the start Color3 value
  5408. * @param end defines the end Color3 value
  5409. * @param amount defines the gradient value between start and end
  5410. * @returns a new Color3 object
  5411. */
  5412. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5413. /**
  5414. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5415. * @param left defines the start value
  5416. * @param right defines the end value
  5417. * @param amount defines the gradient factor
  5418. * @param result defines the Color3 object where to store the result
  5419. */
  5420. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5421. /**
  5422. * Returns a Color3 value containing a red color
  5423. * @returns a new Color3 object
  5424. */
  5425. static Red(): Color3;
  5426. /**
  5427. * Returns a Color3 value containing a green color
  5428. * @returns a new Color3 object
  5429. */
  5430. static Green(): Color3;
  5431. /**
  5432. * Returns a Color3 value containing a blue color
  5433. * @returns a new Color3 object
  5434. */
  5435. static Blue(): Color3;
  5436. /**
  5437. * Returns a Color3 value containing a black color
  5438. * @returns a new Color3 object
  5439. */
  5440. static Black(): Color3;
  5441. /**
  5442. * Gets a Color3 value containing a black color that must not be updated
  5443. */
  5444. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5445. /**
  5446. * Returns a Color3 value containing a white color
  5447. * @returns a new Color3 object
  5448. */
  5449. static White(): Color3;
  5450. /**
  5451. * Returns a Color3 value containing a purple color
  5452. * @returns a new Color3 object
  5453. */
  5454. static Purple(): Color3;
  5455. /**
  5456. * Returns a Color3 value containing a magenta color
  5457. * @returns a new Color3 object
  5458. */
  5459. static Magenta(): Color3;
  5460. /**
  5461. * Returns a Color3 value containing a yellow color
  5462. * @returns a new Color3 object
  5463. */
  5464. static Yellow(): Color3;
  5465. /**
  5466. * Returns a Color3 value containing a gray color
  5467. * @returns a new Color3 object
  5468. */
  5469. static Gray(): Color3;
  5470. /**
  5471. * Returns a Color3 value containing a teal color
  5472. * @returns a new Color3 object
  5473. */
  5474. static Teal(): Color3;
  5475. /**
  5476. * Returns a Color3 value containing a random color
  5477. * @returns a new Color3 object
  5478. */
  5479. static Random(): Color3;
  5480. }
  5481. /**
  5482. * Class used to hold a RBGA color
  5483. */
  5484. export class Color4 {
  5485. /**
  5486. * Defines the red component (between 0 and 1, default is 0)
  5487. */
  5488. r: number;
  5489. /**
  5490. * Defines the green component (between 0 and 1, default is 0)
  5491. */
  5492. g: number;
  5493. /**
  5494. * Defines the blue component (between 0 and 1, default is 0)
  5495. */
  5496. b: number;
  5497. /**
  5498. * Defines the alpha component (between 0 and 1, default is 1)
  5499. */
  5500. a: number;
  5501. /**
  5502. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5503. * @param r defines the red component (between 0 and 1, default is 0)
  5504. * @param g defines the green component (between 0 and 1, default is 0)
  5505. * @param b defines the blue component (between 0 and 1, default is 0)
  5506. * @param a defines the alpha component (between 0 and 1, default is 1)
  5507. */
  5508. constructor(
  5509. /**
  5510. * Defines the red component (between 0 and 1, default is 0)
  5511. */
  5512. r?: number,
  5513. /**
  5514. * Defines the green component (between 0 and 1, default is 0)
  5515. */
  5516. g?: number,
  5517. /**
  5518. * Defines the blue component (between 0 and 1, default is 0)
  5519. */
  5520. b?: number,
  5521. /**
  5522. * Defines the alpha component (between 0 and 1, default is 1)
  5523. */
  5524. a?: number);
  5525. /**
  5526. * Adds in place the given Color4 values to the current Color4 object
  5527. * @param right defines the second operand
  5528. * @returns the current updated Color4 object
  5529. */
  5530. addInPlace(right: DeepImmutable<Color4>): Color4;
  5531. /**
  5532. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5533. * @returns the new array
  5534. */
  5535. asArray(): number[];
  5536. /**
  5537. * Stores from the starting index in the given array the Color4 successive values
  5538. * @param array defines the array where to store the r,g,b components
  5539. * @param index defines an optional index in the target array to define where to start storing values
  5540. * @returns the current Color4 object
  5541. */
  5542. toArray(array: number[], index?: number): Color4;
  5543. /**
  5544. * Determines equality between Color4 objects
  5545. * @param otherColor defines the second operand
  5546. * @returns true if the rgba values are equal to the given ones
  5547. */
  5548. equals(otherColor: DeepImmutable<Color4>): boolean;
  5549. /**
  5550. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5551. * @param right defines the second operand
  5552. * @returns a new Color4 object
  5553. */
  5554. add(right: DeepImmutable<Color4>): Color4;
  5555. /**
  5556. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5557. * @param right defines the second operand
  5558. * @returns a new Color4 object
  5559. */
  5560. subtract(right: DeepImmutable<Color4>): Color4;
  5561. /**
  5562. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5563. * @param right defines the second operand
  5564. * @param result defines the Color4 object where to store the result
  5565. * @returns the current Color4 object
  5566. */
  5567. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5568. /**
  5569. * Creates a new Color4 with the current Color4 values multiplied by scale
  5570. * @param scale defines the scaling factor to apply
  5571. * @returns a new Color4 object
  5572. */
  5573. scale(scale: number): Color4;
  5574. /**
  5575. * Multiplies the current Color4 values by scale and stores the result in "result"
  5576. * @param scale defines the scaling factor to apply
  5577. * @param result defines the Color4 object where to store the result
  5578. * @returns the current unmodified Color4
  5579. */
  5580. scaleToRef(scale: number, result: Color4): Color4;
  5581. /**
  5582. * Scale the current Color4 values by a factor and add the result to a given Color4
  5583. * @param scale defines the scale factor
  5584. * @param result defines the Color4 object where to store the result
  5585. * @returns the unmodified current Color4
  5586. */
  5587. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5588. /**
  5589. * Clamps the rgb values by the min and max values and stores the result into "result"
  5590. * @param min defines minimum clamping value (default is 0)
  5591. * @param max defines maximum clamping value (default is 1)
  5592. * @param result defines color to store the result into.
  5593. * @returns the cuurent Color4
  5594. */
  5595. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5596. /**
  5597. * Multipy an Color4 value by another and return a new Color4 object
  5598. * @param color defines the Color4 value to multiply by
  5599. * @returns a new Color4 object
  5600. */
  5601. multiply(color: Color4): Color4;
  5602. /**
  5603. * Multipy a Color4 value by another and push the result in a reference value
  5604. * @param color defines the Color4 value to multiply by
  5605. * @param result defines the Color4 to fill the result in
  5606. * @returns the result Color4
  5607. */
  5608. multiplyToRef(color: Color4, result: Color4): Color4;
  5609. /**
  5610. * Creates a string with the Color4 current values
  5611. * @returns the string representation of the Color4 object
  5612. */
  5613. toString(): string;
  5614. /**
  5615. * Returns the string "Color4"
  5616. * @returns "Color4"
  5617. */
  5618. getClassName(): string;
  5619. /**
  5620. * Compute the Color4 hash code
  5621. * @returns an unique number that can be used to hash Color4 objects
  5622. */
  5623. getHashCode(): number;
  5624. /**
  5625. * Creates a new Color4 copied from the current one
  5626. * @returns a new Color4 object
  5627. */
  5628. clone(): Color4;
  5629. /**
  5630. * Copies the given Color4 values into the current one
  5631. * @param source defines the source Color4 object
  5632. * @returns the current updated Color4 object
  5633. */
  5634. copyFrom(source: Color4): Color4;
  5635. /**
  5636. * Copies the given float values into the current one
  5637. * @param r defines the red component to read from
  5638. * @param g defines the green component to read from
  5639. * @param b defines the blue component to read from
  5640. * @param a defines the alpha component to read from
  5641. * @returns the current updated Color4 object
  5642. */
  5643. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5644. /**
  5645. * Copies the given float values into the current one
  5646. * @param r defines the red component to read from
  5647. * @param g defines the green component to read from
  5648. * @param b defines the blue component to read from
  5649. * @param a defines the alpha component to read from
  5650. * @returns the current updated Color4 object
  5651. */
  5652. set(r: number, g: number, b: number, a: number): Color4;
  5653. /**
  5654. * Compute the Color4 hexadecimal code as a string
  5655. * @returns a string containing the hexadecimal representation of the Color4 object
  5656. */
  5657. toHexString(): string;
  5658. /**
  5659. * Computes a new Color4 converted from the current one to linear space
  5660. * @returns a new Color4 object
  5661. */
  5662. toLinearSpace(): Color4;
  5663. /**
  5664. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5665. * @param convertedColor defines the Color4 object where to store the linear space version
  5666. * @returns the unmodified Color4
  5667. */
  5668. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5669. /**
  5670. * Computes a new Color4 converted from the current one to gamma space
  5671. * @returns a new Color4 object
  5672. */
  5673. toGammaSpace(): Color4;
  5674. /**
  5675. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5676. * @param convertedColor defines the Color4 object where to store the gamma space version
  5677. * @returns the unmodified Color4
  5678. */
  5679. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5680. /**
  5681. * Creates a new Color4 from the string containing valid hexadecimal values
  5682. * @param hex defines a string containing valid hexadecimal values
  5683. * @returns a new Color4 object
  5684. */
  5685. static FromHexString(hex: string): Color4;
  5686. /**
  5687. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5688. * @param left defines the start value
  5689. * @param right defines the end value
  5690. * @param amount defines the gradient factor
  5691. * @returns a new Color4 object
  5692. */
  5693. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5694. /**
  5695. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5696. * @param left defines the start value
  5697. * @param right defines the end value
  5698. * @param amount defines the gradient factor
  5699. * @param result defines the Color4 object where to store data
  5700. */
  5701. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5702. /**
  5703. * Creates a new Color4 from a Color3 and an alpha value
  5704. * @param color3 defines the source Color3 to read from
  5705. * @param alpha defines the alpha component (1.0 by default)
  5706. * @returns a new Color4 object
  5707. */
  5708. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5709. /**
  5710. * Creates a new Color4 from the starting index element of the given array
  5711. * @param array defines the source array to read from
  5712. * @param offset defines the offset in the source array
  5713. * @returns a new Color4 object
  5714. */
  5715. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5716. /**
  5717. * Creates a new Color3 from integer values (< 256)
  5718. * @param r defines the red component to read from (value between 0 and 255)
  5719. * @param g defines the green component to read from (value between 0 and 255)
  5720. * @param b defines the blue component to read from (value between 0 and 255)
  5721. * @param a defines the alpha component to read from (value between 0 and 255)
  5722. * @returns a new Color3 object
  5723. */
  5724. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5725. /**
  5726. * Check the content of a given array and convert it to an array containing RGBA data
  5727. * If the original array was already containing count * 4 values then it is returned directly
  5728. * @param colors defines the array to check
  5729. * @param count defines the number of RGBA data to expect
  5730. * @returns an array containing count * 4 values (RGBA)
  5731. */
  5732. static CheckColors4(colors: number[], count: number): number[];
  5733. }
  5734. /**
  5735. * @hidden
  5736. */
  5737. export class TmpColors {
  5738. static Color3: Color3[];
  5739. static Color4: Color4[];
  5740. }
  5741. }
  5742. declare module "babylonjs/Animations/animationKey" {
  5743. /**
  5744. * Defines an interface which represents an animation key frame
  5745. */
  5746. export interface IAnimationKey {
  5747. /**
  5748. * Frame of the key frame
  5749. */
  5750. frame: number;
  5751. /**
  5752. * Value at the specifies key frame
  5753. */
  5754. value: any;
  5755. /**
  5756. * The input tangent for the cubic hermite spline
  5757. */
  5758. inTangent?: any;
  5759. /**
  5760. * The output tangent for the cubic hermite spline
  5761. */
  5762. outTangent?: any;
  5763. /**
  5764. * The animation interpolation type
  5765. */
  5766. interpolation?: AnimationKeyInterpolation;
  5767. }
  5768. /**
  5769. * Enum for the animation key frame interpolation type
  5770. */
  5771. export enum AnimationKeyInterpolation {
  5772. /**
  5773. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5774. */
  5775. STEP = 1
  5776. }
  5777. }
  5778. declare module "babylonjs/Animations/animationRange" {
  5779. /**
  5780. * Represents the range of an animation
  5781. */
  5782. export class AnimationRange {
  5783. /**The name of the animation range**/
  5784. name: string;
  5785. /**The starting frame of the animation */
  5786. from: number;
  5787. /**The ending frame of the animation*/
  5788. to: number;
  5789. /**
  5790. * Initializes the range of an animation
  5791. * @param name The name of the animation range
  5792. * @param from The starting frame of the animation
  5793. * @param to The ending frame of the animation
  5794. */
  5795. constructor(
  5796. /**The name of the animation range**/
  5797. name: string,
  5798. /**The starting frame of the animation */
  5799. from: number,
  5800. /**The ending frame of the animation*/
  5801. to: number);
  5802. /**
  5803. * Makes a copy of the animation range
  5804. * @returns A copy of the animation range
  5805. */
  5806. clone(): AnimationRange;
  5807. }
  5808. }
  5809. declare module "babylonjs/Animations/animationEvent" {
  5810. /**
  5811. * Composed of a frame, and an action function
  5812. */
  5813. export class AnimationEvent {
  5814. /** The frame for which the event is triggered **/
  5815. frame: number;
  5816. /** The event to perform when triggered **/
  5817. action: (currentFrame: number) => void;
  5818. /** Specifies if the event should be triggered only once**/
  5819. onlyOnce?: boolean | undefined;
  5820. /**
  5821. * Specifies if the animation event is done
  5822. */
  5823. isDone: boolean;
  5824. /**
  5825. * Initializes the animation event
  5826. * @param frame The frame for which the event is triggered
  5827. * @param action The event to perform when triggered
  5828. * @param onlyOnce Specifies if the event should be triggered only once
  5829. */
  5830. constructor(
  5831. /** The frame for which the event is triggered **/
  5832. frame: number,
  5833. /** The event to perform when triggered **/
  5834. action: (currentFrame: number) => void,
  5835. /** Specifies if the event should be triggered only once**/
  5836. onlyOnce?: boolean | undefined);
  5837. /** @hidden */
  5838. _clone(): AnimationEvent;
  5839. }
  5840. }
  5841. declare module "babylonjs/Behaviors/behavior" {
  5842. import { Nullable } from "babylonjs/types";
  5843. /**
  5844. * Interface used to define a behavior
  5845. */
  5846. export interface Behavior<T> {
  5847. /** gets or sets behavior's name */
  5848. name: string;
  5849. /**
  5850. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5851. */
  5852. init(): void;
  5853. /**
  5854. * Called when the behavior is attached to a target
  5855. * @param target defines the target where the behavior is attached to
  5856. */
  5857. attach(target: T): void;
  5858. /**
  5859. * Called when the behavior is detached from its target
  5860. */
  5861. detach(): void;
  5862. }
  5863. /**
  5864. * Interface implemented by classes supporting behaviors
  5865. */
  5866. export interface IBehaviorAware<T> {
  5867. /**
  5868. * Attach a behavior
  5869. * @param behavior defines the behavior to attach
  5870. * @returns the current host
  5871. */
  5872. addBehavior(behavior: Behavior<T>): T;
  5873. /**
  5874. * Remove a behavior from the current object
  5875. * @param behavior defines the behavior to detach
  5876. * @returns the current host
  5877. */
  5878. removeBehavior(behavior: Behavior<T>): T;
  5879. /**
  5880. * Gets a behavior using its name to search
  5881. * @param name defines the name to search
  5882. * @returns the behavior or null if not found
  5883. */
  5884. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5885. }
  5886. }
  5887. declare module "babylonjs/Misc/smartArray" {
  5888. /**
  5889. * Defines an array and its length.
  5890. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5891. */
  5892. export interface ISmartArrayLike<T> {
  5893. /**
  5894. * The data of the array.
  5895. */
  5896. data: Array<T>;
  5897. /**
  5898. * The active length of the array.
  5899. */
  5900. length: number;
  5901. }
  5902. /**
  5903. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5904. */
  5905. export class SmartArray<T> implements ISmartArrayLike<T> {
  5906. /**
  5907. * The full set of data from the array.
  5908. */
  5909. data: Array<T>;
  5910. /**
  5911. * The active length of the array.
  5912. */
  5913. length: number;
  5914. protected _id: number;
  5915. /**
  5916. * Instantiates a Smart Array.
  5917. * @param capacity defines the default capacity of the array.
  5918. */
  5919. constructor(capacity: number);
  5920. /**
  5921. * Pushes a value at the end of the active data.
  5922. * @param value defines the object to push in the array.
  5923. */
  5924. push(value: T): void;
  5925. /**
  5926. * Iterates over the active data and apply the lambda to them.
  5927. * @param func defines the action to apply on each value.
  5928. */
  5929. forEach(func: (content: T) => void): void;
  5930. /**
  5931. * Sorts the full sets of data.
  5932. * @param compareFn defines the comparison function to apply.
  5933. */
  5934. sort(compareFn: (a: T, b: T) => number): void;
  5935. /**
  5936. * Resets the active data to an empty array.
  5937. */
  5938. reset(): void;
  5939. /**
  5940. * Releases all the data from the array as well as the array.
  5941. */
  5942. dispose(): void;
  5943. /**
  5944. * Concats the active data with a given array.
  5945. * @param array defines the data to concatenate with.
  5946. */
  5947. concat(array: any): void;
  5948. /**
  5949. * Returns the position of a value in the active data.
  5950. * @param value defines the value to find the index for
  5951. * @returns the index if found in the active data otherwise -1
  5952. */
  5953. indexOf(value: T): number;
  5954. /**
  5955. * Returns whether an element is part of the active data.
  5956. * @param value defines the value to look for
  5957. * @returns true if found in the active data otherwise false
  5958. */
  5959. contains(value: T): boolean;
  5960. private static _GlobalId;
  5961. }
  5962. /**
  5963. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5964. * The data in this array can only be present once
  5965. */
  5966. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  5967. private _duplicateId;
  5968. /**
  5969. * Pushes a value at the end of the active data.
  5970. * THIS DOES NOT PREVENT DUPPLICATE DATA
  5971. * @param value defines the object to push in the array.
  5972. */
  5973. push(value: T): void;
  5974. /**
  5975. * Pushes a value at the end of the active data.
  5976. * If the data is already present, it won t be added again
  5977. * @param value defines the object to push in the array.
  5978. * @returns true if added false if it was already present
  5979. */
  5980. pushNoDuplicate(value: T): boolean;
  5981. /**
  5982. * Resets the active data to an empty array.
  5983. */
  5984. reset(): void;
  5985. /**
  5986. * Concats the active data with a given array.
  5987. * This ensures no dupplicate will be present in the result.
  5988. * @param array defines the data to concatenate with.
  5989. */
  5990. concatWithNoDuplicate(array: any): void;
  5991. }
  5992. }
  5993. declare module "babylonjs/Cameras/cameraInputsManager" {
  5994. import { Nullable } from "babylonjs/types";
  5995. import { Camera } from "babylonjs/Cameras/camera";
  5996. /**
  5997. * @ignore
  5998. * This is a list of all the different input types that are available in the application.
  5999. * Fo instance: ArcRotateCameraGamepadInput...
  6000. */
  6001. export var CameraInputTypes: {};
  6002. /**
  6003. * This is the contract to implement in order to create a new input class.
  6004. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6005. */
  6006. export interface ICameraInput<TCamera extends Camera> {
  6007. /**
  6008. * Defines the camera the input is attached to.
  6009. */
  6010. camera: Nullable<TCamera>;
  6011. /**
  6012. * Gets the class name of the current intput.
  6013. * @returns the class name
  6014. */
  6015. getClassName(): string;
  6016. /**
  6017. * Get the friendly name associated with the input class.
  6018. * @returns the input friendly name
  6019. */
  6020. getSimpleName(): string;
  6021. /**
  6022. * Attach the input controls to a specific dom element to get the input from.
  6023. * @param element Defines the element the controls should be listened from
  6024. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6025. */
  6026. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6027. /**
  6028. * Detach the current controls from the specified dom element.
  6029. * @param element Defines the element to stop listening the inputs from
  6030. */
  6031. detachControl(element: Nullable<HTMLElement>): void;
  6032. /**
  6033. * Update the current camera state depending on the inputs that have been used this frame.
  6034. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6035. */
  6036. checkInputs?: () => void;
  6037. }
  6038. /**
  6039. * Represents a map of input types to input instance or input index to input instance.
  6040. */
  6041. export interface CameraInputsMap<TCamera extends Camera> {
  6042. /**
  6043. * Accessor to the input by input type.
  6044. */
  6045. [name: string]: ICameraInput<TCamera>;
  6046. /**
  6047. * Accessor to the input by input index.
  6048. */
  6049. [idx: number]: ICameraInput<TCamera>;
  6050. }
  6051. /**
  6052. * This represents the input manager used within a camera.
  6053. * It helps dealing with all the different kind of input attached to a camera.
  6054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6055. */
  6056. export class CameraInputsManager<TCamera extends Camera> {
  6057. /**
  6058. * Defines the list of inputs attahed to the camera.
  6059. */
  6060. attached: CameraInputsMap<TCamera>;
  6061. /**
  6062. * Defines the dom element the camera is collecting inputs from.
  6063. * This is null if the controls have not been attached.
  6064. */
  6065. attachedElement: Nullable<HTMLElement>;
  6066. /**
  6067. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6068. */
  6069. noPreventDefault: boolean;
  6070. /**
  6071. * Defined the camera the input manager belongs to.
  6072. */
  6073. camera: TCamera;
  6074. /**
  6075. * Update the current camera state depending on the inputs that have been used this frame.
  6076. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6077. */
  6078. checkInputs: () => void;
  6079. /**
  6080. * Instantiate a new Camera Input Manager.
  6081. * @param camera Defines the camera the input manager blongs to
  6082. */
  6083. constructor(camera: TCamera);
  6084. /**
  6085. * Add an input method to a camera
  6086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6087. * @param input camera input method
  6088. */
  6089. add(input: ICameraInput<TCamera>): void;
  6090. /**
  6091. * Remove a specific input method from a camera
  6092. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6093. * @param inputToRemove camera input method
  6094. */
  6095. remove(inputToRemove: ICameraInput<TCamera>): void;
  6096. /**
  6097. * Remove a specific input type from a camera
  6098. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6099. * @param inputType the type of the input to remove
  6100. */
  6101. removeByType(inputType: string): void;
  6102. private _addCheckInputs;
  6103. /**
  6104. * Attach the input controls to the currently attached dom element to listen the events from.
  6105. * @param input Defines the input to attach
  6106. */
  6107. attachInput(input: ICameraInput<TCamera>): void;
  6108. /**
  6109. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6110. * @param element Defines the dom element to collect the events from
  6111. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6112. */
  6113. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6114. /**
  6115. * Detach the current manager inputs controls from a specific dom element.
  6116. * @param element Defines the dom element to collect the events from
  6117. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6118. */
  6119. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6120. /**
  6121. * Rebuild the dynamic inputCheck function from the current list of
  6122. * defined inputs in the manager.
  6123. */
  6124. rebuildInputCheck(): void;
  6125. /**
  6126. * Remove all attached input methods from a camera
  6127. */
  6128. clear(): void;
  6129. /**
  6130. * Serialize the current input manager attached to a camera.
  6131. * This ensures than once parsed,
  6132. * the input associated to the camera will be identical to the current ones
  6133. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6134. */
  6135. serialize(serializedCamera: any): void;
  6136. /**
  6137. * Parses an input manager serialized JSON to restore the previous list of inputs
  6138. * and states associated to a camera.
  6139. * @param parsedCamera Defines the JSON to parse
  6140. */
  6141. parse(parsedCamera: any): void;
  6142. }
  6143. }
  6144. declare module "babylonjs/Meshes/buffer" {
  6145. import { Nullable, DataArray } from "babylonjs/types";
  6146. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6147. /**
  6148. * Class used to store data that will be store in GPU memory
  6149. */
  6150. export class Buffer {
  6151. private _engine;
  6152. private _buffer;
  6153. /** @hidden */
  6154. _data: Nullable<DataArray>;
  6155. private _updatable;
  6156. private _instanced;
  6157. private _divisor;
  6158. /**
  6159. * Gets the byte stride.
  6160. */
  6161. readonly byteStride: number;
  6162. /**
  6163. * Constructor
  6164. * @param engine the engine
  6165. * @param data the data to use for this buffer
  6166. * @param updatable whether the data is updatable
  6167. * @param stride the stride (optional)
  6168. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6169. * @param instanced whether the buffer is instanced (optional)
  6170. * @param useBytes set to true if the stride in in bytes (optional)
  6171. * @param divisor sets an optional divisor for instances (1 by default)
  6172. */
  6173. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6174. /**
  6175. * Create a new VertexBuffer based on the current buffer
  6176. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6177. * @param offset defines offset in the buffer (0 by default)
  6178. * @param size defines the size in floats of attributes (position is 3 for instance)
  6179. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6180. * @param instanced defines if the vertex buffer contains indexed data
  6181. * @param useBytes defines if the offset and stride are in bytes *
  6182. * @param divisor sets an optional divisor for instances (1 by default)
  6183. * @returns the new vertex buffer
  6184. */
  6185. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6186. /**
  6187. * Gets a boolean indicating if the Buffer is updatable?
  6188. * @returns true if the buffer is updatable
  6189. */
  6190. isUpdatable(): boolean;
  6191. /**
  6192. * Gets current buffer's data
  6193. * @returns a DataArray or null
  6194. */
  6195. getData(): Nullable<DataArray>;
  6196. /**
  6197. * Gets underlying native buffer
  6198. * @returns underlying native buffer
  6199. */
  6200. getBuffer(): Nullable<DataBuffer>;
  6201. /**
  6202. * Gets the stride in float32 units (i.e. byte stride / 4).
  6203. * May not be an integer if the byte stride is not divisible by 4.
  6204. * DEPRECATED. Use byteStride instead.
  6205. * @returns the stride in float32 units
  6206. */
  6207. getStrideSize(): number;
  6208. /**
  6209. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6210. * @param data defines the data to store
  6211. */
  6212. create(data?: Nullable<DataArray>): void;
  6213. /** @hidden */
  6214. _rebuild(): void;
  6215. /**
  6216. * Update current buffer data
  6217. * @param data defines the data to store
  6218. */
  6219. update(data: DataArray): void;
  6220. /**
  6221. * Updates the data directly.
  6222. * @param data the new data
  6223. * @param offset the new offset
  6224. * @param vertexCount the vertex count (optional)
  6225. * @param useBytes set to true if the offset is in bytes
  6226. */
  6227. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6228. /**
  6229. * Release all resources
  6230. */
  6231. dispose(): void;
  6232. }
  6233. /**
  6234. * Specialized buffer used to store vertex data
  6235. */
  6236. export class VertexBuffer {
  6237. /** @hidden */
  6238. _buffer: Buffer;
  6239. private _kind;
  6240. private _size;
  6241. private _ownsBuffer;
  6242. private _instanced;
  6243. private _instanceDivisor;
  6244. /**
  6245. * The byte type.
  6246. */
  6247. static readonly BYTE: number;
  6248. /**
  6249. * The unsigned byte type.
  6250. */
  6251. static readonly UNSIGNED_BYTE: number;
  6252. /**
  6253. * The short type.
  6254. */
  6255. static readonly SHORT: number;
  6256. /**
  6257. * The unsigned short type.
  6258. */
  6259. static readonly UNSIGNED_SHORT: number;
  6260. /**
  6261. * The integer type.
  6262. */
  6263. static readonly INT: number;
  6264. /**
  6265. * The unsigned integer type.
  6266. */
  6267. static readonly UNSIGNED_INT: number;
  6268. /**
  6269. * The float type.
  6270. */
  6271. static readonly FLOAT: number;
  6272. /**
  6273. * Gets or sets the instance divisor when in instanced mode
  6274. */
  6275. instanceDivisor: number;
  6276. /**
  6277. * Gets the byte stride.
  6278. */
  6279. readonly byteStride: number;
  6280. /**
  6281. * Gets the byte offset.
  6282. */
  6283. readonly byteOffset: number;
  6284. /**
  6285. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6286. */
  6287. readonly normalized: boolean;
  6288. /**
  6289. * Gets the data type of each component in the array.
  6290. */
  6291. readonly type: number;
  6292. /**
  6293. * Constructor
  6294. * @param engine the engine
  6295. * @param data the data to use for this vertex buffer
  6296. * @param kind the vertex buffer kind
  6297. * @param updatable whether the data is updatable
  6298. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6299. * @param stride the stride (optional)
  6300. * @param instanced whether the buffer is instanced (optional)
  6301. * @param offset the offset of the data (optional)
  6302. * @param size the number of components (optional)
  6303. * @param type the type of the component (optional)
  6304. * @param normalized whether the data contains normalized data (optional)
  6305. * @param useBytes set to true if stride and offset are in bytes (optional)
  6306. * @param divisor defines the instance divisor to use (1 by default)
  6307. */
  6308. 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, divisor?: number);
  6309. /** @hidden */
  6310. _rebuild(): void;
  6311. /**
  6312. * Returns the kind of the VertexBuffer (string)
  6313. * @returns a string
  6314. */
  6315. getKind(): string;
  6316. /**
  6317. * Gets a boolean indicating if the VertexBuffer is updatable?
  6318. * @returns true if the buffer is updatable
  6319. */
  6320. isUpdatable(): boolean;
  6321. /**
  6322. * Gets current buffer's data
  6323. * @returns a DataArray or null
  6324. */
  6325. getData(): Nullable<DataArray>;
  6326. /**
  6327. * Gets underlying native buffer
  6328. * @returns underlying native buffer
  6329. */
  6330. getBuffer(): Nullable<DataBuffer>;
  6331. /**
  6332. * Gets the stride in float32 units (i.e. byte stride / 4).
  6333. * May not be an integer if the byte stride is not divisible by 4.
  6334. * DEPRECATED. Use byteStride instead.
  6335. * @returns the stride in float32 units
  6336. */
  6337. getStrideSize(): number;
  6338. /**
  6339. * Returns the offset as a multiple of the type byte length.
  6340. * DEPRECATED. Use byteOffset instead.
  6341. * @returns the offset in bytes
  6342. */
  6343. getOffset(): number;
  6344. /**
  6345. * Returns the number of components per vertex attribute (integer)
  6346. * @returns the size in float
  6347. */
  6348. getSize(): number;
  6349. /**
  6350. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6351. * @returns true if this buffer is instanced
  6352. */
  6353. getIsInstanced(): boolean;
  6354. /**
  6355. * Returns the instancing divisor, zero for non-instanced (integer).
  6356. * @returns a number
  6357. */
  6358. getInstanceDivisor(): number;
  6359. /**
  6360. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6361. * @param data defines the data to store
  6362. */
  6363. create(data?: DataArray): void;
  6364. /**
  6365. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6366. * This function will create a new buffer if the current one is not updatable
  6367. * @param data defines the data to store
  6368. */
  6369. update(data: DataArray): void;
  6370. /**
  6371. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6372. * Returns the directly updated WebGLBuffer.
  6373. * @param data the new data
  6374. * @param offset the new offset
  6375. * @param useBytes set to true if the offset is in bytes
  6376. */
  6377. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6378. /**
  6379. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6380. */
  6381. dispose(): void;
  6382. /**
  6383. * Enumerates each value of this vertex buffer as numbers.
  6384. * @param count the number of values to enumerate
  6385. * @param callback the callback function called for each value
  6386. */
  6387. forEach(count: number, callback: (value: number, index: number) => void): void;
  6388. /**
  6389. * Positions
  6390. */
  6391. static readonly PositionKind: string;
  6392. /**
  6393. * Normals
  6394. */
  6395. static readonly NormalKind: string;
  6396. /**
  6397. * Tangents
  6398. */
  6399. static readonly TangentKind: string;
  6400. /**
  6401. * Texture coordinates
  6402. */
  6403. static readonly UVKind: string;
  6404. /**
  6405. * Texture coordinates 2
  6406. */
  6407. static readonly UV2Kind: string;
  6408. /**
  6409. * Texture coordinates 3
  6410. */
  6411. static readonly UV3Kind: string;
  6412. /**
  6413. * Texture coordinates 4
  6414. */
  6415. static readonly UV4Kind: string;
  6416. /**
  6417. * Texture coordinates 5
  6418. */
  6419. static readonly UV5Kind: string;
  6420. /**
  6421. * Texture coordinates 6
  6422. */
  6423. static readonly UV6Kind: string;
  6424. /**
  6425. * Colors
  6426. */
  6427. static readonly ColorKind: string;
  6428. /**
  6429. * Matrix indices (for bones)
  6430. */
  6431. static readonly MatricesIndicesKind: string;
  6432. /**
  6433. * Matrix weights (for bones)
  6434. */
  6435. static readonly MatricesWeightsKind: string;
  6436. /**
  6437. * Additional matrix indices (for bones)
  6438. */
  6439. static readonly MatricesIndicesExtraKind: string;
  6440. /**
  6441. * Additional matrix weights (for bones)
  6442. */
  6443. static readonly MatricesWeightsExtraKind: string;
  6444. /**
  6445. * Deduces the stride given a kind.
  6446. * @param kind The kind string to deduce
  6447. * @returns The deduced stride
  6448. */
  6449. static DeduceStride(kind: string): number;
  6450. /**
  6451. * Gets the byte length of the given type.
  6452. * @param type the type
  6453. * @returns the number of bytes
  6454. */
  6455. static GetTypeByteLength(type: number): number;
  6456. /**
  6457. * Enumerates each value of the given parameters as numbers.
  6458. * @param data the data to enumerate
  6459. * @param byteOffset the byte offset of the data
  6460. * @param byteStride the byte stride of the data
  6461. * @param componentCount the number of components per element
  6462. * @param componentType the type of the component
  6463. * @param count the number of values to enumerate
  6464. * @param normalized whether the data is normalized
  6465. * @param callback the callback function called for each value
  6466. */
  6467. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6468. private static _GetFloatValue;
  6469. }
  6470. }
  6471. declare module "babylonjs/Collisions/intersectionInfo" {
  6472. import { Nullable } from "babylonjs/types";
  6473. /**
  6474. * @hidden
  6475. */
  6476. export class IntersectionInfo {
  6477. bu: Nullable<number>;
  6478. bv: Nullable<number>;
  6479. distance: number;
  6480. faceId: number;
  6481. subMeshId: number;
  6482. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6483. }
  6484. }
  6485. declare module "babylonjs/Maths/math.plane" {
  6486. import { DeepImmutable } from "babylonjs/types";
  6487. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6488. /**
  6489. * Represens a plane by the equation ax + by + cz + d = 0
  6490. */
  6491. export class Plane {
  6492. private static _TmpMatrix;
  6493. /**
  6494. * Normal of the plane (a,b,c)
  6495. */
  6496. normal: Vector3;
  6497. /**
  6498. * d component of the plane
  6499. */
  6500. d: number;
  6501. /**
  6502. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6503. * @param a a component of the plane
  6504. * @param b b component of the plane
  6505. * @param c c component of the plane
  6506. * @param d d component of the plane
  6507. */
  6508. constructor(a: number, b: number, c: number, d: number);
  6509. /**
  6510. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6511. */
  6512. asArray(): number[];
  6513. /**
  6514. * @returns a new plane copied from the current Plane.
  6515. */
  6516. clone(): Plane;
  6517. /**
  6518. * @returns the string "Plane".
  6519. */
  6520. getClassName(): string;
  6521. /**
  6522. * @returns the Plane hash code.
  6523. */
  6524. getHashCode(): number;
  6525. /**
  6526. * Normalize the current Plane in place.
  6527. * @returns the updated Plane.
  6528. */
  6529. normalize(): Plane;
  6530. /**
  6531. * Applies a transformation the plane and returns the result
  6532. * @param transformation the transformation matrix to be applied to the plane
  6533. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6534. */
  6535. transform(transformation: DeepImmutable<Matrix>): Plane;
  6536. /**
  6537. * Calcualtte the dot product between the point and the plane normal
  6538. * @param point point to calculate the dot product with
  6539. * @returns the dot product (float) of the point coordinates and the plane normal.
  6540. */
  6541. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6542. /**
  6543. * Updates the current Plane from the plane defined by the three given points.
  6544. * @param point1 one of the points used to contruct the plane
  6545. * @param point2 one of the points used to contruct the plane
  6546. * @param point3 one of the points used to contruct the plane
  6547. * @returns the updated Plane.
  6548. */
  6549. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6550. /**
  6551. * Checks if the plane is facing a given direction
  6552. * @param direction the direction to check if the plane is facing
  6553. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6554. * @returns True is the vector "direction" is the same side than the plane normal.
  6555. */
  6556. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6557. /**
  6558. * Calculates the distance to a point
  6559. * @param point point to calculate distance to
  6560. * @returns the signed distance (float) from the given point to the Plane.
  6561. */
  6562. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6563. /**
  6564. * Creates a plane from an array
  6565. * @param array the array to create a plane from
  6566. * @returns a new Plane from the given array.
  6567. */
  6568. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6569. /**
  6570. * Creates a plane from three points
  6571. * @param point1 point used to create the plane
  6572. * @param point2 point used to create the plane
  6573. * @param point3 point used to create the plane
  6574. * @returns a new Plane defined by the three given points.
  6575. */
  6576. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6577. /**
  6578. * Creates a plane from an origin point and a normal
  6579. * @param origin origin of the plane to be constructed
  6580. * @param normal normal of the plane to be constructed
  6581. * @returns a new Plane the normal vector to this plane at the given origin point.
  6582. * Note : the vector "normal" is updated because normalized.
  6583. */
  6584. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6585. /**
  6586. * Calculates the distance from a plane and a point
  6587. * @param origin origin of the plane to be constructed
  6588. * @param normal normal of the plane to be constructed
  6589. * @param point point to calculate distance to
  6590. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6591. */
  6592. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6593. }
  6594. }
  6595. declare module "babylonjs/Culling/boundingSphere" {
  6596. import { DeepImmutable } from "babylonjs/types";
  6597. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6598. import { Plane } from "babylonjs/Maths/math.plane";
  6599. /**
  6600. * Class used to store bounding sphere information
  6601. */
  6602. export class BoundingSphere {
  6603. /**
  6604. * Gets the center of the bounding sphere in local space
  6605. */
  6606. readonly center: Vector3;
  6607. /**
  6608. * Radius of the bounding sphere in local space
  6609. */
  6610. radius: number;
  6611. /**
  6612. * Gets the center of the bounding sphere in world space
  6613. */
  6614. readonly centerWorld: Vector3;
  6615. /**
  6616. * Radius of the bounding sphere in world space
  6617. */
  6618. radiusWorld: number;
  6619. /**
  6620. * Gets the minimum vector in local space
  6621. */
  6622. readonly minimum: Vector3;
  6623. /**
  6624. * Gets the maximum vector in local space
  6625. */
  6626. readonly maximum: Vector3;
  6627. private _worldMatrix;
  6628. private static readonly TmpVector3;
  6629. /**
  6630. * Creates a new bounding sphere
  6631. * @param min defines the minimum vector (in local space)
  6632. * @param max defines the maximum vector (in local space)
  6633. * @param worldMatrix defines the new world matrix
  6634. */
  6635. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6636. /**
  6637. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6638. * @param min defines the new minimum vector (in local space)
  6639. * @param max defines the new maximum vector (in local space)
  6640. * @param worldMatrix defines the new world matrix
  6641. */
  6642. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6643. /**
  6644. * Scale the current bounding sphere by applying a scale factor
  6645. * @param factor defines the scale factor to apply
  6646. * @returns the current bounding box
  6647. */
  6648. scale(factor: number): BoundingSphere;
  6649. /**
  6650. * Gets the world matrix of the bounding box
  6651. * @returns a matrix
  6652. */
  6653. getWorldMatrix(): DeepImmutable<Matrix>;
  6654. /** @hidden */
  6655. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6656. /**
  6657. * Tests if the bounding sphere is intersecting the frustum planes
  6658. * @param frustumPlanes defines the frustum planes to test
  6659. * @returns true if there is an intersection
  6660. */
  6661. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6662. /**
  6663. * Tests if the bounding sphere center is in between the frustum planes.
  6664. * Used for optimistic fast inclusion.
  6665. * @param frustumPlanes defines the frustum planes to test
  6666. * @returns true if the sphere center is in between the frustum planes
  6667. */
  6668. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6669. /**
  6670. * Tests if a point is inside the bounding sphere
  6671. * @param point defines the point to test
  6672. * @returns true if the point is inside the bounding sphere
  6673. */
  6674. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6675. /**
  6676. * Checks if two sphere intersct
  6677. * @param sphere0 sphere 0
  6678. * @param sphere1 sphere 1
  6679. * @returns true if the speres intersect
  6680. */
  6681. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingBox" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6688. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6689. import { Plane } from "babylonjs/Maths/math.plane";
  6690. /**
  6691. * Class used to store bounding box information
  6692. */
  6693. export class BoundingBox implements ICullable {
  6694. /**
  6695. * Gets the 8 vectors representing the bounding box in local space
  6696. */
  6697. readonly vectors: Vector3[];
  6698. /**
  6699. * Gets the center of the bounding box in local space
  6700. */
  6701. readonly center: Vector3;
  6702. /**
  6703. * Gets the center of the bounding box in world space
  6704. */
  6705. readonly centerWorld: Vector3;
  6706. /**
  6707. * Gets the extend size in local space
  6708. */
  6709. readonly extendSize: Vector3;
  6710. /**
  6711. * Gets the extend size in world space
  6712. */
  6713. readonly extendSizeWorld: Vector3;
  6714. /**
  6715. * Gets the OBB (object bounding box) directions
  6716. */
  6717. readonly directions: Vector3[];
  6718. /**
  6719. * Gets the 8 vectors representing the bounding box in world space
  6720. */
  6721. readonly vectorsWorld: Vector3[];
  6722. /**
  6723. * Gets the minimum vector in world space
  6724. */
  6725. readonly minimumWorld: Vector3;
  6726. /**
  6727. * Gets the maximum vector in world space
  6728. */
  6729. readonly maximumWorld: Vector3;
  6730. /**
  6731. * Gets the minimum vector in local space
  6732. */
  6733. readonly minimum: Vector3;
  6734. /**
  6735. * Gets the maximum vector in local space
  6736. */
  6737. readonly maximum: Vector3;
  6738. private _worldMatrix;
  6739. private static readonly TmpVector3;
  6740. /**
  6741. * @hidden
  6742. */
  6743. _tag: number;
  6744. /**
  6745. * Creates a new bounding box
  6746. * @param min defines the minimum vector (in local space)
  6747. * @param max defines the maximum vector (in local space)
  6748. * @param worldMatrix defines the new world matrix
  6749. */
  6750. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6751. /**
  6752. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6753. * @param min defines the new minimum vector (in local space)
  6754. * @param max defines the new maximum vector (in local space)
  6755. * @param worldMatrix defines the new world matrix
  6756. */
  6757. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6758. /**
  6759. * Scale the current bounding box by applying a scale factor
  6760. * @param factor defines the scale factor to apply
  6761. * @returns the current bounding box
  6762. */
  6763. scale(factor: number): BoundingBox;
  6764. /**
  6765. * Gets the world matrix of the bounding box
  6766. * @returns a matrix
  6767. */
  6768. getWorldMatrix(): DeepImmutable<Matrix>;
  6769. /** @hidden */
  6770. _update(world: DeepImmutable<Matrix>): void;
  6771. /**
  6772. * Tests if the bounding box is intersecting the frustum planes
  6773. * @param frustumPlanes defines the frustum planes to test
  6774. * @returns true if there is an intersection
  6775. */
  6776. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6777. /**
  6778. * Tests if the bounding box is entirely inside the frustum planes
  6779. * @param frustumPlanes defines the frustum planes to test
  6780. * @returns true if there is an inclusion
  6781. */
  6782. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6783. /**
  6784. * Tests if a point is inside the bounding box
  6785. * @param point defines the point to test
  6786. * @returns true if the point is inside the bounding box
  6787. */
  6788. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6789. /**
  6790. * Tests if the bounding box intersects with a bounding sphere
  6791. * @param sphere defines the sphere to test
  6792. * @returns true if there is an intersection
  6793. */
  6794. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6795. /**
  6796. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6797. * @param min defines the min vector to use
  6798. * @param max defines the max vector to use
  6799. * @returns true if there is an intersection
  6800. */
  6801. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6802. /**
  6803. * Tests if two bounding boxes are intersections
  6804. * @param box0 defines the first box to test
  6805. * @param box1 defines the second box to test
  6806. * @returns true if there is an intersection
  6807. */
  6808. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6809. /**
  6810. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6811. * @param minPoint defines the minimum vector of the bounding box
  6812. * @param maxPoint defines the maximum vector of the bounding box
  6813. * @param sphereCenter defines the sphere center
  6814. * @param sphereRadius defines the sphere radius
  6815. * @returns true if there is an intersection
  6816. */
  6817. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6818. /**
  6819. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6820. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6821. * @param frustumPlanes defines the frustum planes to test
  6822. * @return true if there is an inclusion
  6823. */
  6824. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6825. /**
  6826. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6827. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6828. * @param frustumPlanes defines the frustum planes to test
  6829. * @return true if there is an intersection
  6830. */
  6831. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6832. }
  6833. }
  6834. declare module "babylonjs/Collisions/collider" {
  6835. import { Nullable, IndicesArray } from "babylonjs/types";
  6836. import { Vector3 } from "babylonjs/Maths/math.vector";
  6837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6838. import { Plane } from "babylonjs/Maths/math.plane";
  6839. /** @hidden */
  6840. export class Collider {
  6841. /** Define if a collision was found */
  6842. collisionFound: boolean;
  6843. /**
  6844. * Define last intersection point in local space
  6845. */
  6846. intersectionPoint: Vector3;
  6847. /**
  6848. * Define last collided mesh
  6849. */
  6850. collidedMesh: Nullable<AbstractMesh>;
  6851. private _collisionPoint;
  6852. private _planeIntersectionPoint;
  6853. private _tempVector;
  6854. private _tempVector2;
  6855. private _tempVector3;
  6856. private _tempVector4;
  6857. private _edge;
  6858. private _baseToVertex;
  6859. private _destinationPoint;
  6860. private _slidePlaneNormal;
  6861. private _displacementVector;
  6862. /** @hidden */
  6863. _radius: Vector3;
  6864. /** @hidden */
  6865. _retry: number;
  6866. private _velocity;
  6867. private _basePoint;
  6868. private _epsilon;
  6869. /** @hidden */
  6870. _velocityWorldLength: number;
  6871. /** @hidden */
  6872. _basePointWorld: Vector3;
  6873. private _velocityWorld;
  6874. private _normalizedVelocity;
  6875. /** @hidden */
  6876. _initialVelocity: Vector3;
  6877. /** @hidden */
  6878. _initialPosition: Vector3;
  6879. private _nearestDistance;
  6880. private _collisionMask;
  6881. collisionMask: number;
  6882. /**
  6883. * Gets the plane normal used to compute the sliding response (in local space)
  6884. */
  6885. readonly slidePlaneNormal: Vector3;
  6886. /** @hidden */
  6887. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6888. /** @hidden */
  6889. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6890. /** @hidden */
  6891. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6892. /** @hidden */
  6893. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6894. /** @hidden */
  6895. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6896. /** @hidden */
  6897. _getResponse(pos: Vector3, vel: Vector3): void;
  6898. }
  6899. }
  6900. declare module "babylonjs/Culling/boundingInfo" {
  6901. import { DeepImmutable } from "babylonjs/types";
  6902. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6903. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6904. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6905. import { Plane } from "babylonjs/Maths/math.plane";
  6906. import { Collider } from "babylonjs/Collisions/collider";
  6907. /**
  6908. * Interface for cullable objects
  6909. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6910. */
  6911. export interface ICullable {
  6912. /**
  6913. * Checks if the object or part of the object is in the frustum
  6914. * @param frustumPlanes Camera near/planes
  6915. * @returns true if the object is in frustum otherwise false
  6916. */
  6917. isInFrustum(frustumPlanes: Plane[]): boolean;
  6918. /**
  6919. * Checks if a cullable object (mesh...) is in the camera frustum
  6920. * Unlike isInFrustum this cheks the full bounding box
  6921. * @param frustumPlanes Camera near/planes
  6922. * @returns true if the object is in frustum otherwise false
  6923. */
  6924. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  6925. }
  6926. /**
  6927. * Info for a bounding data of a mesh
  6928. */
  6929. export class BoundingInfo implements ICullable {
  6930. /**
  6931. * Bounding box for the mesh
  6932. */
  6933. readonly boundingBox: BoundingBox;
  6934. /**
  6935. * Bounding sphere for the mesh
  6936. */
  6937. readonly boundingSphere: BoundingSphere;
  6938. private _isLocked;
  6939. private static readonly TmpVector3;
  6940. /**
  6941. * Constructs bounding info
  6942. * @param minimum min vector of the bounding box/sphere
  6943. * @param maximum max vector of the bounding box/sphere
  6944. * @param worldMatrix defines the new world matrix
  6945. */
  6946. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6947. /**
  6948. * Recreates the entire bounding info from scratch as if we call the constructor in place
  6949. * @param min defines the new minimum vector (in local space)
  6950. * @param max defines the new maximum vector (in local space)
  6951. * @param worldMatrix defines the new world matrix
  6952. */
  6953. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6954. /**
  6955. * min vector of the bounding box/sphere
  6956. */
  6957. readonly minimum: Vector3;
  6958. /**
  6959. * max vector of the bounding box/sphere
  6960. */
  6961. readonly maximum: Vector3;
  6962. /**
  6963. * If the info is locked and won't be updated to avoid perf overhead
  6964. */
  6965. isLocked: boolean;
  6966. /**
  6967. * Updates the bounding sphere and box
  6968. * @param world world matrix to be used to update
  6969. */
  6970. update(world: DeepImmutable<Matrix>): void;
  6971. /**
  6972. * Recreate the bounding info to be centered around a specific point given a specific extend.
  6973. * @param center New center of the bounding info
  6974. * @param extend New extend of the bounding info
  6975. * @returns the current bounding info
  6976. */
  6977. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  6978. /**
  6979. * Scale the current bounding info by applying a scale factor
  6980. * @param factor defines the scale factor to apply
  6981. * @returns the current bounding info
  6982. */
  6983. scale(factor: number): BoundingInfo;
  6984. /**
  6985. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  6986. * @param frustumPlanes defines the frustum to test
  6987. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  6988. * @returns true if the bounding info is in the frustum planes
  6989. */
  6990. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  6991. /**
  6992. * Gets the world distance between the min and max points of the bounding box
  6993. */
  6994. readonly diagonalLength: number;
  6995. /**
  6996. * Checks if a cullable object (mesh...) is in the camera frustum
  6997. * Unlike isInFrustum this cheks the full bounding box
  6998. * @param frustumPlanes Camera near/planes
  6999. * @returns true if the object is in frustum otherwise false
  7000. */
  7001. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7002. /** @hidden */
  7003. _checkCollision(collider: Collider): boolean;
  7004. /**
  7005. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7006. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7007. * @param point the point to check intersection with
  7008. * @returns if the point intersects
  7009. */
  7010. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7011. /**
  7012. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7013. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7014. * @param boundingInfo the bounding info to check intersection with
  7015. * @param precise if the intersection should be done using OBB
  7016. * @returns if the bounding info intersects
  7017. */
  7018. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7019. }
  7020. }
  7021. declare module "babylonjs/Maths/math.functions" {
  7022. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7023. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7024. /**
  7025. * Extracts minimum and maximum values from a list of indexed positions
  7026. * @param positions defines the positions to use
  7027. * @param indices defines the indices to the positions
  7028. * @param indexStart defines the start index
  7029. * @param indexCount defines the end index
  7030. * @param bias defines bias value to add to the result
  7031. * @return minimum and maximum values
  7032. */
  7033. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7034. minimum: Vector3;
  7035. maximum: Vector3;
  7036. };
  7037. /**
  7038. * Extracts minimum and maximum values from a list of positions
  7039. * @param positions defines the positions to use
  7040. * @param start defines the start index in the positions array
  7041. * @param count defines the number of positions to handle
  7042. * @param bias defines bias value to add to the result
  7043. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7044. * @return minimum and maximum values
  7045. */
  7046. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7047. minimum: Vector3;
  7048. maximum: Vector3;
  7049. };
  7050. }
  7051. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7052. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7053. /** @hidden */
  7054. export class WebGLDataBuffer extends DataBuffer {
  7055. private _buffer;
  7056. constructor(resource: WebGLBuffer);
  7057. readonly underlyingResource: any;
  7058. }
  7059. }
  7060. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7061. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7062. import { Nullable } from "babylonjs/types";
  7063. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7064. /** @hidden */
  7065. export class WebGLPipelineContext implements IPipelineContext {
  7066. engine: ThinEngine;
  7067. program: Nullable<WebGLProgram>;
  7068. context?: WebGLRenderingContext;
  7069. vertexShader?: WebGLShader;
  7070. fragmentShader?: WebGLShader;
  7071. isParallelCompiled: boolean;
  7072. onCompiled?: () => void;
  7073. transformFeedback?: WebGLTransformFeedback | null;
  7074. readonly isAsync: boolean;
  7075. readonly isReady: boolean;
  7076. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7077. }
  7078. }
  7079. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7080. import { FloatArray, Nullable } from "babylonjs/types";
  7081. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7082. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7083. module "babylonjs/Engines/thinEngine" {
  7084. interface ThinEngine {
  7085. /**
  7086. * Create an uniform buffer
  7087. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7088. * @param elements defines the content of the uniform buffer
  7089. * @returns the webGL uniform buffer
  7090. */
  7091. createUniformBuffer(elements: FloatArray): DataBuffer;
  7092. /**
  7093. * Create a dynamic uniform buffer
  7094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7095. * @param elements defines the content of the uniform buffer
  7096. * @returns the webGL uniform buffer
  7097. */
  7098. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7099. /**
  7100. * Update an existing uniform buffer
  7101. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7102. * @param uniformBuffer defines the target uniform buffer
  7103. * @param elements defines the content to update
  7104. * @param offset defines the offset in the uniform buffer where update should start
  7105. * @param count defines the size of the data to update
  7106. */
  7107. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7108. /**
  7109. * Bind an uniform buffer to the current webGL context
  7110. * @param buffer defines the buffer to bind
  7111. */
  7112. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7113. /**
  7114. * Bind a buffer to the current webGL context at a given location
  7115. * @param buffer defines the buffer to bind
  7116. * @param location defines the index where to bind the buffer
  7117. */
  7118. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7119. /**
  7120. * Bind a specific block at a given index in a specific shader program
  7121. * @param pipelineContext defines the pipeline context to use
  7122. * @param blockName defines the block name
  7123. * @param index defines the index where to bind the block
  7124. */
  7125. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7126. }
  7127. }
  7128. }
  7129. declare module "babylonjs/Materials/uniformBuffer" {
  7130. import { Nullable, FloatArray } from "babylonjs/types";
  7131. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7132. import { Engine } from "babylonjs/Engines/engine";
  7133. import { Effect } from "babylonjs/Materials/effect";
  7134. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7135. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7136. import { Color3 } from "babylonjs/Maths/math.color";
  7137. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7138. /**
  7139. * Uniform buffer objects.
  7140. *
  7141. * Handles blocks of uniform on the GPU.
  7142. *
  7143. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7144. *
  7145. * For more information, please refer to :
  7146. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7147. */
  7148. export class UniformBuffer {
  7149. private _engine;
  7150. private _buffer;
  7151. private _data;
  7152. private _bufferData;
  7153. private _dynamic?;
  7154. private _uniformLocations;
  7155. private _uniformSizes;
  7156. private _uniformLocationPointer;
  7157. private _needSync;
  7158. private _noUBO;
  7159. private _currentEffect;
  7160. /** @hidden */
  7161. _alreadyBound: boolean;
  7162. private static _MAX_UNIFORM_SIZE;
  7163. private static _tempBuffer;
  7164. /**
  7165. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7166. * This is dynamic to allow compat with webgl 1 and 2.
  7167. * You will need to pass the name of the uniform as well as the value.
  7168. */
  7169. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7170. /**
  7171. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7172. * This is dynamic to allow compat with webgl 1 and 2.
  7173. * You will need to pass the name of the uniform as well as the value.
  7174. */
  7175. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7176. /**
  7177. * Lambda to Update a single float in a uniform buffer.
  7178. * This is dynamic to allow compat with webgl 1 and 2.
  7179. * You will need to pass the name of the uniform as well as the value.
  7180. */
  7181. updateFloat: (name: string, x: number) => void;
  7182. /**
  7183. * Lambda to Update a vec2 of float in a uniform buffer.
  7184. * This is dynamic to allow compat with webgl 1 and 2.
  7185. * You will need to pass the name of the uniform as well as the value.
  7186. */
  7187. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7188. /**
  7189. * Lambda to Update a vec3 of float in a uniform buffer.
  7190. * This is dynamic to allow compat with webgl 1 and 2.
  7191. * You will need to pass the name of the uniform as well as the value.
  7192. */
  7193. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7194. /**
  7195. * Lambda to Update a vec4 of float in a uniform buffer.
  7196. * This is dynamic to allow compat with webgl 1 and 2.
  7197. * You will need to pass the name of the uniform as well as the value.
  7198. */
  7199. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7200. /**
  7201. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7202. * This is dynamic to allow compat with webgl 1 and 2.
  7203. * You will need to pass the name of the uniform as well as the value.
  7204. */
  7205. updateMatrix: (name: string, mat: Matrix) => void;
  7206. /**
  7207. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7208. * This is dynamic to allow compat with webgl 1 and 2.
  7209. * You will need to pass the name of the uniform as well as the value.
  7210. */
  7211. updateVector3: (name: string, vector: Vector3) => void;
  7212. /**
  7213. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7214. * This is dynamic to allow compat with webgl 1 and 2.
  7215. * You will need to pass the name of the uniform as well as the value.
  7216. */
  7217. updateVector4: (name: string, vector: Vector4) => void;
  7218. /**
  7219. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7220. * This is dynamic to allow compat with webgl 1 and 2.
  7221. * You will need to pass the name of the uniform as well as the value.
  7222. */
  7223. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7224. /**
  7225. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7226. * This is dynamic to allow compat with webgl 1 and 2.
  7227. * You will need to pass the name of the uniform as well as the value.
  7228. */
  7229. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7230. /**
  7231. * Instantiates a new Uniform buffer objects.
  7232. *
  7233. * Handles blocks of uniform on the GPU.
  7234. *
  7235. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7236. *
  7237. * For more information, please refer to :
  7238. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7239. * @param engine Define the engine the buffer is associated with
  7240. * @param data Define the data contained in the buffer
  7241. * @param dynamic Define if the buffer is updatable
  7242. */
  7243. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7244. /**
  7245. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7246. * or just falling back on setUniformXXX calls.
  7247. */
  7248. readonly useUbo: boolean;
  7249. /**
  7250. * Indicates if the WebGL underlying uniform buffer is in sync
  7251. * with the javascript cache data.
  7252. */
  7253. readonly isSync: boolean;
  7254. /**
  7255. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7256. * Also, a dynamic UniformBuffer will disable cache verification and always
  7257. * update the underlying WebGL uniform buffer to the GPU.
  7258. * @returns if Dynamic, otherwise false
  7259. */
  7260. isDynamic(): boolean;
  7261. /**
  7262. * The data cache on JS side.
  7263. * @returns the underlying data as a float array
  7264. */
  7265. getData(): Float32Array;
  7266. /**
  7267. * The underlying WebGL Uniform buffer.
  7268. * @returns the webgl buffer
  7269. */
  7270. getBuffer(): Nullable<DataBuffer>;
  7271. /**
  7272. * std140 layout specifies how to align data within an UBO structure.
  7273. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7274. * for specs.
  7275. */
  7276. private _fillAlignment;
  7277. /**
  7278. * Adds an uniform in the buffer.
  7279. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7280. * for the layout to be correct !
  7281. * @param name Name of the uniform, as used in the uniform block in the shader.
  7282. * @param size Data size, or data directly.
  7283. */
  7284. addUniform(name: string, size: number | number[]): void;
  7285. /**
  7286. * Adds a Matrix 4x4 to the uniform buffer.
  7287. * @param name Name of the uniform, as used in the uniform block in the shader.
  7288. * @param mat A 4x4 matrix.
  7289. */
  7290. addMatrix(name: string, mat: Matrix): void;
  7291. /**
  7292. * Adds a vec2 to the uniform buffer.
  7293. * @param name Name of the uniform, as used in the uniform block in the shader.
  7294. * @param x Define the x component value of the vec2
  7295. * @param y Define the y component value of the vec2
  7296. */
  7297. addFloat2(name: string, x: number, y: number): void;
  7298. /**
  7299. * Adds a vec3 to the uniform buffer.
  7300. * @param name Name of the uniform, as used in the uniform block in the shader.
  7301. * @param x Define the x component value of the vec3
  7302. * @param y Define the y component value of the vec3
  7303. * @param z Define the z component value of the vec3
  7304. */
  7305. addFloat3(name: string, x: number, y: number, z: number): void;
  7306. /**
  7307. * Adds a vec3 to the uniform buffer.
  7308. * @param name Name of the uniform, as used in the uniform block in the shader.
  7309. * @param color Define the vec3 from a Color
  7310. */
  7311. addColor3(name: string, color: Color3): void;
  7312. /**
  7313. * Adds a vec4 to the uniform buffer.
  7314. * @param name Name of the uniform, as used in the uniform block in the shader.
  7315. * @param color Define the rgb components from a Color
  7316. * @param alpha Define the a component of the vec4
  7317. */
  7318. addColor4(name: string, color: Color3, alpha: number): void;
  7319. /**
  7320. * Adds a vec3 to the uniform buffer.
  7321. * @param name Name of the uniform, as used in the uniform block in the shader.
  7322. * @param vector Define the vec3 components from a Vector
  7323. */
  7324. addVector3(name: string, vector: Vector3): void;
  7325. /**
  7326. * Adds a Matrix 3x3 to the uniform buffer.
  7327. * @param name Name of the uniform, as used in the uniform block in the shader.
  7328. */
  7329. addMatrix3x3(name: string): void;
  7330. /**
  7331. * Adds a Matrix 2x2 to the uniform buffer.
  7332. * @param name Name of the uniform, as used in the uniform block in the shader.
  7333. */
  7334. addMatrix2x2(name: string): void;
  7335. /**
  7336. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7337. */
  7338. create(): void;
  7339. /** @hidden */
  7340. _rebuild(): void;
  7341. /**
  7342. * Updates the WebGL Uniform Buffer on the GPU.
  7343. * If the `dynamic` flag is set to true, no cache comparison is done.
  7344. * Otherwise, the buffer will be updated only if the cache differs.
  7345. */
  7346. update(): void;
  7347. /**
  7348. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7349. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7350. * @param data Define the flattened data
  7351. * @param size Define the size of the data.
  7352. */
  7353. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7354. private _valueCache;
  7355. private _cacheMatrix;
  7356. private _updateMatrix3x3ForUniform;
  7357. private _updateMatrix3x3ForEffect;
  7358. private _updateMatrix2x2ForEffect;
  7359. private _updateMatrix2x2ForUniform;
  7360. private _updateFloatForEffect;
  7361. private _updateFloatForUniform;
  7362. private _updateFloat2ForEffect;
  7363. private _updateFloat2ForUniform;
  7364. private _updateFloat3ForEffect;
  7365. private _updateFloat3ForUniform;
  7366. private _updateFloat4ForEffect;
  7367. private _updateFloat4ForUniform;
  7368. private _updateMatrixForEffect;
  7369. private _updateMatrixForUniform;
  7370. private _updateVector3ForEffect;
  7371. private _updateVector3ForUniform;
  7372. private _updateVector4ForEffect;
  7373. private _updateVector4ForUniform;
  7374. private _updateColor3ForEffect;
  7375. private _updateColor3ForUniform;
  7376. private _updateColor4ForEffect;
  7377. private _updateColor4ForUniform;
  7378. /**
  7379. * Sets a sampler uniform on the effect.
  7380. * @param name Define the name of the sampler.
  7381. * @param texture Define the texture to set in the sampler
  7382. */
  7383. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7384. /**
  7385. * Directly updates the value of the uniform in the cache AND on the GPU.
  7386. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7387. * @param data Define the flattened data
  7388. */
  7389. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7390. /**
  7391. * Binds this uniform buffer to an effect.
  7392. * @param effect Define the effect to bind the buffer to
  7393. * @param name Name of the uniform block in the shader.
  7394. */
  7395. bindToEffect(effect: Effect, name: string): void;
  7396. /**
  7397. * Disposes the uniform buffer.
  7398. */
  7399. dispose(): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/iInspectable" {
  7403. /**
  7404. * Enum that determines the text-wrapping mode to use.
  7405. */
  7406. export enum InspectableType {
  7407. /**
  7408. * Checkbox for booleans
  7409. */
  7410. Checkbox = 0,
  7411. /**
  7412. * Sliders for numbers
  7413. */
  7414. Slider = 1,
  7415. /**
  7416. * Vector3
  7417. */
  7418. Vector3 = 2,
  7419. /**
  7420. * Quaternions
  7421. */
  7422. Quaternion = 3,
  7423. /**
  7424. * Color3
  7425. */
  7426. Color3 = 4,
  7427. /**
  7428. * String
  7429. */
  7430. String = 5
  7431. }
  7432. /**
  7433. * Interface used to define custom inspectable properties.
  7434. * This interface is used by the inspector to display custom property grids
  7435. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7436. */
  7437. export interface IInspectable {
  7438. /**
  7439. * Gets the label to display
  7440. */
  7441. label: string;
  7442. /**
  7443. * Gets the name of the property to edit
  7444. */
  7445. propertyName: string;
  7446. /**
  7447. * Gets the type of the editor to use
  7448. */
  7449. type: InspectableType;
  7450. /**
  7451. * Gets the minimum value of the property when using in "slider" mode
  7452. */
  7453. min?: number;
  7454. /**
  7455. * Gets the maximum value of the property when using in "slider" mode
  7456. */
  7457. max?: number;
  7458. /**
  7459. * Gets the setp to use when using in "slider" mode
  7460. */
  7461. step?: number;
  7462. }
  7463. }
  7464. declare module "babylonjs/Misc/timingTools" {
  7465. /**
  7466. * Class used to provide helper for timing
  7467. */
  7468. export class TimingTools {
  7469. /**
  7470. * Polyfill for setImmediate
  7471. * @param action defines the action to execute after the current execution block
  7472. */
  7473. static SetImmediate(action: () => void): void;
  7474. }
  7475. }
  7476. declare module "babylonjs/Misc/instantiationTools" {
  7477. /**
  7478. * Class used to enable instatition of objects by class name
  7479. */
  7480. export class InstantiationTools {
  7481. /**
  7482. * Use this object to register external classes like custom textures or material
  7483. * to allow the laoders to instantiate them
  7484. */
  7485. static RegisteredExternalClasses: {
  7486. [key: string]: Object;
  7487. };
  7488. /**
  7489. * Tries to instantiate a new object from a given class name
  7490. * @param className defines the class name to instantiate
  7491. * @returns the new object or null if the system was not able to do the instantiation
  7492. */
  7493. static Instantiate(className: string): any;
  7494. }
  7495. }
  7496. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7497. /**
  7498. * Define options used to create a depth texture
  7499. */
  7500. export class DepthTextureCreationOptions {
  7501. /** Specifies whether or not a stencil should be allocated in the texture */
  7502. generateStencil?: boolean;
  7503. /** Specifies whether or not bilinear filtering is enable on the texture */
  7504. bilinearFiltering?: boolean;
  7505. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7506. comparisonFunction?: number;
  7507. /** Specifies if the created texture is a cube texture */
  7508. isCube?: boolean;
  7509. }
  7510. }
  7511. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7513. import { Nullable } from "babylonjs/types";
  7514. import { Scene } from "babylonjs/scene";
  7515. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7516. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7517. module "babylonjs/Engines/thinEngine" {
  7518. interface ThinEngine {
  7519. /**
  7520. * Creates a depth stencil cube texture.
  7521. * This is only available in WebGL 2.
  7522. * @param size The size of face edge in the cube texture.
  7523. * @param options The options defining the cube texture.
  7524. * @returns The cube texture
  7525. */
  7526. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7527. /**
  7528. * Creates a cube texture
  7529. * @param rootUrl defines the url where the files to load is located
  7530. * @param scene defines the current scene
  7531. * @param files defines the list of files to load (1 per face)
  7532. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7533. * @param onLoad defines an optional callback raised when the texture is loaded
  7534. * @param onError defines an optional callback raised if there is an issue to load the texture
  7535. * @param format defines the format of the data
  7536. * @param forcedExtension defines the extension to use to pick the right loader
  7537. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7538. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7539. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7540. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7541. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7542. * @returns the cube texture as an InternalTexture
  7543. */
  7544. 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;
  7545. /**
  7546. * Creates a cube texture
  7547. * @param rootUrl defines the url where the files to load is located
  7548. * @param scene defines the current scene
  7549. * @param files defines the list of files to load (1 per face)
  7550. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7551. * @param onLoad defines an optional callback raised when the texture is loaded
  7552. * @param onError defines an optional callback raised if there is an issue to load the texture
  7553. * @param format defines the format of the data
  7554. * @param forcedExtension defines the extension to use to pick the right loader
  7555. * @returns the cube texture as an InternalTexture
  7556. */
  7557. 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;
  7558. /**
  7559. * Creates a cube texture
  7560. * @param rootUrl defines the url where the files to load is located
  7561. * @param scene defines the current scene
  7562. * @param files defines the list of files to load (1 per face)
  7563. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7564. * @param onLoad defines an optional callback raised when the texture is loaded
  7565. * @param onError defines an optional callback raised if there is an issue to load the texture
  7566. * @param format defines the format of the data
  7567. * @param forcedExtension defines the extension to use to pick the right loader
  7568. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7569. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7570. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7571. * @returns the cube texture as an InternalTexture
  7572. */
  7573. 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;
  7574. /** @hidden */
  7575. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7576. /** @hidden */
  7577. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7578. /** @hidden */
  7579. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7580. /** @hidden */
  7581. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7582. /**
  7583. * @hidden
  7584. */
  7585. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7586. }
  7587. }
  7588. }
  7589. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7590. import { Nullable } from "babylonjs/types";
  7591. import { Scene } from "babylonjs/scene";
  7592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7594. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7595. /**
  7596. * Class for creating a cube texture
  7597. */
  7598. export class CubeTexture extends BaseTexture {
  7599. private _delayedOnLoad;
  7600. /**
  7601. * The url of the texture
  7602. */
  7603. url: string;
  7604. /**
  7605. * Gets or sets the center of the bounding box associated with the cube texture.
  7606. * It must define where the camera used to render the texture was set
  7607. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7608. */
  7609. boundingBoxPosition: Vector3;
  7610. private _boundingBoxSize;
  7611. /**
  7612. * Gets or sets the size of the bounding box associated with the cube texture
  7613. * When defined, the cubemap will switch to local mode
  7614. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7615. * @example https://www.babylonjs-playground.com/#RNASML
  7616. */
  7617. /**
  7618. * Returns the bounding box size
  7619. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7620. */
  7621. boundingBoxSize: Vector3;
  7622. protected _rotationY: number;
  7623. /**
  7624. * Sets texture matrix rotation angle around Y axis in radians.
  7625. */
  7626. /**
  7627. * Gets texture matrix rotation angle around Y axis radians.
  7628. */
  7629. rotationY: number;
  7630. /**
  7631. * Are mip maps generated for this texture or not.
  7632. */
  7633. readonly noMipmap: boolean;
  7634. private _noMipmap;
  7635. private _files;
  7636. protected _forcedExtension: Nullable<string>;
  7637. private _extensions;
  7638. private _textureMatrix;
  7639. private _format;
  7640. private _createPolynomials;
  7641. /** @hidden */
  7642. _prefiltered: boolean;
  7643. /**
  7644. * Creates a cube texture from an array of image urls
  7645. * @param files defines an array of image urls
  7646. * @param scene defines the hosting scene
  7647. * @param noMipmap specifies if mip maps are not used
  7648. * @returns a cube texture
  7649. */
  7650. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7651. /**
  7652. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7653. * @param url defines the url of the prefiltered texture
  7654. * @param scene defines the scene the texture is attached to
  7655. * @param forcedExtension defines the extension of the file if different from the url
  7656. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7657. * @return the prefiltered texture
  7658. */
  7659. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7660. /**
  7661. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7662. * as prefiltered data.
  7663. * @param rootUrl defines the url of the texture or the root name of the six images
  7664. * @param scene defines the scene the texture is attached to
  7665. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7666. * @param noMipmap defines if mipmaps should be created or not
  7667. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7668. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7669. * @param onError defines a callback triggered in case of error during load
  7670. * @param format defines the internal format to use for the texture once loaded
  7671. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7672. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7673. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7674. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7675. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7676. * @return the cube texture
  7677. */
  7678. 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);
  7679. /**
  7680. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7681. */
  7682. readonly isPrefiltered: boolean;
  7683. /**
  7684. * Get the current class name of the texture useful for serialization or dynamic coding.
  7685. * @returns "CubeTexture"
  7686. */
  7687. getClassName(): string;
  7688. /**
  7689. * Update the url (and optional buffer) of this texture if url was null during construction.
  7690. * @param url the url of the texture
  7691. * @param forcedExtension defines the extension to use
  7692. * @param onLoad callback called when the texture is loaded (defaults to null)
  7693. */
  7694. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7695. /**
  7696. * Delays loading of the cube texture
  7697. * @param forcedExtension defines the extension to use
  7698. */
  7699. delayLoad(forcedExtension?: string): void;
  7700. /**
  7701. * Returns the reflection texture matrix
  7702. * @returns the reflection texture matrix
  7703. */
  7704. getReflectionTextureMatrix(): Matrix;
  7705. /**
  7706. * Sets the reflection texture matrix
  7707. * @param value Reflection texture matrix
  7708. */
  7709. setReflectionTextureMatrix(value: Matrix): void;
  7710. /**
  7711. * Parses text to create a cube texture
  7712. * @param parsedTexture define the serialized text to read from
  7713. * @param scene defines the hosting scene
  7714. * @param rootUrl defines the root url of the cube texture
  7715. * @returns a cube texture
  7716. */
  7717. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7718. /**
  7719. * Makes a clone, or deep copy, of the cube texture
  7720. * @returns a new cube texture
  7721. */
  7722. clone(): CubeTexture;
  7723. }
  7724. }
  7725. declare module "babylonjs/Materials/materialDefines" {
  7726. /**
  7727. * Manages the defines for the Material
  7728. */
  7729. export class MaterialDefines {
  7730. /** @hidden */
  7731. protected _keys: string[];
  7732. private _isDirty;
  7733. /** @hidden */
  7734. _renderId: number;
  7735. /** @hidden */
  7736. _areLightsDirty: boolean;
  7737. /** @hidden */
  7738. _areLightsDisposed: boolean;
  7739. /** @hidden */
  7740. _areAttributesDirty: boolean;
  7741. /** @hidden */
  7742. _areTexturesDirty: boolean;
  7743. /** @hidden */
  7744. _areFresnelDirty: boolean;
  7745. /** @hidden */
  7746. _areMiscDirty: boolean;
  7747. /** @hidden */
  7748. _areImageProcessingDirty: boolean;
  7749. /** @hidden */
  7750. _normals: boolean;
  7751. /** @hidden */
  7752. _uvs: boolean;
  7753. /** @hidden */
  7754. _needNormals: boolean;
  7755. /** @hidden */
  7756. _needUVs: boolean;
  7757. [id: string]: any;
  7758. /**
  7759. * Specifies if the material needs to be re-calculated
  7760. */
  7761. readonly isDirty: boolean;
  7762. /**
  7763. * Marks the material to indicate that it has been re-calculated
  7764. */
  7765. markAsProcessed(): void;
  7766. /**
  7767. * Marks the material to indicate that it needs to be re-calculated
  7768. */
  7769. markAsUnprocessed(): void;
  7770. /**
  7771. * Marks the material to indicate all of its defines need to be re-calculated
  7772. */
  7773. markAllAsDirty(): void;
  7774. /**
  7775. * Marks the material to indicate that image processing needs to be re-calculated
  7776. */
  7777. markAsImageProcessingDirty(): void;
  7778. /**
  7779. * Marks the material to indicate the lights need to be re-calculated
  7780. * @param disposed Defines whether the light is dirty due to dispose or not
  7781. */
  7782. markAsLightDirty(disposed?: boolean): void;
  7783. /**
  7784. * Marks the attribute state as changed
  7785. */
  7786. markAsAttributesDirty(): void;
  7787. /**
  7788. * Marks the texture state as changed
  7789. */
  7790. markAsTexturesDirty(): void;
  7791. /**
  7792. * Marks the fresnel state as changed
  7793. */
  7794. markAsFresnelDirty(): void;
  7795. /**
  7796. * Marks the misc state as changed
  7797. */
  7798. markAsMiscDirty(): void;
  7799. /**
  7800. * Rebuilds the material defines
  7801. */
  7802. rebuild(): void;
  7803. /**
  7804. * Specifies if two material defines are equal
  7805. * @param other - A material define instance to compare to
  7806. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7807. */
  7808. isEqual(other: MaterialDefines): boolean;
  7809. /**
  7810. * Clones this instance's defines to another instance
  7811. * @param other - material defines to clone values to
  7812. */
  7813. cloneTo(other: MaterialDefines): void;
  7814. /**
  7815. * Resets the material define values
  7816. */
  7817. reset(): void;
  7818. /**
  7819. * Converts the material define values to a string
  7820. * @returns - String of material define information
  7821. */
  7822. toString(): string;
  7823. }
  7824. }
  7825. declare module "babylonjs/Materials/colorCurves" {
  7826. import { Effect } from "babylonjs/Materials/effect";
  7827. /**
  7828. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7829. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7830. * 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;
  7831. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7832. */
  7833. export class ColorCurves {
  7834. private _dirty;
  7835. private _tempColor;
  7836. private _globalCurve;
  7837. private _highlightsCurve;
  7838. private _midtonesCurve;
  7839. private _shadowsCurve;
  7840. private _positiveCurve;
  7841. private _negativeCurve;
  7842. private _globalHue;
  7843. private _globalDensity;
  7844. private _globalSaturation;
  7845. private _globalExposure;
  7846. /**
  7847. * Gets the global 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 global 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. globalHue: number;
  7855. /**
  7856. * Gets the global 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 global 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. globalDensity: number;
  7866. /**
  7867. * Gets the global 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 global 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. globalSaturation: number;
  7875. /**
  7876. * Gets the global 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 global 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. globalExposure: number;
  7884. private _highlightsHue;
  7885. private _highlightsDensity;
  7886. private _highlightsSaturation;
  7887. private _highlightsExposure;
  7888. /**
  7889. * Gets the highlights 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 highlights 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. highlightsHue: number;
  7897. /**
  7898. * Gets the highlights 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 highlights 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. highlightsDensity: number;
  7908. /**
  7909. * Gets the highlights 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 highlights 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. highlightsSaturation: number;
  7917. /**
  7918. * Gets the highlights 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 highlights 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. highlightsExposure: number;
  7926. private _midtonesHue;
  7927. private _midtonesDensity;
  7928. private _midtonesSaturation;
  7929. private _midtonesExposure;
  7930. /**
  7931. * Gets the midtones 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 midtones 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. midtonesHue: number;
  7939. /**
  7940. * Gets the midtones 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 midtones 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. midtonesDensity: number;
  7950. /**
  7951. * Gets the midtones 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 midtones 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. midtonesSaturation: number;
  7959. /**
  7960. * Gets the midtones 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 midtones 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. midtonesExposure: number;
  7968. private _shadowsHue;
  7969. private _shadowsDensity;
  7970. private _shadowsSaturation;
  7971. private _shadowsExposure;
  7972. /**
  7973. * Gets the shadows Hue value.
  7974. * 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).
  7975. */
  7976. /**
  7977. * Sets the shadows Hue value.
  7978. * 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).
  7979. */
  7980. shadowsHue: number;
  7981. /**
  7982. * Gets the shadows Density value.
  7983. * 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.
  7984. * Values less than zero provide a filter of opposite hue.
  7985. */
  7986. /**
  7987. * Sets the shadows Density value.
  7988. * 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.
  7989. * Values less than zero provide a filter of opposite hue.
  7990. */
  7991. shadowsDensity: number;
  7992. /**
  7993. * Gets the shadows Saturation value.
  7994. * 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.
  7995. */
  7996. /**
  7997. * Sets the shadows Saturation value.
  7998. * 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.
  7999. */
  8000. shadowsSaturation: number;
  8001. /**
  8002. * Gets the shadows Exposure value.
  8003. * 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.
  8004. */
  8005. /**
  8006. * Sets the shadows Exposure value.
  8007. * 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.
  8008. */
  8009. shadowsExposure: number;
  8010. /**
  8011. * Returns the class name
  8012. * @returns The class name
  8013. */
  8014. getClassName(): string;
  8015. /**
  8016. * Binds the color curves to the shader.
  8017. * @param colorCurves The color curve to bind
  8018. * @param effect The effect to bind to
  8019. * @param positiveUniform The positive uniform shader parameter
  8020. * @param neutralUniform The neutral uniform shader parameter
  8021. * @param negativeUniform The negative uniform shader parameter
  8022. */
  8023. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8024. /**
  8025. * Prepare the list of uniforms associated with the ColorCurves effects.
  8026. * @param uniformsList The list of uniforms used in the effect
  8027. */
  8028. static PrepareUniforms(uniformsList: string[]): void;
  8029. /**
  8030. * Returns color grading data based on a hue, density, saturation and exposure value.
  8031. * @param filterHue The hue of the color filter.
  8032. * @param filterDensity The density of the color filter.
  8033. * @param saturation The saturation.
  8034. * @param exposure The exposure.
  8035. * @param result The result data container.
  8036. */
  8037. private getColorGradingDataToRef;
  8038. /**
  8039. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8040. * @param value The input slider value in range [-100,100].
  8041. * @returns Adjusted value.
  8042. */
  8043. private static applyColorGradingSliderNonlinear;
  8044. /**
  8045. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8046. * @param hue The hue (H) input.
  8047. * @param saturation The saturation (S) input.
  8048. * @param brightness The brightness (B) input.
  8049. * @result An RGBA color represented as Vector4.
  8050. */
  8051. private static fromHSBToRef;
  8052. /**
  8053. * Returns a value clamped between min and max
  8054. * @param value The value to clamp
  8055. * @param min The minimum of value
  8056. * @param max The maximum of value
  8057. * @returns The clamped value.
  8058. */
  8059. private static clamp;
  8060. /**
  8061. * Clones the current color curve instance.
  8062. * @return The cloned curves
  8063. */
  8064. clone(): ColorCurves;
  8065. /**
  8066. * Serializes the current color curve instance to a json representation.
  8067. * @return a JSON representation
  8068. */
  8069. serialize(): any;
  8070. /**
  8071. * Parses the color curve from a json representation.
  8072. * @param source the JSON source to parse
  8073. * @return The parsed curves
  8074. */
  8075. static Parse(source: any): ColorCurves;
  8076. }
  8077. }
  8078. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8079. import { Observable } from "babylonjs/Misc/observable";
  8080. import { Nullable } from "babylonjs/types";
  8081. import { Color4 } from "babylonjs/Maths/math.color";
  8082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8083. import { Effect } from "babylonjs/Materials/effect";
  8084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8085. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8086. /**
  8087. * Interface to follow in your material defines to integrate easily the
  8088. * Image proccessing functions.
  8089. * @hidden
  8090. */
  8091. export interface IImageProcessingConfigurationDefines {
  8092. IMAGEPROCESSING: boolean;
  8093. VIGNETTE: boolean;
  8094. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8095. VIGNETTEBLENDMODEOPAQUE: boolean;
  8096. TONEMAPPING: boolean;
  8097. TONEMAPPING_ACES: boolean;
  8098. CONTRAST: boolean;
  8099. EXPOSURE: boolean;
  8100. COLORCURVES: boolean;
  8101. COLORGRADING: boolean;
  8102. COLORGRADING3D: boolean;
  8103. SAMPLER3DGREENDEPTH: boolean;
  8104. SAMPLER3DBGRMAP: boolean;
  8105. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8106. }
  8107. /**
  8108. * @hidden
  8109. */
  8110. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8111. IMAGEPROCESSING: boolean;
  8112. VIGNETTE: boolean;
  8113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8114. VIGNETTEBLENDMODEOPAQUE: boolean;
  8115. TONEMAPPING: boolean;
  8116. TONEMAPPING_ACES: boolean;
  8117. CONTRAST: boolean;
  8118. COLORCURVES: boolean;
  8119. COLORGRADING: boolean;
  8120. COLORGRADING3D: boolean;
  8121. SAMPLER3DGREENDEPTH: boolean;
  8122. SAMPLER3DBGRMAP: boolean;
  8123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8124. EXPOSURE: boolean;
  8125. constructor();
  8126. }
  8127. /**
  8128. * This groups together the common properties used for image processing either in direct forward pass
  8129. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8130. * or not.
  8131. */
  8132. export class ImageProcessingConfiguration {
  8133. /**
  8134. * Default tone mapping applied in BabylonJS.
  8135. */
  8136. static readonly TONEMAPPING_STANDARD: number;
  8137. /**
  8138. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8139. * to other engines rendering to increase portability.
  8140. */
  8141. static readonly TONEMAPPING_ACES: number;
  8142. /**
  8143. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8144. */
  8145. colorCurves: Nullable<ColorCurves>;
  8146. private _colorCurvesEnabled;
  8147. /**
  8148. * Gets wether the color curves effect is enabled.
  8149. */
  8150. /**
  8151. * Sets wether the color curves effect is enabled.
  8152. */
  8153. colorCurvesEnabled: boolean;
  8154. private _colorGradingTexture;
  8155. /**
  8156. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8157. */
  8158. /**
  8159. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8160. */
  8161. colorGradingTexture: Nullable<BaseTexture>;
  8162. private _colorGradingEnabled;
  8163. /**
  8164. * Gets wether the color grading effect is enabled.
  8165. */
  8166. /**
  8167. * Sets wether the color grading effect is enabled.
  8168. */
  8169. colorGradingEnabled: boolean;
  8170. private _colorGradingWithGreenDepth;
  8171. /**
  8172. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8173. */
  8174. /**
  8175. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8176. */
  8177. colorGradingWithGreenDepth: boolean;
  8178. private _colorGradingBGR;
  8179. /**
  8180. * Gets wether the color grading texture contains BGR values.
  8181. */
  8182. /**
  8183. * Sets wether the color grading texture contains BGR values.
  8184. */
  8185. colorGradingBGR: boolean;
  8186. /** @hidden */
  8187. _exposure: number;
  8188. /**
  8189. * Gets the Exposure used in the effect.
  8190. */
  8191. /**
  8192. * Sets the Exposure used in the effect.
  8193. */
  8194. exposure: number;
  8195. private _toneMappingEnabled;
  8196. /**
  8197. * Gets wether the tone mapping effect is enabled.
  8198. */
  8199. /**
  8200. * Sets wether the tone mapping effect is enabled.
  8201. */
  8202. toneMappingEnabled: boolean;
  8203. private _toneMappingType;
  8204. /**
  8205. * Gets the type of tone mapping effect.
  8206. */
  8207. /**
  8208. * Sets the type of tone mapping effect used in BabylonJS.
  8209. */
  8210. toneMappingType: number;
  8211. protected _contrast: number;
  8212. /**
  8213. * Gets the contrast used in the effect.
  8214. */
  8215. /**
  8216. * Sets the contrast used in the effect.
  8217. */
  8218. contrast: number;
  8219. /**
  8220. * Vignette stretch size.
  8221. */
  8222. vignetteStretch: number;
  8223. /**
  8224. * Vignette centre X Offset.
  8225. */
  8226. vignetteCentreX: number;
  8227. /**
  8228. * Vignette centre Y Offset.
  8229. */
  8230. vignetteCentreY: number;
  8231. /**
  8232. * Vignette weight or intensity of the vignette effect.
  8233. */
  8234. vignetteWeight: number;
  8235. /**
  8236. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8237. * if vignetteEnabled is set to true.
  8238. */
  8239. vignetteColor: Color4;
  8240. /**
  8241. * Camera field of view used by the Vignette effect.
  8242. */
  8243. vignetteCameraFov: number;
  8244. private _vignetteBlendMode;
  8245. /**
  8246. * Gets the vignette blend mode allowing different kind of effect.
  8247. */
  8248. /**
  8249. * Sets the vignette blend mode allowing different kind of effect.
  8250. */
  8251. vignetteBlendMode: number;
  8252. private _vignetteEnabled;
  8253. /**
  8254. * Gets wether the vignette effect is enabled.
  8255. */
  8256. /**
  8257. * Sets wether the vignette effect is enabled.
  8258. */
  8259. vignetteEnabled: boolean;
  8260. private _applyByPostProcess;
  8261. /**
  8262. * Gets wether the image processing is applied through a post process or not.
  8263. */
  8264. /**
  8265. * Sets wether the image processing is applied through a post process or not.
  8266. */
  8267. applyByPostProcess: boolean;
  8268. private _isEnabled;
  8269. /**
  8270. * Gets wether the image processing is enabled or not.
  8271. */
  8272. /**
  8273. * Sets wether the image processing is enabled or not.
  8274. */
  8275. isEnabled: boolean;
  8276. /**
  8277. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8278. */
  8279. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8280. /**
  8281. * Method called each time the image processing information changes requires to recompile the effect.
  8282. */
  8283. protected _updateParameters(): void;
  8284. /**
  8285. * Gets the current class name.
  8286. * @return "ImageProcessingConfiguration"
  8287. */
  8288. getClassName(): string;
  8289. /**
  8290. * Prepare the list of uniforms associated with the Image Processing effects.
  8291. * @param uniforms The list of uniforms used in the effect
  8292. * @param defines the list of defines currently in use
  8293. */
  8294. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8295. /**
  8296. * Prepare the list of samplers associated with the Image Processing effects.
  8297. * @param samplersList The list of uniforms used in the effect
  8298. * @param defines the list of defines currently in use
  8299. */
  8300. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8301. /**
  8302. * Prepare the list of defines associated to the shader.
  8303. * @param defines the list of defines to complete
  8304. * @param forPostProcess Define if we are currently in post process mode or not
  8305. */
  8306. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8307. /**
  8308. * Returns true if all the image processing information are ready.
  8309. * @returns True if ready, otherwise, false
  8310. */
  8311. isReady(): boolean;
  8312. /**
  8313. * Binds the image processing to the shader.
  8314. * @param effect The effect to bind to
  8315. * @param overrideAspectRatio Override the aspect ratio of the effect
  8316. */
  8317. bind(effect: Effect, overrideAspectRatio?: number): void;
  8318. /**
  8319. * Clones the current image processing instance.
  8320. * @return The cloned image processing
  8321. */
  8322. clone(): ImageProcessingConfiguration;
  8323. /**
  8324. * Serializes the current image processing instance to a json representation.
  8325. * @return a JSON representation
  8326. */
  8327. serialize(): any;
  8328. /**
  8329. * Parses the image processing from a json representation.
  8330. * @param source the JSON source to parse
  8331. * @return The parsed image processing
  8332. */
  8333. static Parse(source: any): ImageProcessingConfiguration;
  8334. private static _VIGNETTEMODE_MULTIPLY;
  8335. private static _VIGNETTEMODE_OPAQUE;
  8336. /**
  8337. * Used to apply the vignette as a mix with the pixel color.
  8338. */
  8339. static readonly VIGNETTEMODE_MULTIPLY: number;
  8340. /**
  8341. * Used to apply the vignette as a replacement of the pixel color.
  8342. */
  8343. static readonly VIGNETTEMODE_OPAQUE: number;
  8344. }
  8345. }
  8346. declare module "babylonjs/Shaders/postprocess.vertex" {
  8347. /** @hidden */
  8348. export var postprocessVertexShader: {
  8349. name: string;
  8350. shader: string;
  8351. };
  8352. }
  8353. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8354. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8355. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8356. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8357. module "babylonjs/Engines/thinEngine" {
  8358. interface ThinEngine {
  8359. /**
  8360. * Creates a new render target texture
  8361. * @param size defines the size of the texture
  8362. * @param options defines the options used to create the texture
  8363. * @returns a new render target texture stored in an InternalTexture
  8364. */
  8365. createRenderTargetTexture(size: number | {
  8366. width: number;
  8367. height: number;
  8368. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8369. /**
  8370. * Creates a depth stencil texture.
  8371. * This is only available in WebGL 2 or with the depth texture extension available.
  8372. * @param size The size of face edge in the texture.
  8373. * @param options The options defining the texture.
  8374. * @returns The texture
  8375. */
  8376. createDepthStencilTexture(size: number | {
  8377. width: number;
  8378. height: number;
  8379. }, options: DepthTextureCreationOptions): InternalTexture;
  8380. /** @hidden */
  8381. _createDepthStencilTexture(size: number | {
  8382. width: number;
  8383. height: number;
  8384. }, options: DepthTextureCreationOptions): InternalTexture;
  8385. }
  8386. }
  8387. }
  8388. declare module "babylonjs/Maths/math.axis" {
  8389. import { Vector3 } from "babylonjs/Maths/math.vector";
  8390. /** Defines supported spaces */
  8391. export enum Space {
  8392. /** Local (object) space */
  8393. LOCAL = 0,
  8394. /** World space */
  8395. WORLD = 1,
  8396. /** Bone space */
  8397. BONE = 2
  8398. }
  8399. /** Defines the 3 main axes */
  8400. export class Axis {
  8401. /** X axis */
  8402. static X: Vector3;
  8403. /** Y axis */
  8404. static Y: Vector3;
  8405. /** Z axis */
  8406. static Z: Vector3;
  8407. }
  8408. }
  8409. declare module "babylonjs/Cameras/targetCamera" {
  8410. import { Nullable } from "babylonjs/types";
  8411. import { Camera } from "babylonjs/Cameras/camera";
  8412. import { Scene } from "babylonjs/scene";
  8413. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8414. /**
  8415. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8416. * This is the base of the follow, arc rotate cameras and Free camera
  8417. * @see http://doc.babylonjs.com/features/cameras
  8418. */
  8419. export class TargetCamera extends Camera {
  8420. private static _RigCamTransformMatrix;
  8421. private static _TargetTransformMatrix;
  8422. private static _TargetFocalPoint;
  8423. /**
  8424. * Define the current direction the camera is moving to
  8425. */
  8426. cameraDirection: Vector3;
  8427. /**
  8428. * Define the current rotation the camera is rotating to
  8429. */
  8430. cameraRotation: Vector2;
  8431. /**
  8432. * When set, the up vector of the camera will be updated by the rotation of the camera
  8433. */
  8434. updateUpVectorFromRotation: boolean;
  8435. private _tmpQuaternion;
  8436. /**
  8437. * Define the current rotation of the camera
  8438. */
  8439. rotation: Vector3;
  8440. /**
  8441. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8442. */
  8443. rotationQuaternion: Quaternion;
  8444. /**
  8445. * Define the current speed of the camera
  8446. */
  8447. speed: number;
  8448. /**
  8449. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8450. * around all axis.
  8451. */
  8452. noRotationConstraint: boolean;
  8453. /**
  8454. * Define the current target of the camera as an object or a position.
  8455. */
  8456. lockedTarget: any;
  8457. /** @hidden */
  8458. _currentTarget: Vector3;
  8459. /** @hidden */
  8460. _initialFocalDistance: number;
  8461. /** @hidden */
  8462. _viewMatrix: Matrix;
  8463. /** @hidden */
  8464. _camMatrix: Matrix;
  8465. /** @hidden */
  8466. _cameraTransformMatrix: Matrix;
  8467. /** @hidden */
  8468. _cameraRotationMatrix: Matrix;
  8469. /** @hidden */
  8470. _referencePoint: Vector3;
  8471. /** @hidden */
  8472. _transformedReferencePoint: Vector3;
  8473. protected _globalCurrentTarget: Vector3;
  8474. protected _globalCurrentUpVector: Vector3;
  8475. /** @hidden */
  8476. _reset: () => void;
  8477. private _defaultUp;
  8478. /**
  8479. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8480. * This is the base of the follow, arc rotate cameras and Free camera
  8481. * @see http://doc.babylonjs.com/features/cameras
  8482. * @param name Defines the name of the camera in the scene
  8483. * @param position Defines the start position of the camera in the scene
  8484. * @param scene Defines the scene the camera belongs to
  8485. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8486. */
  8487. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8488. /**
  8489. * Gets the position in front of the camera at a given distance.
  8490. * @param distance The distance from the camera we want the position to be
  8491. * @returns the position
  8492. */
  8493. getFrontPosition(distance: number): Vector3;
  8494. /** @hidden */
  8495. _getLockedTargetPosition(): Nullable<Vector3>;
  8496. private _storedPosition;
  8497. private _storedRotation;
  8498. private _storedRotationQuaternion;
  8499. /**
  8500. * Store current camera state of the camera (fov, position, rotation, etc..)
  8501. * @returns the camera
  8502. */
  8503. storeState(): Camera;
  8504. /**
  8505. * Restored camera state. You must call storeState() first
  8506. * @returns whether it was successful or not
  8507. * @hidden
  8508. */
  8509. _restoreStateValues(): boolean;
  8510. /** @hidden */
  8511. _initCache(): void;
  8512. /** @hidden */
  8513. _updateCache(ignoreParentClass?: boolean): void;
  8514. /** @hidden */
  8515. _isSynchronizedViewMatrix(): boolean;
  8516. /** @hidden */
  8517. _computeLocalCameraSpeed(): number;
  8518. /**
  8519. * Defines the target the camera should look at.
  8520. * @param target Defines the new target as a Vector or a mesh
  8521. */
  8522. setTarget(target: Vector3): void;
  8523. /**
  8524. * Return the current target position of the camera. This value is expressed in local space.
  8525. * @returns the target position
  8526. */
  8527. getTarget(): Vector3;
  8528. /** @hidden */
  8529. _decideIfNeedsToMove(): boolean;
  8530. /** @hidden */
  8531. _updatePosition(): void;
  8532. /** @hidden */
  8533. _checkInputs(): void;
  8534. protected _updateCameraRotationMatrix(): void;
  8535. /**
  8536. * 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)
  8537. * @returns the current camera
  8538. */
  8539. private _rotateUpVectorWithCameraRotationMatrix;
  8540. private _cachedRotationZ;
  8541. private _cachedQuaternionRotationZ;
  8542. /** @hidden */
  8543. _getViewMatrix(): Matrix;
  8544. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8545. /**
  8546. * @hidden
  8547. */
  8548. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8549. /**
  8550. * @hidden
  8551. */
  8552. _updateRigCameras(): void;
  8553. private _getRigCamPositionAndTarget;
  8554. /**
  8555. * Gets the current object class name.
  8556. * @return the class name
  8557. */
  8558. getClassName(): string;
  8559. }
  8560. }
  8561. declare module "babylonjs/Events/keyboardEvents" {
  8562. /**
  8563. * Gather the list of keyboard event types as constants.
  8564. */
  8565. export class KeyboardEventTypes {
  8566. /**
  8567. * The keydown event is fired when a key becomes active (pressed).
  8568. */
  8569. static readonly KEYDOWN: number;
  8570. /**
  8571. * The keyup event is fired when a key has been released.
  8572. */
  8573. static readonly KEYUP: number;
  8574. }
  8575. /**
  8576. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8577. */
  8578. export class KeyboardInfo {
  8579. /**
  8580. * Defines the type of event (KeyboardEventTypes)
  8581. */
  8582. type: number;
  8583. /**
  8584. * Defines the related dom event
  8585. */
  8586. event: KeyboardEvent;
  8587. /**
  8588. * Instantiates a new keyboard info.
  8589. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8590. * @param type Defines the type of event (KeyboardEventTypes)
  8591. * @param event Defines the related dom event
  8592. */
  8593. constructor(
  8594. /**
  8595. * Defines the type of event (KeyboardEventTypes)
  8596. */
  8597. type: number,
  8598. /**
  8599. * Defines the related dom event
  8600. */
  8601. event: KeyboardEvent);
  8602. }
  8603. /**
  8604. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8605. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8606. */
  8607. export class KeyboardInfoPre extends KeyboardInfo {
  8608. /**
  8609. * Defines the type of event (KeyboardEventTypes)
  8610. */
  8611. type: number;
  8612. /**
  8613. * Defines the related dom event
  8614. */
  8615. event: KeyboardEvent;
  8616. /**
  8617. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8618. */
  8619. skipOnPointerObservable: boolean;
  8620. /**
  8621. * Instantiates a new keyboard pre info.
  8622. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8623. * @param type Defines the type of event (KeyboardEventTypes)
  8624. * @param event Defines the related dom event
  8625. */
  8626. constructor(
  8627. /**
  8628. * Defines the type of event (KeyboardEventTypes)
  8629. */
  8630. type: number,
  8631. /**
  8632. * Defines the related dom event
  8633. */
  8634. event: KeyboardEvent);
  8635. }
  8636. }
  8637. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8638. import { Nullable } from "babylonjs/types";
  8639. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8640. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8641. /**
  8642. * Manage the keyboard inputs to control the movement of a free camera.
  8643. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8644. */
  8645. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8646. /**
  8647. * Defines the camera the input is attached to.
  8648. */
  8649. camera: FreeCamera;
  8650. /**
  8651. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8652. */
  8653. keysUp: number[];
  8654. /**
  8655. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8656. */
  8657. keysDown: number[];
  8658. /**
  8659. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8660. */
  8661. keysLeft: number[];
  8662. /**
  8663. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8664. */
  8665. keysRight: number[];
  8666. private _keys;
  8667. private _onCanvasBlurObserver;
  8668. private _onKeyboardObserver;
  8669. private _engine;
  8670. private _scene;
  8671. /**
  8672. * Attach the input controls to a specific dom element to get the input from.
  8673. * @param element Defines the element the controls should be listened from
  8674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8675. */
  8676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8677. /**
  8678. * Detach the current controls from the specified dom element.
  8679. * @param element Defines the element to stop listening the inputs from
  8680. */
  8681. detachControl(element: Nullable<HTMLElement>): void;
  8682. /**
  8683. * Update the current camera state depending on the inputs that have been used this frame.
  8684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8685. */
  8686. checkInputs(): void;
  8687. /**
  8688. * Gets the class name of the current intput.
  8689. * @returns the class name
  8690. */
  8691. getClassName(): string;
  8692. /** @hidden */
  8693. _onLostFocus(): void;
  8694. /**
  8695. * Get the friendly name associated with the input class.
  8696. * @returns the input friendly name
  8697. */
  8698. getSimpleName(): string;
  8699. }
  8700. }
  8701. declare module "babylonjs/Lights/shadowLight" {
  8702. import { Camera } from "babylonjs/Cameras/camera";
  8703. import { Scene } from "babylonjs/scene";
  8704. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8706. import { Light } from "babylonjs/Lights/light";
  8707. /**
  8708. * Interface describing all the common properties and methods a shadow light needs to implement.
  8709. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8710. * as well as binding the different shadow properties to the effects.
  8711. */
  8712. export interface IShadowLight extends Light {
  8713. /**
  8714. * The light id in the scene (used in scene.findLighById for instance)
  8715. */
  8716. id: string;
  8717. /**
  8718. * The position the shdow will be casted from.
  8719. */
  8720. position: Vector3;
  8721. /**
  8722. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8723. */
  8724. direction: Vector3;
  8725. /**
  8726. * The transformed position. Position of the light in world space taking parenting in account.
  8727. */
  8728. transformedPosition: Vector3;
  8729. /**
  8730. * The transformed direction. Direction of the light in world space taking parenting in account.
  8731. */
  8732. transformedDirection: Vector3;
  8733. /**
  8734. * The friendly name of the light in the scene.
  8735. */
  8736. name: string;
  8737. /**
  8738. * Defines the shadow projection clipping minimum z value.
  8739. */
  8740. shadowMinZ: number;
  8741. /**
  8742. * Defines the shadow projection clipping maximum z value.
  8743. */
  8744. shadowMaxZ: number;
  8745. /**
  8746. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8747. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8748. */
  8749. computeTransformedInformation(): boolean;
  8750. /**
  8751. * Gets the scene the light belongs to.
  8752. * @returns The scene
  8753. */
  8754. getScene(): Scene;
  8755. /**
  8756. * Callback defining a custom Projection Matrix Builder.
  8757. * This can be used to override the default projection matrix computation.
  8758. */
  8759. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8760. /**
  8761. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8762. * @param matrix The materix to updated with the projection information
  8763. * @param viewMatrix The transform matrix of the light
  8764. * @param renderList The list of mesh to render in the map
  8765. * @returns The current light
  8766. */
  8767. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8768. /**
  8769. * Gets the current depth scale used in ESM.
  8770. * @returns The scale
  8771. */
  8772. getDepthScale(): number;
  8773. /**
  8774. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8775. * @returns true if a cube texture needs to be use
  8776. */
  8777. needCube(): boolean;
  8778. /**
  8779. * Detects if the projection matrix requires to be recomputed this frame.
  8780. * @returns true if it requires to be recomputed otherwise, false.
  8781. */
  8782. needProjectionMatrixCompute(): boolean;
  8783. /**
  8784. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8785. */
  8786. forceProjectionMatrixCompute(): void;
  8787. /**
  8788. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8789. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8790. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8791. */
  8792. getShadowDirection(faceIndex?: number): Vector3;
  8793. /**
  8794. * Gets the minZ used for shadow according to both the scene and the light.
  8795. * @param activeCamera The camera we are returning the min for
  8796. * @returns the depth min z
  8797. */
  8798. getDepthMinZ(activeCamera: Camera): number;
  8799. /**
  8800. * Gets the maxZ used for shadow according to both the scene and the light.
  8801. * @param activeCamera The camera we are returning the max for
  8802. * @returns the depth max z
  8803. */
  8804. getDepthMaxZ(activeCamera: Camera): number;
  8805. }
  8806. /**
  8807. * Base implementation IShadowLight
  8808. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8809. */
  8810. export abstract class ShadowLight extends Light implements IShadowLight {
  8811. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8812. protected _position: Vector3;
  8813. protected _setPosition(value: Vector3): void;
  8814. /**
  8815. * Sets the position the shadow will be casted from. Also use as the light position for both
  8816. * point and spot lights.
  8817. */
  8818. /**
  8819. * Sets the position the shadow will be casted from. Also use as the light position for both
  8820. * point and spot lights.
  8821. */
  8822. position: Vector3;
  8823. protected _direction: Vector3;
  8824. protected _setDirection(value: Vector3): void;
  8825. /**
  8826. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8827. * Also use as the light direction on spot and directional lights.
  8828. */
  8829. /**
  8830. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8831. * Also use as the light direction on spot and directional lights.
  8832. */
  8833. direction: Vector3;
  8834. private _shadowMinZ;
  8835. /**
  8836. * Gets the shadow projection clipping minimum z value.
  8837. */
  8838. /**
  8839. * Sets the shadow projection clipping minimum z value.
  8840. */
  8841. shadowMinZ: number;
  8842. private _shadowMaxZ;
  8843. /**
  8844. * Sets the shadow projection clipping maximum z value.
  8845. */
  8846. /**
  8847. * Gets the shadow projection clipping maximum z value.
  8848. */
  8849. shadowMaxZ: number;
  8850. /**
  8851. * Callback defining a custom Projection Matrix Builder.
  8852. * This can be used to override the default projection matrix computation.
  8853. */
  8854. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8855. /**
  8856. * The transformed position. Position of the light in world space taking parenting in account.
  8857. */
  8858. transformedPosition: Vector3;
  8859. /**
  8860. * The transformed direction. Direction of the light in world space taking parenting in account.
  8861. */
  8862. transformedDirection: Vector3;
  8863. private _needProjectionMatrixCompute;
  8864. /**
  8865. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8866. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8867. */
  8868. computeTransformedInformation(): boolean;
  8869. /**
  8870. * Return the depth scale used for the shadow map.
  8871. * @returns the depth scale.
  8872. */
  8873. getDepthScale(): number;
  8874. /**
  8875. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8876. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8877. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8878. */
  8879. getShadowDirection(faceIndex?: number): Vector3;
  8880. /**
  8881. * Returns the ShadowLight absolute position in the World.
  8882. * @returns the position vector in world space
  8883. */
  8884. getAbsolutePosition(): Vector3;
  8885. /**
  8886. * Sets the ShadowLight direction toward the passed target.
  8887. * @param target The point to target in local space
  8888. * @returns the updated ShadowLight direction
  8889. */
  8890. setDirectionToTarget(target: Vector3): Vector3;
  8891. /**
  8892. * Returns the light rotation in euler definition.
  8893. * @returns the x y z rotation in local space.
  8894. */
  8895. getRotation(): Vector3;
  8896. /**
  8897. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8898. * @returns true if a cube texture needs to be use
  8899. */
  8900. needCube(): boolean;
  8901. /**
  8902. * Detects if the projection matrix requires to be recomputed this frame.
  8903. * @returns true if it requires to be recomputed otherwise, false.
  8904. */
  8905. needProjectionMatrixCompute(): boolean;
  8906. /**
  8907. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8908. */
  8909. forceProjectionMatrixCompute(): void;
  8910. /** @hidden */
  8911. _initCache(): void;
  8912. /** @hidden */
  8913. _isSynchronized(): boolean;
  8914. /**
  8915. * Computes the world matrix of the node
  8916. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8917. * @returns the world matrix
  8918. */
  8919. computeWorldMatrix(force?: boolean): Matrix;
  8920. /**
  8921. * Gets the minZ used for shadow according to both the scene and the light.
  8922. * @param activeCamera The camera we are returning the min for
  8923. * @returns the depth min z
  8924. */
  8925. getDepthMinZ(activeCamera: Camera): number;
  8926. /**
  8927. * Gets the maxZ used for shadow according to both the scene and the light.
  8928. * @param activeCamera The camera we are returning the max for
  8929. * @returns the depth max z
  8930. */
  8931. getDepthMaxZ(activeCamera: Camera): number;
  8932. /**
  8933. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8934. * @param matrix The materix to updated with the projection information
  8935. * @param viewMatrix The transform matrix of the light
  8936. * @param renderList The list of mesh to render in the map
  8937. * @returns The current light
  8938. */
  8939. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8940. }
  8941. }
  8942. declare module "babylonjs/Materials/effectFallbacks" {
  8943. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  8944. import { Effect } from "babylonjs/Materials/effect";
  8945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8946. /**
  8947. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  8948. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8949. */
  8950. export class EffectFallbacks implements IEffectFallbacks {
  8951. private _defines;
  8952. private _currentRank;
  8953. private _maxRank;
  8954. private _mesh;
  8955. /**
  8956. * Removes the fallback from the bound mesh.
  8957. */
  8958. unBindMesh(): void;
  8959. /**
  8960. * Adds a fallback on the specified property.
  8961. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8962. * @param define The name of the define in the shader
  8963. */
  8964. addFallback(rank: number, define: string): void;
  8965. /**
  8966. * Sets the mesh to use CPU skinning when needing to fallback.
  8967. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8968. * @param mesh The mesh to use the fallbacks.
  8969. */
  8970. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  8971. /**
  8972. * Checks to see if more fallbacks are still availible.
  8973. */
  8974. readonly hasMoreFallbacks: boolean;
  8975. /**
  8976. * Removes the defines that should be removed when falling back.
  8977. * @param currentDefines defines the current define statements for the shader.
  8978. * @param effect defines the current effect we try to compile
  8979. * @returns The resulting defines with defines of the current rank removed.
  8980. */
  8981. reduce(currentDefines: string, effect: Effect): string;
  8982. }
  8983. }
  8984. declare module "babylonjs/Materials/materialHelper" {
  8985. import { Nullable } from "babylonjs/types";
  8986. import { Scene } from "babylonjs/scene";
  8987. import { Engine } from "babylonjs/Engines/engine";
  8988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8989. import { Light } from "babylonjs/Lights/light";
  8990. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8991. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  8992. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8994. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  8995. /**
  8996. * "Static Class" containing the most commonly used helper while dealing with material for
  8997. * rendering purpose.
  8998. *
  8999. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9000. *
  9001. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9002. */
  9003. export class MaterialHelper {
  9004. /**
  9005. * Bind the current view position to an effect.
  9006. * @param effect The effect to be bound
  9007. * @param scene The scene the eyes position is used from
  9008. */
  9009. static BindEyePosition(effect: Effect, scene: Scene): void;
  9010. /**
  9011. * Helps preparing the defines values about the UVs in used in the effect.
  9012. * UVs are shared as much as we can accross channels in the shaders.
  9013. * @param texture The texture we are preparing the UVs for
  9014. * @param defines The defines to update
  9015. * @param key The channel key "diffuse", "specular"... used in the shader
  9016. */
  9017. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9018. /**
  9019. * Binds a texture matrix value to its corrsponding uniform
  9020. * @param texture The texture to bind the matrix for
  9021. * @param uniformBuffer The uniform buffer receivin the data
  9022. * @param key The channel key "diffuse", "specular"... used in the shader
  9023. */
  9024. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9025. /**
  9026. * Gets the current status of the fog (should it be enabled?)
  9027. * @param mesh defines the mesh to evaluate for fog support
  9028. * @param scene defines the hosting scene
  9029. * @returns true if fog must be enabled
  9030. */
  9031. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9032. /**
  9033. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9034. * @param mesh defines the current mesh
  9035. * @param scene defines the current scene
  9036. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9037. * @param pointsCloud defines if point cloud rendering has to be turned on
  9038. * @param fogEnabled defines if fog has to be turned on
  9039. * @param alphaTest defines if alpha testing has to be turned on
  9040. * @param defines defines the current list of defines
  9041. */
  9042. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9043. /**
  9044. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9045. * @param scene defines the current scene
  9046. * @param engine defines the current engine
  9047. * @param defines specifies the list of active defines
  9048. * @param useInstances defines if instances have to be turned on
  9049. * @param useClipPlane defines if clip plane have to be turned on
  9050. */
  9051. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9052. /**
  9053. * Prepares the defines for bones
  9054. * @param mesh The mesh containing the geometry data we will draw
  9055. * @param defines The defines to update
  9056. */
  9057. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9058. /**
  9059. * Prepares the defines for morph targets
  9060. * @param mesh The mesh containing the geometry data we will draw
  9061. * @param defines The defines to update
  9062. */
  9063. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9064. /**
  9065. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9066. * @param mesh The mesh containing the geometry data we will draw
  9067. * @param defines The defines to update
  9068. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9069. * @param useBones Precise whether bones should be used or not (override mesh info)
  9070. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9071. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9072. * @returns false if defines are considered not dirty and have not been checked
  9073. */
  9074. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9075. /**
  9076. * Prepares the defines related to multiview
  9077. * @param scene The scene we are intending to draw
  9078. * @param defines The defines to update
  9079. */
  9080. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9081. /**
  9082. * Prepares the defines related to the light information passed in parameter
  9083. * @param scene The scene we are intending to draw
  9084. * @param mesh The mesh the effect is compiling for
  9085. * @param light The light the effect is compiling for
  9086. * @param lightIndex The index of the light
  9087. * @param defines The defines to update
  9088. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9089. * @param state Defines the current state regarding what is needed (normals, etc...)
  9090. */
  9091. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9092. needNormals: boolean;
  9093. needRebuild: boolean;
  9094. shadowEnabled: boolean;
  9095. specularEnabled: boolean;
  9096. lightmapMode: boolean;
  9097. }): void;
  9098. /**
  9099. * Prepares the defines related to the light information passed in parameter
  9100. * @param scene The scene we are intending to draw
  9101. * @param mesh The mesh the effect is compiling for
  9102. * @param defines The defines to update
  9103. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9104. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9105. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9106. * @returns true if normals will be required for the rest of the effect
  9107. */
  9108. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9109. /**
  9110. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9111. * @param lightIndex defines the light index
  9112. * @param uniformsList The uniform list
  9113. * @param samplersList The sampler list
  9114. * @param projectedLightTexture defines if projected texture must be used
  9115. * @param uniformBuffersList defines an optional list of uniform buffers
  9116. */
  9117. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9118. /**
  9119. * Prepares the uniforms and samplers list to be used in the effect
  9120. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9121. * @param samplersList The sampler list
  9122. * @param defines The defines helping in the list generation
  9123. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9124. */
  9125. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9126. /**
  9127. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9128. * @param defines The defines to update while falling back
  9129. * @param fallbacks The authorized effect fallbacks
  9130. * @param maxSimultaneousLights The maximum number of lights allowed
  9131. * @param rank the current rank of the Effect
  9132. * @returns The newly affected rank
  9133. */
  9134. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9135. private static _TmpMorphInfluencers;
  9136. /**
  9137. * Prepares the list of attributes required for morph targets according to the effect defines.
  9138. * @param attribs The current list of supported attribs
  9139. * @param mesh The mesh to prepare the morph targets attributes for
  9140. * @param influencers The number of influencers
  9141. */
  9142. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9143. /**
  9144. * Prepares the list of attributes required for morph targets according to the effect defines.
  9145. * @param attribs The current list of supported attribs
  9146. * @param mesh The mesh to prepare the morph targets attributes for
  9147. * @param defines The current Defines of the effect
  9148. */
  9149. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9150. /**
  9151. * Prepares the list of attributes required for bones according to the effect defines.
  9152. * @param attribs The current list of supported attribs
  9153. * @param mesh The mesh to prepare the bones attributes for
  9154. * @param defines The current Defines of the effect
  9155. * @param fallbacks The current efffect fallback strategy
  9156. */
  9157. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9158. /**
  9159. * Check and prepare the list of attributes required for instances according to the effect defines.
  9160. * @param attribs The current list of supported attribs
  9161. * @param defines The current MaterialDefines of the effect
  9162. */
  9163. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9164. /**
  9165. * Add the list of attributes required for instances to the attribs array.
  9166. * @param attribs The current list of supported attribs
  9167. */
  9168. static PushAttributesForInstances(attribs: string[]): void;
  9169. /**
  9170. * Binds the light information to the effect.
  9171. * @param light The light containing the generator
  9172. * @param effect The effect we are binding the data to
  9173. * @param lightIndex The light index in the effect used to render
  9174. */
  9175. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9176. /**
  9177. * Binds the lights information from the scene to the effect for the given mesh.
  9178. * @param light Light to bind
  9179. * @param lightIndex Light index
  9180. * @param scene The scene where the light belongs to
  9181. * @param effect The effect we are binding the data to
  9182. * @param useSpecular Defines if specular is supported
  9183. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9184. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9185. */
  9186. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9187. /**
  9188. * Binds the lights information from the scene to the effect for the given mesh.
  9189. * @param scene The scene the lights belongs to
  9190. * @param mesh The mesh we are binding the information to render
  9191. * @param effect The effect we are binding the data to
  9192. * @param defines The generated defines for the effect
  9193. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9194. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9195. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9196. */
  9197. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9198. private static _tempFogColor;
  9199. /**
  9200. * Binds the fog information from the scene to the effect for the given mesh.
  9201. * @param scene The scene the lights belongs to
  9202. * @param mesh The mesh we are binding the information to render
  9203. * @param effect The effect we are binding the data to
  9204. * @param linearSpace Defines if the fog effect is applied in linear space
  9205. */
  9206. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9207. /**
  9208. * Binds the bones information from the mesh to the effect.
  9209. * @param mesh The mesh we are binding the information to render
  9210. * @param effect The effect we are binding the data to
  9211. */
  9212. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9213. /**
  9214. * Binds the morph targets information from the mesh to the effect.
  9215. * @param abstractMesh The mesh we are binding the information to render
  9216. * @param effect The effect we are binding the data to
  9217. */
  9218. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9219. /**
  9220. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9221. * @param defines The generated defines used in the effect
  9222. * @param effect The effect we are binding the data to
  9223. * @param scene The scene we are willing to render with logarithmic scale for
  9224. */
  9225. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9226. /**
  9227. * Binds the clip plane information from the scene to the effect.
  9228. * @param scene The scene the clip plane information are extracted from
  9229. * @param effect The effect we are binding the data to
  9230. */
  9231. static BindClipPlane(effect: Effect, scene: Scene): void;
  9232. }
  9233. }
  9234. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9235. /** @hidden */
  9236. export var packingFunctions: {
  9237. name: string;
  9238. shader: string;
  9239. };
  9240. }
  9241. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9242. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9243. /** @hidden */
  9244. export var shadowMapPixelShader: {
  9245. name: string;
  9246. shader: string;
  9247. };
  9248. }
  9249. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9250. /** @hidden */
  9251. export var bonesDeclaration: {
  9252. name: string;
  9253. shader: string;
  9254. };
  9255. }
  9256. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9257. /** @hidden */
  9258. export var morphTargetsVertexGlobalDeclaration: {
  9259. name: string;
  9260. shader: string;
  9261. };
  9262. }
  9263. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9264. /** @hidden */
  9265. export var morphTargetsVertexDeclaration: {
  9266. name: string;
  9267. shader: string;
  9268. };
  9269. }
  9270. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9271. /** @hidden */
  9272. export var instancesDeclaration: {
  9273. name: string;
  9274. shader: string;
  9275. };
  9276. }
  9277. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9278. /** @hidden */
  9279. export var helperFunctions: {
  9280. name: string;
  9281. shader: string;
  9282. };
  9283. }
  9284. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9285. /** @hidden */
  9286. export var morphTargetsVertex: {
  9287. name: string;
  9288. shader: string;
  9289. };
  9290. }
  9291. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9292. /** @hidden */
  9293. export var instancesVertex: {
  9294. name: string;
  9295. shader: string;
  9296. };
  9297. }
  9298. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9299. /** @hidden */
  9300. export var bonesVertex: {
  9301. name: string;
  9302. shader: string;
  9303. };
  9304. }
  9305. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9306. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9308. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9309. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9310. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9312. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9313. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9314. /** @hidden */
  9315. export var shadowMapVertexShader: {
  9316. name: string;
  9317. shader: string;
  9318. };
  9319. }
  9320. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9321. /** @hidden */
  9322. export var depthBoxBlurPixelShader: {
  9323. name: string;
  9324. shader: string;
  9325. };
  9326. }
  9327. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9328. import { Nullable } from "babylonjs/types";
  9329. import { Scene } from "babylonjs/scene";
  9330. import { Matrix } from "babylonjs/Maths/math.vector";
  9331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9333. import { Mesh } from "babylonjs/Meshes/mesh";
  9334. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9335. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9336. import { Effect } from "babylonjs/Materials/effect";
  9337. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9338. import "babylonjs/Shaders/shadowMap.fragment";
  9339. import "babylonjs/Shaders/shadowMap.vertex";
  9340. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9341. import { Observable } from "babylonjs/Misc/observable";
  9342. /**
  9343. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9344. */
  9345. export interface ICustomShaderOptions {
  9346. /**
  9347. * Gets or sets the custom shader name to use
  9348. */
  9349. shaderName: string;
  9350. /**
  9351. * The list of attribute names used in the shader
  9352. */
  9353. attributes?: string[];
  9354. /**
  9355. * The list of unifrom names used in the shader
  9356. */
  9357. uniforms?: string[];
  9358. /**
  9359. * The list of sampler names used in the shader
  9360. */
  9361. samplers?: string[];
  9362. /**
  9363. * The list of defines used in the shader
  9364. */
  9365. defines?: string[];
  9366. }
  9367. /**
  9368. * Interface to implement to create a shadow generator compatible with BJS.
  9369. */
  9370. export interface IShadowGenerator {
  9371. /**
  9372. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9373. * @returns The render target texture if present otherwise, null
  9374. */
  9375. getShadowMap(): Nullable<RenderTargetTexture>;
  9376. /**
  9377. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9378. * @returns The render target texture if the shadow map is present otherwise, null
  9379. */
  9380. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9381. /**
  9382. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9383. * @param subMesh The submesh we want to render in the shadow map
  9384. * @param useInstances Defines wether will draw in the map using instances
  9385. * @returns true if ready otherwise, false
  9386. */
  9387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9388. /**
  9389. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9390. * @param defines Defines of the material we want to update
  9391. * @param lightIndex Index of the light in the enabled light list of the material
  9392. */
  9393. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9394. /**
  9395. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9396. * defined in the generator but impacting the effect).
  9397. * It implies the unifroms available on the materials are the standard BJS ones.
  9398. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9399. * @param effect The effect we are binfing the information for
  9400. */
  9401. bindShadowLight(lightIndex: string, effect: Effect): void;
  9402. /**
  9403. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9404. * (eq to shadow prjection matrix * light transform matrix)
  9405. * @returns The transform matrix used to create the shadow map
  9406. */
  9407. getTransformMatrix(): Matrix;
  9408. /**
  9409. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9410. * Cube and 2D textures for instance.
  9411. */
  9412. recreateShadowMap(): void;
  9413. /**
  9414. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9415. * @param onCompiled Callback triggered at the and of the effects compilation
  9416. * @param options Sets of optional options forcing the compilation with different modes
  9417. */
  9418. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9419. useInstances: boolean;
  9420. }>): void;
  9421. /**
  9422. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9423. * @param options Sets of optional options forcing the compilation with different modes
  9424. * @returns A promise that resolves when the compilation completes
  9425. */
  9426. forceCompilationAsync(options?: Partial<{
  9427. useInstances: boolean;
  9428. }>): Promise<void>;
  9429. /**
  9430. * Serializes the shadow generator setup to a json object.
  9431. * @returns The serialized JSON object
  9432. */
  9433. serialize(): any;
  9434. /**
  9435. * Disposes the Shadow map and related Textures and effects.
  9436. */
  9437. dispose(): void;
  9438. }
  9439. /**
  9440. * Default implementation IShadowGenerator.
  9441. * This is the main object responsible of generating shadows in the framework.
  9442. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9443. */
  9444. export class ShadowGenerator implements IShadowGenerator {
  9445. /**
  9446. * Shadow generator mode None: no filtering applied.
  9447. */
  9448. static readonly FILTER_NONE: number;
  9449. /**
  9450. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9451. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9452. */
  9453. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9454. /**
  9455. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9456. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9457. */
  9458. static readonly FILTER_POISSONSAMPLING: number;
  9459. /**
  9460. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9461. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9462. */
  9463. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9464. /**
  9465. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9466. * edge artifacts on steep falloff.
  9467. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9468. */
  9469. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9470. /**
  9471. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9472. * edge artifacts on steep falloff.
  9473. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9474. */
  9475. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9476. /**
  9477. * Shadow generator mode PCF: Percentage Closer Filtering
  9478. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9479. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9480. */
  9481. static readonly FILTER_PCF: number;
  9482. /**
  9483. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9484. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9485. * Contact Hardening
  9486. */
  9487. static readonly FILTER_PCSS: number;
  9488. /**
  9489. * Reserved for PCF and PCSS
  9490. * Highest Quality.
  9491. *
  9492. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9493. *
  9494. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9495. */
  9496. static readonly QUALITY_HIGH: number;
  9497. /**
  9498. * Reserved for PCF and PCSS
  9499. * Good tradeoff for quality/perf cross devices
  9500. *
  9501. * Execute PCF on a 3*3 kernel.
  9502. *
  9503. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9504. */
  9505. static readonly QUALITY_MEDIUM: number;
  9506. /**
  9507. * Reserved for PCF and PCSS
  9508. * The lowest quality but the fastest.
  9509. *
  9510. * Execute PCF on a 1*1 kernel.
  9511. *
  9512. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9513. */
  9514. static readonly QUALITY_LOW: number;
  9515. /** Gets or sets the custom shader name to use */
  9516. customShaderOptions: ICustomShaderOptions;
  9517. /**
  9518. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9519. */
  9520. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9521. /**
  9522. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9523. */
  9524. onAfterShadowMapRenderObservable: Observable<Effect>;
  9525. /**
  9526. * Observable triggered before a mesh is rendered in the shadow map.
  9527. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9528. */
  9529. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9530. /**
  9531. * Observable triggered after a mesh is rendered in the shadow map.
  9532. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9533. */
  9534. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9535. private _bias;
  9536. /**
  9537. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9538. */
  9539. /**
  9540. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9541. */
  9542. bias: number;
  9543. private _normalBias;
  9544. /**
  9545. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9546. */
  9547. /**
  9548. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9549. */
  9550. normalBias: number;
  9551. private _blurBoxOffset;
  9552. /**
  9553. * Gets the blur box offset: offset applied during the blur pass.
  9554. * Only useful if useKernelBlur = false
  9555. */
  9556. /**
  9557. * Sets the blur box offset: offset applied during the blur pass.
  9558. * Only useful if useKernelBlur = false
  9559. */
  9560. blurBoxOffset: number;
  9561. private _blurScale;
  9562. /**
  9563. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9564. * 2 means half of the size.
  9565. */
  9566. /**
  9567. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9568. * 2 means half of the size.
  9569. */
  9570. blurScale: number;
  9571. private _blurKernel;
  9572. /**
  9573. * Gets the blur kernel: kernel size of the blur pass.
  9574. * Only useful if useKernelBlur = true
  9575. */
  9576. /**
  9577. * Sets the blur kernel: kernel size of the blur pass.
  9578. * Only useful if useKernelBlur = true
  9579. */
  9580. blurKernel: number;
  9581. private _useKernelBlur;
  9582. /**
  9583. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9584. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9585. */
  9586. /**
  9587. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9588. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9589. */
  9590. useKernelBlur: boolean;
  9591. private _depthScale;
  9592. /**
  9593. * Gets the depth scale used in ESM mode.
  9594. */
  9595. /**
  9596. * Sets the depth scale used in ESM mode.
  9597. * This can override the scale stored on the light.
  9598. */
  9599. depthScale: number;
  9600. private _filter;
  9601. /**
  9602. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9603. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9604. */
  9605. /**
  9606. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9607. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9608. */
  9609. filter: number;
  9610. /**
  9611. * Gets if the current filter is set to Poisson Sampling.
  9612. */
  9613. /**
  9614. * Sets the current filter to Poisson Sampling.
  9615. */
  9616. usePoissonSampling: boolean;
  9617. /**
  9618. * Gets if the current filter is set to ESM.
  9619. */
  9620. /**
  9621. * Sets the current filter is to ESM.
  9622. */
  9623. useExponentialShadowMap: boolean;
  9624. /**
  9625. * Gets if the current filter is set to filtered ESM.
  9626. */
  9627. /**
  9628. * Gets if the current filter is set to filtered ESM.
  9629. */
  9630. useBlurExponentialShadowMap: boolean;
  9631. /**
  9632. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9633. * exponential to prevent steep falloff artifacts).
  9634. */
  9635. /**
  9636. * Sets the current filter to "close ESM" (using the inverse of the
  9637. * exponential to prevent steep falloff artifacts).
  9638. */
  9639. useCloseExponentialShadowMap: boolean;
  9640. /**
  9641. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9642. * exponential to prevent steep falloff artifacts).
  9643. */
  9644. /**
  9645. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9646. * exponential to prevent steep falloff artifacts).
  9647. */
  9648. useBlurCloseExponentialShadowMap: boolean;
  9649. /**
  9650. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9651. */
  9652. /**
  9653. * Sets the current filter to "PCF" (percentage closer filtering).
  9654. */
  9655. usePercentageCloserFiltering: boolean;
  9656. private _filteringQuality;
  9657. /**
  9658. * Gets the PCF or PCSS Quality.
  9659. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9660. */
  9661. /**
  9662. * Sets the PCF or PCSS Quality.
  9663. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9664. */
  9665. filteringQuality: number;
  9666. /**
  9667. * Gets if the current filter is set to "PCSS" (contact hardening).
  9668. */
  9669. /**
  9670. * Sets the current filter to "PCSS" (contact hardening).
  9671. */
  9672. useContactHardeningShadow: boolean;
  9673. private _contactHardeningLightSizeUVRatio;
  9674. /**
  9675. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9676. * Using a ratio helps keeping shape stability independently of the map size.
  9677. *
  9678. * It does not account for the light projection as it was having too much
  9679. * instability during the light setup or during light position changes.
  9680. *
  9681. * Only valid if useContactHardeningShadow is true.
  9682. */
  9683. /**
  9684. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9685. * Using a ratio helps keeping shape stability independently of the map size.
  9686. *
  9687. * It does not account for the light projection as it was having too much
  9688. * instability during the light setup or during light position changes.
  9689. *
  9690. * Only valid if useContactHardeningShadow is true.
  9691. */
  9692. contactHardeningLightSizeUVRatio: number;
  9693. private _darkness;
  9694. /** Gets or sets the actual darkness of a shadow */
  9695. darkness: number;
  9696. /**
  9697. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9698. * 0 means strongest and 1 would means no shadow.
  9699. * @returns the darkness.
  9700. */
  9701. getDarkness(): number;
  9702. /**
  9703. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9704. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9705. * @returns the shadow generator allowing fluent coding.
  9706. */
  9707. setDarkness(darkness: number): ShadowGenerator;
  9708. private _transparencyShadow;
  9709. /** Gets or sets the ability to have transparent shadow */
  9710. transparencyShadow: boolean;
  9711. /**
  9712. * Sets the ability to have transparent shadow (boolean).
  9713. * @param transparent True if transparent else False
  9714. * @returns the shadow generator allowing fluent coding
  9715. */
  9716. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9717. private _shadowMap;
  9718. private _shadowMap2;
  9719. /**
  9720. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9721. * @returns The render target texture if present otherwise, null
  9722. */
  9723. getShadowMap(): Nullable<RenderTargetTexture>;
  9724. /**
  9725. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9726. * @returns The render target texture if the shadow map is present otherwise, null
  9727. */
  9728. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9729. /**
  9730. * Gets the class name of that object
  9731. * @returns "ShadowGenerator"
  9732. */
  9733. getClassName(): string;
  9734. /**
  9735. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9736. * @param mesh Mesh to add
  9737. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9738. * @returns the Shadow Generator itself
  9739. */
  9740. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9741. /**
  9742. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9743. * @param mesh Mesh to remove
  9744. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9745. * @returns the Shadow Generator itself
  9746. */
  9747. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9748. /**
  9749. * Controls the extent to which the shadows fade out at the edge of the frustum
  9750. * Used only by directionals and spots
  9751. */
  9752. frustumEdgeFalloff: number;
  9753. private _light;
  9754. /**
  9755. * Returns the associated light object.
  9756. * @returns the light generating the shadow
  9757. */
  9758. getLight(): IShadowLight;
  9759. /**
  9760. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9761. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9762. * It might on the other hand introduce peter panning.
  9763. */
  9764. forceBackFacesOnly: boolean;
  9765. private _scene;
  9766. private _lightDirection;
  9767. private _effect;
  9768. private _viewMatrix;
  9769. private _projectionMatrix;
  9770. private _transformMatrix;
  9771. private _cachedPosition;
  9772. private _cachedDirection;
  9773. private _cachedDefines;
  9774. private _currentRenderID;
  9775. private _boxBlurPostprocess;
  9776. private _kernelBlurXPostprocess;
  9777. private _kernelBlurYPostprocess;
  9778. private _blurPostProcesses;
  9779. private _mapSize;
  9780. private _currentFaceIndex;
  9781. private _currentFaceIndexCache;
  9782. private _textureType;
  9783. private _defaultTextureMatrix;
  9784. private _storedUniqueId;
  9785. /** @hidden */
  9786. static _SceneComponentInitialization: (scene: Scene) => void;
  9787. /**
  9788. * Creates a ShadowGenerator object.
  9789. * A ShadowGenerator is the required tool to use the shadows.
  9790. * Each light casting shadows needs to use its own ShadowGenerator.
  9791. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9792. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9793. * @param light The light object generating the shadows.
  9794. * @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.
  9795. */
  9796. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9797. private _initializeGenerator;
  9798. private _initializeShadowMap;
  9799. private _initializeBlurRTTAndPostProcesses;
  9800. private _renderForShadowMap;
  9801. private _renderSubMeshForShadowMap;
  9802. private _applyFilterValues;
  9803. /**
  9804. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9805. * @param onCompiled Callback triggered at the and of the effects compilation
  9806. * @param options Sets of optional options forcing the compilation with different modes
  9807. */
  9808. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9809. useInstances: boolean;
  9810. }>): void;
  9811. /**
  9812. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9813. * @param options Sets of optional options forcing the compilation with different modes
  9814. * @returns A promise that resolves when the compilation completes
  9815. */
  9816. forceCompilationAsync(options?: Partial<{
  9817. useInstances: boolean;
  9818. }>): Promise<void>;
  9819. /**
  9820. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9821. * @param subMesh The submesh we want to render in the shadow map
  9822. * @param useInstances Defines wether will draw in the map using instances
  9823. * @returns true if ready otherwise, false
  9824. */
  9825. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9826. /**
  9827. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9828. * @param defines Defines of the material we want to update
  9829. * @param lightIndex Index of the light in the enabled light list of the material
  9830. */
  9831. prepareDefines(defines: any, lightIndex: number): void;
  9832. /**
  9833. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9834. * defined in the generator but impacting the effect).
  9835. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9836. * @param effect The effect we are binfing the information for
  9837. */
  9838. bindShadowLight(lightIndex: string, effect: Effect): void;
  9839. /**
  9840. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9841. * (eq to shadow prjection matrix * light transform matrix)
  9842. * @returns The transform matrix used to create the shadow map
  9843. */
  9844. getTransformMatrix(): Matrix;
  9845. /**
  9846. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9847. * Cube and 2D textures for instance.
  9848. */
  9849. recreateShadowMap(): void;
  9850. private _disposeBlurPostProcesses;
  9851. private _disposeRTTandPostProcesses;
  9852. /**
  9853. * Disposes the ShadowGenerator.
  9854. * Returns nothing.
  9855. */
  9856. dispose(): void;
  9857. /**
  9858. * Serializes the shadow generator setup to a json object.
  9859. * @returns The serialized JSON object
  9860. */
  9861. serialize(): any;
  9862. /**
  9863. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9864. * @param parsedShadowGenerator The JSON object to parse
  9865. * @param scene The scene to create the shadow map for
  9866. * @returns The parsed shadow generator
  9867. */
  9868. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9869. }
  9870. }
  9871. declare module "babylonjs/Lights/light" {
  9872. import { Nullable } from "babylonjs/types";
  9873. import { Scene } from "babylonjs/scene";
  9874. import { Vector3 } from "babylonjs/Maths/math.vector";
  9875. import { Color3 } from "babylonjs/Maths/math.color";
  9876. import { Node } from "babylonjs/node";
  9877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9878. import { Effect } from "babylonjs/Materials/effect";
  9879. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9880. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9881. /**
  9882. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9883. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9884. * 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.
  9885. */
  9886. export abstract class Light extends Node {
  9887. /**
  9888. * Falloff Default: light is falling off following the material specification:
  9889. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9890. */
  9891. static readonly FALLOFF_DEFAULT: number;
  9892. /**
  9893. * Falloff Physical: light is falling off following the inverse squared distance law.
  9894. */
  9895. static readonly FALLOFF_PHYSICAL: number;
  9896. /**
  9897. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9898. * to enhance interoperability with other engines.
  9899. */
  9900. static readonly FALLOFF_GLTF: number;
  9901. /**
  9902. * Falloff Standard: light is falling off like in the standard material
  9903. * to enhance interoperability with other materials.
  9904. */
  9905. static readonly FALLOFF_STANDARD: number;
  9906. /**
  9907. * If every light affecting the material is in this lightmapMode,
  9908. * material.lightmapTexture adds or multiplies
  9909. * (depends on material.useLightmapAsShadowmap)
  9910. * after every other light calculations.
  9911. */
  9912. static readonly LIGHTMAP_DEFAULT: number;
  9913. /**
  9914. * material.lightmapTexture as only diffuse lighting from this light
  9915. * adds only specular lighting from this light
  9916. * adds dynamic shadows
  9917. */
  9918. static readonly LIGHTMAP_SPECULAR: number;
  9919. /**
  9920. * material.lightmapTexture as only lighting
  9921. * no light calculation from this light
  9922. * only adds dynamic shadows from this light
  9923. */
  9924. static readonly LIGHTMAP_SHADOWSONLY: number;
  9925. /**
  9926. * Each light type uses the default quantity according to its type:
  9927. * point/spot lights use luminous intensity
  9928. * directional lights use illuminance
  9929. */
  9930. static readonly INTENSITYMODE_AUTOMATIC: number;
  9931. /**
  9932. * lumen (lm)
  9933. */
  9934. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9935. /**
  9936. * candela (lm/sr)
  9937. */
  9938. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9939. /**
  9940. * lux (lm/m^2)
  9941. */
  9942. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9943. /**
  9944. * nit (cd/m^2)
  9945. */
  9946. static readonly INTENSITYMODE_LUMINANCE: number;
  9947. /**
  9948. * Light type const id of the point light.
  9949. */
  9950. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9951. /**
  9952. * Light type const id of the directional light.
  9953. */
  9954. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9955. /**
  9956. * Light type const id of the spot light.
  9957. */
  9958. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9959. /**
  9960. * Light type const id of the hemispheric light.
  9961. */
  9962. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9963. /**
  9964. * Diffuse gives the basic color to an object.
  9965. */
  9966. diffuse: Color3;
  9967. /**
  9968. * Specular produces a highlight color on an object.
  9969. * Note: This is note affecting PBR materials.
  9970. */
  9971. specular: Color3;
  9972. /**
  9973. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9974. * falling off base on range or angle.
  9975. * This can be set to any values in Light.FALLOFF_x.
  9976. *
  9977. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9978. * other types of materials.
  9979. */
  9980. falloffType: number;
  9981. /**
  9982. * Strength of the light.
  9983. * Note: By default it is define in the framework own unit.
  9984. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9985. */
  9986. intensity: number;
  9987. private _range;
  9988. protected _inverseSquaredRange: number;
  9989. /**
  9990. * Defines how far from the source the light is impacting in scene units.
  9991. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9992. */
  9993. /**
  9994. * Defines how far from the source the light is impacting in scene units.
  9995. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9996. */
  9997. range: number;
  9998. /**
  9999. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10000. * of light.
  10001. */
  10002. private _photometricScale;
  10003. private _intensityMode;
  10004. /**
  10005. * Gets the photometric scale used to interpret the intensity.
  10006. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10007. */
  10008. /**
  10009. * Sets the photometric scale used to interpret the intensity.
  10010. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10011. */
  10012. intensityMode: number;
  10013. private _radius;
  10014. /**
  10015. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10016. */
  10017. /**
  10018. * sets the light radius used by PBR Materials to simulate soft area lights.
  10019. */
  10020. radius: number;
  10021. private _renderPriority;
  10022. /**
  10023. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10024. * exceeding the number allowed of the materials.
  10025. */
  10026. renderPriority: number;
  10027. private _shadowEnabled;
  10028. /**
  10029. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10030. * the current shadow generator.
  10031. */
  10032. /**
  10033. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10034. * the current shadow generator.
  10035. */
  10036. shadowEnabled: boolean;
  10037. private _includedOnlyMeshes;
  10038. /**
  10039. * Gets the only meshes impacted by this light.
  10040. */
  10041. /**
  10042. * Sets the only meshes impacted by this light.
  10043. */
  10044. includedOnlyMeshes: AbstractMesh[];
  10045. private _excludedMeshes;
  10046. /**
  10047. * Gets the meshes not impacted by this light.
  10048. */
  10049. /**
  10050. * Sets the meshes not impacted by this light.
  10051. */
  10052. excludedMeshes: AbstractMesh[];
  10053. private _excludeWithLayerMask;
  10054. /**
  10055. * Gets the layer id use to find what meshes are not impacted by the light.
  10056. * Inactive if 0
  10057. */
  10058. /**
  10059. * Sets the layer id use to find what meshes are not impacted by the light.
  10060. * Inactive if 0
  10061. */
  10062. excludeWithLayerMask: number;
  10063. private _includeOnlyWithLayerMask;
  10064. /**
  10065. * Gets the layer id use to find what meshes are impacted by the light.
  10066. * Inactive if 0
  10067. */
  10068. /**
  10069. * Sets the layer id use to find what meshes are impacted by the light.
  10070. * Inactive if 0
  10071. */
  10072. includeOnlyWithLayerMask: number;
  10073. private _lightmapMode;
  10074. /**
  10075. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10076. */
  10077. /**
  10078. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10079. */
  10080. lightmapMode: number;
  10081. /**
  10082. * Shadow generator associted to the light.
  10083. * @hidden Internal use only.
  10084. */
  10085. _shadowGenerator: Nullable<IShadowGenerator>;
  10086. /**
  10087. * @hidden Internal use only.
  10088. */
  10089. _excludedMeshesIds: string[];
  10090. /**
  10091. * @hidden Internal use only.
  10092. */
  10093. _includedOnlyMeshesIds: string[];
  10094. /**
  10095. * The current light unifom buffer.
  10096. * @hidden Internal use only.
  10097. */
  10098. _uniformBuffer: UniformBuffer;
  10099. /** @hidden */
  10100. _renderId: number;
  10101. /**
  10102. * Creates a Light object in the scene.
  10103. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10104. * @param name The firendly name of the light
  10105. * @param scene The scene the light belongs too
  10106. */
  10107. constructor(name: string, scene: Scene);
  10108. protected abstract _buildUniformLayout(): void;
  10109. /**
  10110. * Sets the passed Effect "effect" with the Light information.
  10111. * @param effect The effect to update
  10112. * @param lightIndex The index of the light in the effect to update
  10113. * @returns The light
  10114. */
  10115. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10116. /**
  10117. * Sets the passed Effect "effect" with the Light information.
  10118. * @param effect The effect to update
  10119. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10120. * @returns The light
  10121. */
  10122. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10123. /**
  10124. * Returns the string "Light".
  10125. * @returns the class name
  10126. */
  10127. getClassName(): string;
  10128. /** @hidden */
  10129. readonly _isLight: boolean;
  10130. /**
  10131. * Converts the light information to a readable string for debug purpose.
  10132. * @param fullDetails Supports for multiple levels of logging within scene loading
  10133. * @returns the human readable light info
  10134. */
  10135. toString(fullDetails?: boolean): string;
  10136. /** @hidden */
  10137. protected _syncParentEnabledState(): void;
  10138. /**
  10139. * Set the enabled state of this node.
  10140. * @param value - the new enabled state
  10141. */
  10142. setEnabled(value: boolean): void;
  10143. /**
  10144. * Returns the Light associated shadow generator if any.
  10145. * @return the associated shadow generator.
  10146. */
  10147. getShadowGenerator(): Nullable<IShadowGenerator>;
  10148. /**
  10149. * Returns a Vector3, the absolute light position in the World.
  10150. * @returns the world space position of the light
  10151. */
  10152. getAbsolutePosition(): Vector3;
  10153. /**
  10154. * Specifies if the light will affect the passed mesh.
  10155. * @param mesh The mesh to test against the light
  10156. * @return true the mesh is affected otherwise, false.
  10157. */
  10158. canAffectMesh(mesh: AbstractMesh): boolean;
  10159. /**
  10160. * Sort function to order lights for rendering.
  10161. * @param a First Light object to compare to second.
  10162. * @param b Second Light object to compare first.
  10163. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10164. */
  10165. static CompareLightsPriority(a: Light, b: Light): number;
  10166. /**
  10167. * Releases resources associated with this node.
  10168. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10169. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10170. */
  10171. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10172. /**
  10173. * Returns the light type ID (integer).
  10174. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10175. */
  10176. getTypeID(): number;
  10177. /**
  10178. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10179. * @returns the scaled intensity in intensity mode unit
  10180. */
  10181. getScaledIntensity(): number;
  10182. /**
  10183. * Returns a new Light object, named "name", from the current one.
  10184. * @param name The name of the cloned light
  10185. * @returns the new created light
  10186. */
  10187. clone(name: string): Nullable<Light>;
  10188. /**
  10189. * Serializes the current light into a Serialization object.
  10190. * @returns the serialized object.
  10191. */
  10192. serialize(): any;
  10193. /**
  10194. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10195. * This new light is named "name" and added to the passed scene.
  10196. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10197. * @param name The friendly name of the light
  10198. * @param scene The scene the new light will belong to
  10199. * @returns the constructor function
  10200. */
  10201. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10202. /**
  10203. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10204. * @param parsedLight The JSON representation of the light
  10205. * @param scene The scene to create the parsed light in
  10206. * @returns the created light after parsing
  10207. */
  10208. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10209. private _hookArrayForExcluded;
  10210. private _hookArrayForIncludedOnly;
  10211. private _resyncMeshes;
  10212. /**
  10213. * Forces the meshes to update their light related information in their rendering used effects
  10214. * @hidden Internal Use Only
  10215. */
  10216. _markMeshesAsLightDirty(): void;
  10217. /**
  10218. * Recomputes the cached photometric scale if needed.
  10219. */
  10220. private _computePhotometricScale;
  10221. /**
  10222. * Returns the Photometric Scale according to the light type and intensity mode.
  10223. */
  10224. private _getPhotometricScale;
  10225. /**
  10226. * Reorder the light in the scene according to their defined priority.
  10227. * @hidden Internal Use Only
  10228. */
  10229. _reorderLightsInScene(): void;
  10230. /**
  10231. * Prepares the list of defines specific to the light type.
  10232. * @param defines the list of defines
  10233. * @param lightIndex defines the index of the light for the effect
  10234. */
  10235. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10236. }
  10237. }
  10238. declare module "babylonjs/Actions/action" {
  10239. import { Observable } from "babylonjs/Misc/observable";
  10240. import { Condition } from "babylonjs/Actions/condition";
  10241. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10242. import { ActionManager } from "babylonjs/Actions/actionManager";
  10243. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10244. /**
  10245. * Interface used to define Action
  10246. */
  10247. export interface IAction {
  10248. /**
  10249. * Trigger for the action
  10250. */
  10251. trigger: number;
  10252. /** Options of the trigger */
  10253. triggerOptions: any;
  10254. /**
  10255. * Gets the trigger parameters
  10256. * @returns the trigger parameters
  10257. */
  10258. getTriggerParameter(): any;
  10259. /**
  10260. * Internal only - executes current action event
  10261. * @hidden
  10262. */
  10263. _executeCurrent(evt?: ActionEvent): void;
  10264. /**
  10265. * Serialize placeholder for child classes
  10266. * @param parent of child
  10267. * @returns the serialized object
  10268. */
  10269. serialize(parent: any): any;
  10270. /**
  10271. * Internal only
  10272. * @hidden
  10273. */
  10274. _prepare(): void;
  10275. /**
  10276. * Internal only - manager for action
  10277. * @hidden
  10278. */
  10279. _actionManager: AbstractActionManager;
  10280. /**
  10281. * Adds action to chain of actions, may be a DoNothingAction
  10282. * @param action defines the next action to execute
  10283. * @returns The action passed in
  10284. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10285. */
  10286. then(action: IAction): IAction;
  10287. }
  10288. /**
  10289. * The action to be carried out following a trigger
  10290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10291. */
  10292. export class Action implements IAction {
  10293. /** the trigger, with or without parameters, for the action */
  10294. triggerOptions: any;
  10295. /**
  10296. * Trigger for the action
  10297. */
  10298. trigger: number;
  10299. /**
  10300. * Internal only - manager for action
  10301. * @hidden
  10302. */
  10303. _actionManager: ActionManager;
  10304. private _nextActiveAction;
  10305. private _child;
  10306. private _condition?;
  10307. private _triggerParameter;
  10308. /**
  10309. * An event triggered prior to action being executed.
  10310. */
  10311. onBeforeExecuteObservable: Observable<Action>;
  10312. /**
  10313. * Creates a new Action
  10314. * @param triggerOptions the trigger, with or without parameters, for the action
  10315. * @param condition an optional determinant of action
  10316. */
  10317. constructor(
  10318. /** the trigger, with or without parameters, for the action */
  10319. triggerOptions: any, condition?: Condition);
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. _prepare(): void;
  10325. /**
  10326. * Gets the trigger parameters
  10327. * @returns the trigger parameters
  10328. */
  10329. getTriggerParameter(): any;
  10330. /**
  10331. * Internal only - executes current action event
  10332. * @hidden
  10333. */
  10334. _executeCurrent(evt?: ActionEvent): void;
  10335. /**
  10336. * Execute placeholder for child classes
  10337. * @param evt optional action event
  10338. */
  10339. execute(evt?: ActionEvent): void;
  10340. /**
  10341. * Skips to next active action
  10342. */
  10343. skipToNextActiveAction(): void;
  10344. /**
  10345. * Adds action to chain of actions, may be a DoNothingAction
  10346. * @param action defines the next action to execute
  10347. * @returns The action passed in
  10348. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10349. */
  10350. then(action: Action): Action;
  10351. /**
  10352. * Internal only
  10353. * @hidden
  10354. */
  10355. _getProperty(propertyPath: string): string;
  10356. /**
  10357. * Internal only
  10358. * @hidden
  10359. */
  10360. _getEffectiveTarget(target: any, propertyPath: string): any;
  10361. /**
  10362. * Serialize placeholder for child classes
  10363. * @param parent of child
  10364. * @returns the serialized object
  10365. */
  10366. serialize(parent: any): any;
  10367. /**
  10368. * Internal only called by serialize
  10369. * @hidden
  10370. */
  10371. protected _serialize(serializedAction: any, parent?: any): any;
  10372. /**
  10373. * Internal only
  10374. * @hidden
  10375. */
  10376. static _SerializeValueAsString: (value: any) => string;
  10377. /**
  10378. * Internal only
  10379. * @hidden
  10380. */
  10381. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10382. name: string;
  10383. targetType: string;
  10384. value: string;
  10385. };
  10386. }
  10387. }
  10388. declare module "babylonjs/Actions/condition" {
  10389. import { ActionManager } from "babylonjs/Actions/actionManager";
  10390. /**
  10391. * A Condition applied to an Action
  10392. */
  10393. export class Condition {
  10394. /**
  10395. * Internal only - manager for action
  10396. * @hidden
  10397. */
  10398. _actionManager: ActionManager;
  10399. /**
  10400. * Internal only
  10401. * @hidden
  10402. */
  10403. _evaluationId: number;
  10404. /**
  10405. * Internal only
  10406. * @hidden
  10407. */
  10408. _currentResult: boolean;
  10409. /**
  10410. * Creates a new Condition
  10411. * @param actionManager the manager of the action the condition is applied to
  10412. */
  10413. constructor(actionManager: ActionManager);
  10414. /**
  10415. * Check if the current condition is valid
  10416. * @returns a boolean
  10417. */
  10418. isValid(): boolean;
  10419. /**
  10420. * Internal only
  10421. * @hidden
  10422. */
  10423. _getProperty(propertyPath: string): string;
  10424. /**
  10425. * Internal only
  10426. * @hidden
  10427. */
  10428. _getEffectiveTarget(target: any, propertyPath: string): any;
  10429. /**
  10430. * Serialize placeholder for child classes
  10431. * @returns the serialized object
  10432. */
  10433. serialize(): any;
  10434. /**
  10435. * Internal only
  10436. * @hidden
  10437. */
  10438. protected _serialize(serializedCondition: any): any;
  10439. }
  10440. /**
  10441. * Defines specific conditional operators as extensions of Condition
  10442. */
  10443. export class ValueCondition extends Condition {
  10444. /** path to specify the property of the target the conditional operator uses */
  10445. propertyPath: string;
  10446. /** the value compared by the conditional operator against the current value of the property */
  10447. value: any;
  10448. /** the conditional operator, default ValueCondition.IsEqual */
  10449. operator: number;
  10450. /**
  10451. * Internal only
  10452. * @hidden
  10453. */
  10454. private static _IsEqual;
  10455. /**
  10456. * Internal only
  10457. * @hidden
  10458. */
  10459. private static _IsDifferent;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private static _IsGreater;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. private static _IsLesser;
  10470. /**
  10471. * returns the number for IsEqual
  10472. */
  10473. static readonly IsEqual: number;
  10474. /**
  10475. * Returns the number for IsDifferent
  10476. */
  10477. static readonly IsDifferent: number;
  10478. /**
  10479. * Returns the number for IsGreater
  10480. */
  10481. static readonly IsGreater: number;
  10482. /**
  10483. * Returns the number for IsLesser
  10484. */
  10485. static readonly IsLesser: number;
  10486. /**
  10487. * Internal only The action manager for the condition
  10488. * @hidden
  10489. */
  10490. _actionManager: ActionManager;
  10491. /**
  10492. * Internal only
  10493. * @hidden
  10494. */
  10495. private _target;
  10496. /**
  10497. * Internal only
  10498. * @hidden
  10499. */
  10500. private _effectiveTarget;
  10501. /**
  10502. * Internal only
  10503. * @hidden
  10504. */
  10505. private _property;
  10506. /**
  10507. * Creates a new ValueCondition
  10508. * @param actionManager manager for the action the condition applies to
  10509. * @param target for the action
  10510. * @param propertyPath path to specify the property of the target the conditional operator uses
  10511. * @param value the value compared by the conditional operator against the current value of the property
  10512. * @param operator the conditional operator, default ValueCondition.IsEqual
  10513. */
  10514. constructor(actionManager: ActionManager, target: any,
  10515. /** path to specify the property of the target the conditional operator uses */
  10516. propertyPath: string,
  10517. /** the value compared by the conditional operator against the current value of the property */
  10518. value: any,
  10519. /** the conditional operator, default ValueCondition.IsEqual */
  10520. operator?: number);
  10521. /**
  10522. * Compares the given value with the property value for the specified conditional operator
  10523. * @returns the result of the comparison
  10524. */
  10525. isValid(): boolean;
  10526. /**
  10527. * Serialize the ValueCondition into a JSON compatible object
  10528. * @returns serialization object
  10529. */
  10530. serialize(): any;
  10531. /**
  10532. * Gets the name of the conditional operator for the ValueCondition
  10533. * @param operator the conditional operator
  10534. * @returns the name
  10535. */
  10536. static GetOperatorName(operator: number): string;
  10537. }
  10538. /**
  10539. * Defines a predicate condition as an extension of Condition
  10540. */
  10541. export class PredicateCondition extends Condition {
  10542. /** defines the predicate function used to validate the condition */
  10543. predicate: () => boolean;
  10544. /**
  10545. * Internal only - manager for action
  10546. * @hidden
  10547. */
  10548. _actionManager: ActionManager;
  10549. /**
  10550. * Creates a new PredicateCondition
  10551. * @param actionManager manager for the action the condition applies to
  10552. * @param predicate defines the predicate function used to validate the condition
  10553. */
  10554. constructor(actionManager: ActionManager,
  10555. /** defines the predicate function used to validate the condition */
  10556. predicate: () => boolean);
  10557. /**
  10558. * @returns the validity of the predicate condition
  10559. */
  10560. isValid(): boolean;
  10561. }
  10562. /**
  10563. * Defines a state condition as an extension of Condition
  10564. */
  10565. export class StateCondition extends Condition {
  10566. /** Value to compare with target state */
  10567. value: string;
  10568. /**
  10569. * Internal only - manager for action
  10570. * @hidden
  10571. */
  10572. _actionManager: ActionManager;
  10573. /**
  10574. * Internal only
  10575. * @hidden
  10576. */
  10577. private _target;
  10578. /**
  10579. * Creates a new StateCondition
  10580. * @param actionManager manager for the action the condition applies to
  10581. * @param target of the condition
  10582. * @param value to compare with target state
  10583. */
  10584. constructor(actionManager: ActionManager, target: any,
  10585. /** Value to compare with target state */
  10586. value: string);
  10587. /**
  10588. * Gets a boolean indicating if the current condition is met
  10589. * @returns the validity of the state
  10590. */
  10591. isValid(): boolean;
  10592. /**
  10593. * Serialize the StateCondition into a JSON compatible object
  10594. * @returns serialization object
  10595. */
  10596. serialize(): any;
  10597. }
  10598. }
  10599. declare module "babylonjs/Actions/directActions" {
  10600. import { Action } from "babylonjs/Actions/action";
  10601. import { Condition } from "babylonjs/Actions/condition";
  10602. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10603. /**
  10604. * This defines an action responsible to toggle a boolean once triggered.
  10605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10606. */
  10607. export class SwitchBooleanAction extends Action {
  10608. /**
  10609. * The path to the boolean property in the target object
  10610. */
  10611. propertyPath: string;
  10612. private _target;
  10613. private _effectiveTarget;
  10614. private _property;
  10615. /**
  10616. * Instantiate the action
  10617. * @param triggerOptions defines the trigger options
  10618. * @param target defines the object containing the boolean
  10619. * @param propertyPath defines the path to the boolean property in the target object
  10620. * @param condition defines the trigger related conditions
  10621. */
  10622. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10623. /** @hidden */
  10624. _prepare(): void;
  10625. /**
  10626. * Execute the action toggle the boolean value.
  10627. */
  10628. execute(): void;
  10629. /**
  10630. * Serializes the actions and its related information.
  10631. * @param parent defines the object to serialize in
  10632. * @returns the serialized object
  10633. */
  10634. serialize(parent: any): any;
  10635. }
  10636. /**
  10637. * This defines an action responsible to set a the state field of the target
  10638. * to a desired value once triggered.
  10639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10640. */
  10641. export class SetStateAction extends Action {
  10642. /**
  10643. * The value to store in the state field.
  10644. */
  10645. value: string;
  10646. private _target;
  10647. /**
  10648. * Instantiate the action
  10649. * @param triggerOptions defines the trigger options
  10650. * @param target defines the object containing the state property
  10651. * @param value defines the value to store in the state field
  10652. * @param condition defines the trigger related conditions
  10653. */
  10654. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10655. /**
  10656. * Execute the action and store the value on the target state property.
  10657. */
  10658. execute(): void;
  10659. /**
  10660. * Serializes the actions and its related information.
  10661. * @param parent defines the object to serialize in
  10662. * @returns the serialized object
  10663. */
  10664. serialize(parent: any): any;
  10665. }
  10666. /**
  10667. * This defines an action responsible to set a property of the target
  10668. * to a desired value once triggered.
  10669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10670. */
  10671. export class SetValueAction extends Action {
  10672. /**
  10673. * The path of the property to set in the target.
  10674. */
  10675. propertyPath: string;
  10676. /**
  10677. * The value to set in the property
  10678. */
  10679. value: any;
  10680. private _target;
  10681. private _effectiveTarget;
  10682. private _property;
  10683. /**
  10684. * Instantiate the action
  10685. * @param triggerOptions defines the trigger options
  10686. * @param target defines the object containing the property
  10687. * @param propertyPath defines the path of the property to set in the target
  10688. * @param value defines the value to set in the property
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10692. /** @hidden */
  10693. _prepare(): void;
  10694. /**
  10695. * Execute the action and set the targetted property to the desired value.
  10696. */
  10697. execute(): void;
  10698. /**
  10699. * Serializes the actions and its related information.
  10700. * @param parent defines the object to serialize in
  10701. * @returns the serialized object
  10702. */
  10703. serialize(parent: any): any;
  10704. }
  10705. /**
  10706. * This defines an action responsible to increment the target value
  10707. * to a desired value once triggered.
  10708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10709. */
  10710. export class IncrementValueAction extends Action {
  10711. /**
  10712. * The path of the property to increment in the target.
  10713. */
  10714. propertyPath: string;
  10715. /**
  10716. * The value we should increment the property by.
  10717. */
  10718. value: any;
  10719. private _target;
  10720. private _effectiveTarget;
  10721. private _property;
  10722. /**
  10723. * Instantiate the action
  10724. * @param triggerOptions defines the trigger options
  10725. * @param target defines the object containing the property
  10726. * @param propertyPath defines the path of the property to increment in the target
  10727. * @param value defines the value value we should increment the property by
  10728. * @param condition defines the trigger related conditions
  10729. */
  10730. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10731. /** @hidden */
  10732. _prepare(): void;
  10733. /**
  10734. * Execute the action and increment the target of the value amount.
  10735. */
  10736. execute(): void;
  10737. /**
  10738. * Serializes the actions and its related information.
  10739. * @param parent defines the object to serialize in
  10740. * @returns the serialized object
  10741. */
  10742. serialize(parent: any): any;
  10743. }
  10744. /**
  10745. * This defines an action responsible to start an animation once triggered.
  10746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10747. */
  10748. export class PlayAnimationAction extends Action {
  10749. /**
  10750. * Where the animation should start (animation frame)
  10751. */
  10752. from: number;
  10753. /**
  10754. * Where the animation should stop (animation frame)
  10755. */
  10756. to: number;
  10757. /**
  10758. * Define if the animation should loop or stop after the first play.
  10759. */
  10760. loop?: boolean;
  10761. private _target;
  10762. /**
  10763. * Instantiate the action
  10764. * @param triggerOptions defines the trigger options
  10765. * @param target defines the target animation or animation name
  10766. * @param from defines from where the animation should start (animation frame)
  10767. * @param end defines where the animation should stop (animation frame)
  10768. * @param loop defines if the animation should loop or stop after the first play
  10769. * @param condition defines the trigger related conditions
  10770. */
  10771. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10772. /** @hidden */
  10773. _prepare(): void;
  10774. /**
  10775. * Execute the action and play the animation.
  10776. */
  10777. execute(): void;
  10778. /**
  10779. * Serializes the actions and its related information.
  10780. * @param parent defines the object to serialize in
  10781. * @returns the serialized object
  10782. */
  10783. serialize(parent: any): any;
  10784. }
  10785. /**
  10786. * This defines an action responsible to stop an animation once triggered.
  10787. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10788. */
  10789. export class StopAnimationAction extends Action {
  10790. private _target;
  10791. /**
  10792. * Instantiate the action
  10793. * @param triggerOptions defines the trigger options
  10794. * @param target defines the target animation or animation name
  10795. * @param condition defines the trigger related conditions
  10796. */
  10797. constructor(triggerOptions: any, target: any, condition?: Condition);
  10798. /** @hidden */
  10799. _prepare(): void;
  10800. /**
  10801. * Execute the action and stop the animation.
  10802. */
  10803. execute(): void;
  10804. /**
  10805. * Serializes the actions and its related information.
  10806. * @param parent defines the object to serialize in
  10807. * @returns the serialized object
  10808. */
  10809. serialize(parent: any): any;
  10810. }
  10811. /**
  10812. * This defines an action responsible that does nothing once triggered.
  10813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10814. */
  10815. export class DoNothingAction extends Action {
  10816. /**
  10817. * Instantiate the action
  10818. * @param triggerOptions defines the trigger options
  10819. * @param condition defines the trigger related conditions
  10820. */
  10821. constructor(triggerOptions?: any, condition?: Condition);
  10822. /**
  10823. * Execute the action and do nothing.
  10824. */
  10825. execute(): void;
  10826. /**
  10827. * Serializes the actions and its related information.
  10828. * @param parent defines the object to serialize in
  10829. * @returns the serialized object
  10830. */
  10831. serialize(parent: any): any;
  10832. }
  10833. /**
  10834. * This defines an action responsible to trigger several actions once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class CombineAction extends Action {
  10838. /**
  10839. * The list of aggregated animations to run.
  10840. */
  10841. children: Action[];
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param children defines the list of aggregated animations to run
  10846. * @param condition defines the trigger related conditions
  10847. */
  10848. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10849. /** @hidden */
  10850. _prepare(): void;
  10851. /**
  10852. * Execute the action and executes all the aggregated actions.
  10853. */
  10854. execute(evt: ActionEvent): void;
  10855. /**
  10856. * Serializes the actions and its related information.
  10857. * @param parent defines the object to serialize in
  10858. * @returns the serialized object
  10859. */
  10860. serialize(parent: any): any;
  10861. }
  10862. /**
  10863. * This defines an action responsible to run code (external event) once triggered.
  10864. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10865. */
  10866. export class ExecuteCodeAction extends Action {
  10867. /**
  10868. * The callback function to run.
  10869. */
  10870. func: (evt: ActionEvent) => void;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param func defines the callback function to run
  10875. * @param condition defines the trigger related conditions
  10876. */
  10877. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10878. /**
  10879. * Execute the action and run the attached code.
  10880. */
  10881. execute(evt: ActionEvent): void;
  10882. }
  10883. /**
  10884. * This defines an action responsible to set the parent property of the target once triggered.
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10886. */
  10887. export class SetParentAction extends Action {
  10888. private _parent;
  10889. private _target;
  10890. /**
  10891. * Instantiate the action
  10892. * @param triggerOptions defines the trigger options
  10893. * @param target defines the target containing the parent property
  10894. * @param parent defines from where the animation should start (animation frame)
  10895. * @param condition defines the trigger related conditions
  10896. */
  10897. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10898. /** @hidden */
  10899. _prepare(): void;
  10900. /**
  10901. * Execute the action and set the parent property.
  10902. */
  10903. execute(): void;
  10904. /**
  10905. * Serializes the actions and its related information.
  10906. * @param parent defines the object to serialize in
  10907. * @returns the serialized object
  10908. */
  10909. serialize(parent: any): any;
  10910. }
  10911. }
  10912. declare module "babylonjs/Actions/actionManager" {
  10913. import { Nullable } from "babylonjs/types";
  10914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10915. import { Scene } from "babylonjs/scene";
  10916. import { IAction } from "babylonjs/Actions/action";
  10917. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10918. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10919. /**
  10920. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10921. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class ActionManager extends AbstractActionManager {
  10925. /**
  10926. * Nothing
  10927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10928. */
  10929. static readonly NothingTrigger: number;
  10930. /**
  10931. * On pick
  10932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10933. */
  10934. static readonly OnPickTrigger: number;
  10935. /**
  10936. * On left pick
  10937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10938. */
  10939. static readonly OnLeftPickTrigger: number;
  10940. /**
  10941. * On right pick
  10942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10943. */
  10944. static readonly OnRightPickTrigger: number;
  10945. /**
  10946. * On center pick
  10947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10948. */
  10949. static readonly OnCenterPickTrigger: number;
  10950. /**
  10951. * On pick down
  10952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10953. */
  10954. static readonly OnPickDownTrigger: number;
  10955. /**
  10956. * On double pick
  10957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10958. */
  10959. static readonly OnDoublePickTrigger: number;
  10960. /**
  10961. * On pick up
  10962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10963. */
  10964. static readonly OnPickUpTrigger: number;
  10965. /**
  10966. * On pick out.
  10967. * This trigger will only be raised if you also declared a OnPickDown
  10968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10969. */
  10970. static readonly OnPickOutTrigger: number;
  10971. /**
  10972. * On long press
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10974. */
  10975. static readonly OnLongPressTrigger: number;
  10976. /**
  10977. * On pointer over
  10978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10979. */
  10980. static readonly OnPointerOverTrigger: number;
  10981. /**
  10982. * On pointer out
  10983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10984. */
  10985. static readonly OnPointerOutTrigger: number;
  10986. /**
  10987. * On every frame
  10988. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10989. */
  10990. static readonly OnEveryFrameTrigger: number;
  10991. /**
  10992. * On intersection enter
  10993. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10994. */
  10995. static readonly OnIntersectionEnterTrigger: number;
  10996. /**
  10997. * On intersection exit
  10998. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10999. */
  11000. static readonly OnIntersectionExitTrigger: number;
  11001. /**
  11002. * On key down
  11003. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11004. */
  11005. static readonly OnKeyDownTrigger: number;
  11006. /**
  11007. * On key up
  11008. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11009. */
  11010. static readonly OnKeyUpTrigger: number;
  11011. private _scene;
  11012. /**
  11013. * Creates a new action manager
  11014. * @param scene defines the hosting scene
  11015. */
  11016. constructor(scene: Scene);
  11017. /**
  11018. * Releases all associated resources
  11019. */
  11020. dispose(): void;
  11021. /**
  11022. * Gets hosting scene
  11023. * @returns the hosting scene
  11024. */
  11025. getScene(): Scene;
  11026. /**
  11027. * Does this action manager handles actions of any of the given triggers
  11028. * @param triggers defines the triggers to be tested
  11029. * @return a boolean indicating whether one (or more) of the triggers is handled
  11030. */
  11031. hasSpecificTriggers(triggers: number[]): boolean;
  11032. /**
  11033. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11034. * speed.
  11035. * @param triggerA defines the trigger to be tested
  11036. * @param triggerB defines the trigger to be tested
  11037. * @return a boolean indicating whether one (or more) of the triggers is handled
  11038. */
  11039. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11040. /**
  11041. * Does this action manager handles actions of a given trigger
  11042. * @param trigger defines the trigger to be tested
  11043. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11044. * @return whether the trigger is handled
  11045. */
  11046. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11047. /**
  11048. * Does this action manager has pointer triggers
  11049. */
  11050. readonly hasPointerTriggers: boolean;
  11051. /**
  11052. * Does this action manager has pick triggers
  11053. */
  11054. readonly hasPickTriggers: boolean;
  11055. /**
  11056. * Registers an action to this action manager
  11057. * @param action defines the action to be registered
  11058. * @return the action amended (prepared) after registration
  11059. */
  11060. registerAction(action: IAction): Nullable<IAction>;
  11061. /**
  11062. * Unregisters an action to this action manager
  11063. * @param action defines the action to be unregistered
  11064. * @return a boolean indicating whether the action has been unregistered
  11065. */
  11066. unregisterAction(action: IAction): Boolean;
  11067. /**
  11068. * Process a specific trigger
  11069. * @param trigger defines the trigger to process
  11070. * @param evt defines the event details to be processed
  11071. */
  11072. processTrigger(trigger: number, evt?: IActionEvent): void;
  11073. /** @hidden */
  11074. _getEffectiveTarget(target: any, propertyPath: string): any;
  11075. /** @hidden */
  11076. _getProperty(propertyPath: string): string;
  11077. /**
  11078. * Serialize this manager to a JSON object
  11079. * @param name defines the property name to store this manager
  11080. * @returns a JSON representation of this manager
  11081. */
  11082. serialize(name: string): any;
  11083. /**
  11084. * Creates a new ActionManager from a JSON data
  11085. * @param parsedActions defines the JSON data to read from
  11086. * @param object defines the hosting mesh
  11087. * @param scene defines the hosting scene
  11088. */
  11089. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11090. /**
  11091. * Get a trigger name by index
  11092. * @param trigger defines the trigger index
  11093. * @returns a trigger name
  11094. */
  11095. static GetTriggerName(trigger: number): string;
  11096. }
  11097. }
  11098. declare module "babylonjs/Culling/ray" {
  11099. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11100. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11102. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11103. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11104. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11105. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11106. import { Plane } from "babylonjs/Maths/math.plane";
  11107. /**
  11108. * Class representing a ray with position and direction
  11109. */
  11110. export class Ray {
  11111. /** origin point */
  11112. origin: Vector3;
  11113. /** direction */
  11114. direction: Vector3;
  11115. /** length of the ray */
  11116. length: number;
  11117. private static readonly TmpVector3;
  11118. private _tmpRay;
  11119. /**
  11120. * Creates a new ray
  11121. * @param origin origin point
  11122. * @param direction direction
  11123. * @param length length of the ray
  11124. */
  11125. constructor(
  11126. /** origin point */
  11127. origin: Vector3,
  11128. /** direction */
  11129. direction: Vector3,
  11130. /** length of the ray */
  11131. length?: number);
  11132. /**
  11133. * Checks if the ray intersects a box
  11134. * @param minimum bound of the box
  11135. * @param maximum bound of the box
  11136. * @param intersectionTreshold extra extend to be added to the box in all direction
  11137. * @returns if the box was hit
  11138. */
  11139. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11140. /**
  11141. * Checks if the ray intersects a box
  11142. * @param box the bounding box to check
  11143. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11144. * @returns if the box was hit
  11145. */
  11146. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11147. /**
  11148. * If the ray hits a sphere
  11149. * @param sphere the bounding sphere to check
  11150. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11151. * @returns true if it hits the sphere
  11152. */
  11153. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11154. /**
  11155. * If the ray hits a triange
  11156. * @param vertex0 triangle vertex
  11157. * @param vertex1 triangle vertex
  11158. * @param vertex2 triangle vertex
  11159. * @returns intersection information if hit
  11160. */
  11161. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11162. /**
  11163. * Checks if ray intersects a plane
  11164. * @param plane the plane to check
  11165. * @returns the distance away it was hit
  11166. */
  11167. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11168. /**
  11169. * Calculate the intercept of a ray on a given axis
  11170. * @param axis to check 'x' | 'y' | 'z'
  11171. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11172. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11173. */
  11174. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11175. /**
  11176. * Checks if ray intersects a mesh
  11177. * @param mesh the mesh to check
  11178. * @param fastCheck if only the bounding box should checked
  11179. * @returns picking info of the intersecton
  11180. */
  11181. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11182. /**
  11183. * Checks if ray intersects a mesh
  11184. * @param meshes the meshes to check
  11185. * @param fastCheck if only the bounding box should checked
  11186. * @param results array to store result in
  11187. * @returns Array of picking infos
  11188. */
  11189. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11190. private _comparePickingInfo;
  11191. private static smallnum;
  11192. private static rayl;
  11193. /**
  11194. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11195. * @param sega the first point of the segment to test the intersection against
  11196. * @param segb the second point of the segment to test the intersection against
  11197. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11198. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11199. */
  11200. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11201. /**
  11202. * Update the ray from viewport position
  11203. * @param x position
  11204. * @param y y position
  11205. * @param viewportWidth viewport width
  11206. * @param viewportHeight viewport height
  11207. * @param world world matrix
  11208. * @param view view matrix
  11209. * @param projection projection matrix
  11210. * @returns this ray updated
  11211. */
  11212. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11213. /**
  11214. * Creates a ray with origin and direction of 0,0,0
  11215. * @returns the new ray
  11216. */
  11217. static Zero(): Ray;
  11218. /**
  11219. * Creates a new ray from screen space and viewport
  11220. * @param x position
  11221. * @param y y position
  11222. * @param viewportWidth viewport width
  11223. * @param viewportHeight viewport height
  11224. * @param world world matrix
  11225. * @param view view matrix
  11226. * @param projection projection matrix
  11227. * @returns new ray
  11228. */
  11229. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11230. /**
  11231. * 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
  11232. * transformed to the given world matrix.
  11233. * @param origin The origin point
  11234. * @param end The end point
  11235. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11236. * @returns the new ray
  11237. */
  11238. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11239. /**
  11240. * Transforms a ray by a matrix
  11241. * @param ray ray to transform
  11242. * @param matrix matrix to apply
  11243. * @returns the resulting new ray
  11244. */
  11245. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11246. /**
  11247. * Transforms a ray by a matrix
  11248. * @param ray ray to transform
  11249. * @param matrix matrix to apply
  11250. * @param result ray to store result in
  11251. */
  11252. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11253. /**
  11254. * Unproject a ray from screen space to object space
  11255. * @param sourceX defines the screen space x coordinate to use
  11256. * @param sourceY defines the screen space y coordinate to use
  11257. * @param viewportWidth defines the current width of the viewport
  11258. * @param viewportHeight defines the current height of the viewport
  11259. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11260. * @param view defines the view matrix to use
  11261. * @param projection defines the projection matrix to use
  11262. */
  11263. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11264. }
  11265. /**
  11266. * Type used to define predicate used to select faces when a mesh intersection is detected
  11267. */
  11268. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11269. module "babylonjs/scene" {
  11270. interface Scene {
  11271. /** @hidden */
  11272. _tempPickingRay: Nullable<Ray>;
  11273. /** @hidden */
  11274. _cachedRayForTransform: Ray;
  11275. /** @hidden */
  11276. _pickWithRayInverseMatrix: Matrix;
  11277. /** @hidden */
  11278. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11279. /** @hidden */
  11280. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11281. }
  11282. }
  11283. }
  11284. declare module "babylonjs/sceneComponent" {
  11285. import { Scene } from "babylonjs/scene";
  11286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11287. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11288. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11289. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11290. import { Nullable } from "babylonjs/types";
  11291. import { Camera } from "babylonjs/Cameras/camera";
  11292. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11293. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11294. import { AbstractScene } from "babylonjs/abstractScene";
  11295. import { Mesh } from "babylonjs/Meshes/mesh";
  11296. /**
  11297. * Groups all the scene component constants in one place to ease maintenance.
  11298. * @hidden
  11299. */
  11300. export class SceneComponentConstants {
  11301. static readonly NAME_EFFECTLAYER: string;
  11302. static readonly NAME_LAYER: string;
  11303. static readonly NAME_LENSFLARESYSTEM: string;
  11304. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11305. static readonly NAME_PARTICLESYSTEM: string;
  11306. static readonly NAME_GAMEPAD: string;
  11307. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11308. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11309. static readonly NAME_DEPTHRENDERER: string;
  11310. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11311. static readonly NAME_SPRITE: string;
  11312. static readonly NAME_OUTLINERENDERER: string;
  11313. static readonly NAME_PROCEDURALTEXTURE: string;
  11314. static readonly NAME_SHADOWGENERATOR: string;
  11315. static readonly NAME_OCTREE: string;
  11316. static readonly NAME_PHYSICSENGINE: string;
  11317. static readonly NAME_AUDIO: string;
  11318. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11319. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11320. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11321. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11322. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11323. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11324. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11325. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11326. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11327. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11328. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11329. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11330. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11331. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11332. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11333. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11334. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11335. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11336. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11337. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11338. static readonly STEP_AFTERRENDER_AUDIO: number;
  11339. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11340. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11341. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11342. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11343. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11344. static readonly STEP_POINTERMOVE_SPRITE: number;
  11345. static readonly STEP_POINTERDOWN_SPRITE: number;
  11346. static readonly STEP_POINTERUP_SPRITE: number;
  11347. }
  11348. /**
  11349. * This represents a scene component.
  11350. *
  11351. * This is used to decouple the dependency the scene is having on the different workloads like
  11352. * layers, post processes...
  11353. */
  11354. export interface ISceneComponent {
  11355. /**
  11356. * The name of the component. Each component must have a unique name.
  11357. */
  11358. name: string;
  11359. /**
  11360. * The scene the component belongs to.
  11361. */
  11362. scene: Scene;
  11363. /**
  11364. * Register the component to one instance of a scene.
  11365. */
  11366. register(): void;
  11367. /**
  11368. * Rebuilds the elements related to this component in case of
  11369. * context lost for instance.
  11370. */
  11371. rebuild(): void;
  11372. /**
  11373. * Disposes the component and the associated ressources.
  11374. */
  11375. dispose(): void;
  11376. }
  11377. /**
  11378. * This represents a SERIALIZABLE scene component.
  11379. *
  11380. * This extends Scene Component to add Serialization methods on top.
  11381. */
  11382. export interface ISceneSerializableComponent extends ISceneComponent {
  11383. /**
  11384. * Adds all the elements from the container to the scene
  11385. * @param container the container holding the elements
  11386. */
  11387. addFromContainer(container: AbstractScene): void;
  11388. /**
  11389. * Removes all the elements in the container from the scene
  11390. * @param container contains the elements to remove
  11391. * @param dispose if the removed element should be disposed (default: false)
  11392. */
  11393. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11394. /**
  11395. * Serializes the component data to the specified json object
  11396. * @param serializationObject The object to serialize to
  11397. */
  11398. serialize(serializationObject: any): void;
  11399. }
  11400. /**
  11401. * Strong typing of a Mesh related stage step action
  11402. */
  11403. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11404. /**
  11405. * Strong typing of a Evaluate Sub Mesh related stage step action
  11406. */
  11407. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11408. /**
  11409. * Strong typing of a Active Mesh related stage step action
  11410. */
  11411. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11412. /**
  11413. * Strong typing of a Camera related stage step action
  11414. */
  11415. export type CameraStageAction = (camera: Camera) => void;
  11416. /**
  11417. * Strong typing of a Camera Frame buffer related stage step action
  11418. */
  11419. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11420. /**
  11421. * Strong typing of a Render Target related stage step action
  11422. */
  11423. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11424. /**
  11425. * Strong typing of a RenderingGroup related stage step action
  11426. */
  11427. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11428. /**
  11429. * Strong typing of a Mesh Render related stage step action
  11430. */
  11431. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11432. /**
  11433. * Strong typing of a simple stage step action
  11434. */
  11435. export type SimpleStageAction = () => void;
  11436. /**
  11437. * Strong typing of a render target action.
  11438. */
  11439. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11440. /**
  11441. * Strong typing of a pointer move action.
  11442. */
  11443. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11444. /**
  11445. * Strong typing of a pointer up/down action.
  11446. */
  11447. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11448. /**
  11449. * Representation of a stage in the scene (Basically a list of ordered steps)
  11450. * @hidden
  11451. */
  11452. export class Stage<T extends Function> extends Array<{
  11453. index: number;
  11454. component: ISceneComponent;
  11455. action: T;
  11456. }> {
  11457. /**
  11458. * Hide ctor from the rest of the world.
  11459. * @param items The items to add.
  11460. */
  11461. private constructor();
  11462. /**
  11463. * Creates a new Stage.
  11464. * @returns A new instance of a Stage
  11465. */
  11466. static Create<T extends Function>(): Stage<T>;
  11467. /**
  11468. * Registers a step in an ordered way in the targeted stage.
  11469. * @param index Defines the position to register the step in
  11470. * @param component Defines the component attached to the step
  11471. * @param action Defines the action to launch during the step
  11472. */
  11473. registerStep(index: number, component: ISceneComponent, action: T): void;
  11474. /**
  11475. * Clears all the steps from the stage.
  11476. */
  11477. clear(): void;
  11478. }
  11479. }
  11480. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11481. import { Nullable } from "babylonjs/types";
  11482. import { Observable } from "babylonjs/Misc/observable";
  11483. import { Scene } from "babylonjs/scene";
  11484. import { Sprite } from "babylonjs/Sprites/sprite";
  11485. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11486. import { Ray } from "babylonjs/Culling/ray";
  11487. import { Camera } from "babylonjs/Cameras/camera";
  11488. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11489. import { ISceneComponent } from "babylonjs/sceneComponent";
  11490. module "babylonjs/scene" {
  11491. interface Scene {
  11492. /** @hidden */
  11493. _pointerOverSprite: Nullable<Sprite>;
  11494. /** @hidden */
  11495. _pickedDownSprite: Nullable<Sprite>;
  11496. /** @hidden */
  11497. _tempSpritePickingRay: Nullable<Ray>;
  11498. /**
  11499. * All of the sprite managers added to this scene
  11500. * @see http://doc.babylonjs.com/babylon101/sprites
  11501. */
  11502. spriteManagers: Array<ISpriteManager>;
  11503. /**
  11504. * An event triggered when sprites rendering is about to start
  11505. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11506. */
  11507. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11508. /**
  11509. * An event triggered when sprites rendering is done
  11510. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11511. */
  11512. onAfterSpritesRenderingObservable: Observable<Scene>;
  11513. /** @hidden */
  11514. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11515. /** Launch a ray to try to pick a sprite in the scene
  11516. * @param x position on screen
  11517. * @param y position on screen
  11518. * @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
  11519. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11520. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11521. * @returns a PickingInfo
  11522. */
  11523. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11524. /** Use the given ray to pick a sprite in the scene
  11525. * @param ray The ray (in world space) to use to pick meshes
  11526. * @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
  11527. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11528. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11529. * @returns a PickingInfo
  11530. */
  11531. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11532. /** @hidden */
  11533. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11534. /** Launch a ray to try to pick sprites in the scene
  11535. * @param x position on screen
  11536. * @param y position on screen
  11537. * @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
  11538. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11539. * @returns a PickingInfo array
  11540. */
  11541. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11542. /** Use the given ray to pick sprites in the scene
  11543. * @param ray The ray (in world space) to use to pick meshes
  11544. * @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
  11545. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11546. * @returns a PickingInfo array
  11547. */
  11548. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11549. /**
  11550. * Force the sprite under the pointer
  11551. * @param sprite defines the sprite to use
  11552. */
  11553. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11554. /**
  11555. * Gets the sprite under the pointer
  11556. * @returns a Sprite or null if no sprite is under the pointer
  11557. */
  11558. getPointerOverSprite(): Nullable<Sprite>;
  11559. }
  11560. }
  11561. /**
  11562. * Defines the sprite scene component responsible to manage sprites
  11563. * in a given scene.
  11564. */
  11565. export class SpriteSceneComponent implements ISceneComponent {
  11566. /**
  11567. * The component name helpfull to identify the component in the list of scene components.
  11568. */
  11569. readonly name: string;
  11570. /**
  11571. * The scene the component belongs to.
  11572. */
  11573. scene: Scene;
  11574. /** @hidden */
  11575. private _spritePredicate;
  11576. /**
  11577. * Creates a new instance of the component for the given scene
  11578. * @param scene Defines the scene to register the component in
  11579. */
  11580. constructor(scene: Scene);
  11581. /**
  11582. * Registers the component in a given scene
  11583. */
  11584. register(): void;
  11585. /**
  11586. * Rebuilds the elements related to this component in case of
  11587. * context lost for instance.
  11588. */
  11589. rebuild(): void;
  11590. /**
  11591. * Disposes the component and the associated ressources.
  11592. */
  11593. dispose(): void;
  11594. private _pickSpriteButKeepRay;
  11595. private _pointerMove;
  11596. private _pointerDown;
  11597. private _pointerUp;
  11598. }
  11599. }
  11600. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11601. /** @hidden */
  11602. export var fogFragmentDeclaration: {
  11603. name: string;
  11604. shader: string;
  11605. };
  11606. }
  11607. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11608. /** @hidden */
  11609. export var fogFragment: {
  11610. name: string;
  11611. shader: string;
  11612. };
  11613. }
  11614. declare module "babylonjs/Shaders/sprites.fragment" {
  11615. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11616. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11617. /** @hidden */
  11618. export var spritesPixelShader: {
  11619. name: string;
  11620. shader: string;
  11621. };
  11622. }
  11623. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11624. /** @hidden */
  11625. export var fogVertexDeclaration: {
  11626. name: string;
  11627. shader: string;
  11628. };
  11629. }
  11630. declare module "babylonjs/Shaders/sprites.vertex" {
  11631. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11632. /** @hidden */
  11633. export var spritesVertexShader: {
  11634. name: string;
  11635. shader: string;
  11636. };
  11637. }
  11638. declare module "babylonjs/Sprites/spriteManager" {
  11639. import { IDisposable, Scene } from "babylonjs/scene";
  11640. import { Nullable } from "babylonjs/types";
  11641. import { Observable } from "babylonjs/Misc/observable";
  11642. import { Sprite } from "babylonjs/Sprites/sprite";
  11643. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11644. import { Camera } from "babylonjs/Cameras/camera";
  11645. import { Texture } from "babylonjs/Materials/Textures/texture";
  11646. import "babylonjs/Shaders/sprites.fragment";
  11647. import "babylonjs/Shaders/sprites.vertex";
  11648. import { Ray } from "babylonjs/Culling/ray";
  11649. /**
  11650. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11651. */
  11652. export interface ISpriteManager extends IDisposable {
  11653. /**
  11654. * Restricts the camera to viewing objects with the same layerMask.
  11655. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11656. */
  11657. layerMask: number;
  11658. /**
  11659. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11660. */
  11661. isPickable: boolean;
  11662. /**
  11663. * Specifies the rendering group id for this mesh (0 by default)
  11664. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11665. */
  11666. renderingGroupId: number;
  11667. /**
  11668. * Defines the list of sprites managed by the manager.
  11669. */
  11670. sprites: Array<Sprite>;
  11671. /**
  11672. * Tests the intersection of a sprite with a specific ray.
  11673. * @param ray The ray we are sending to test the collision
  11674. * @param camera The camera space we are sending rays in
  11675. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11676. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11677. * @returns picking info or null.
  11678. */
  11679. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11680. /**
  11681. * Intersects the sprites with a ray
  11682. * @param ray defines the ray to intersect with
  11683. * @param camera defines the current active camera
  11684. * @param predicate defines a predicate used to select candidate sprites
  11685. * @returns null if no hit or a PickingInfo array
  11686. */
  11687. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11688. /**
  11689. * Renders the list of sprites on screen.
  11690. */
  11691. render(): void;
  11692. }
  11693. /**
  11694. * Class used to manage multiple sprites on the same spritesheet
  11695. * @see http://doc.babylonjs.com/babylon101/sprites
  11696. */
  11697. export class SpriteManager implements ISpriteManager {
  11698. /** defines the manager's name */
  11699. name: string;
  11700. /** Gets the list of sprites */
  11701. sprites: Sprite[];
  11702. /** Gets or sets the rendering group id (0 by default) */
  11703. renderingGroupId: number;
  11704. /** Gets or sets camera layer mask */
  11705. layerMask: number;
  11706. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11707. fogEnabled: boolean;
  11708. /** Gets or sets a boolean indicating if the sprites are pickable */
  11709. isPickable: boolean;
  11710. /** Defines the default width of a cell in the spritesheet */
  11711. cellWidth: number;
  11712. /** Defines the default height of a cell in the spritesheet */
  11713. cellHeight: number;
  11714. /** Associative array from JSON sprite data file */
  11715. private _cellData;
  11716. /** Array of sprite names from JSON sprite data file */
  11717. private _spriteMap;
  11718. /** True when packed cell data from JSON file is ready*/
  11719. private _packedAndReady;
  11720. /**
  11721. * An event triggered when the manager is disposed.
  11722. */
  11723. onDisposeObservable: Observable<SpriteManager>;
  11724. private _onDisposeObserver;
  11725. /**
  11726. * Callback called when the manager is disposed
  11727. */
  11728. onDispose: () => void;
  11729. private _capacity;
  11730. private _fromPacked;
  11731. private _spriteTexture;
  11732. private _epsilon;
  11733. private _scene;
  11734. private _vertexData;
  11735. private _buffer;
  11736. private _vertexBuffers;
  11737. private _indexBuffer;
  11738. private _effectBase;
  11739. private _effectFog;
  11740. /**
  11741. * Gets or sets the spritesheet texture
  11742. */
  11743. texture: Texture;
  11744. /**
  11745. * Creates a new sprite manager
  11746. * @param name defines the manager's name
  11747. * @param imgUrl defines the sprite sheet url
  11748. * @param capacity defines the maximum allowed number of sprites
  11749. * @param cellSize defines the size of a sprite cell
  11750. * @param scene defines the hosting scene
  11751. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11752. * @param samplingMode defines the smapling mode to use with spritesheet
  11753. * @param fromPacked set to false; do not alter
  11754. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11755. */
  11756. constructor(
  11757. /** defines the manager's name */
  11758. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11759. private _makePacked;
  11760. private _appendSpriteVertex;
  11761. /**
  11762. * Intersects the sprites with a ray
  11763. * @param ray defines the ray to intersect with
  11764. * @param camera defines the current active camera
  11765. * @param predicate defines a predicate used to select candidate sprites
  11766. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11767. * @returns null if no hit or a PickingInfo
  11768. */
  11769. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11770. /**
  11771. * Intersects the sprites with a ray
  11772. * @param ray defines the ray to intersect with
  11773. * @param camera defines the current active camera
  11774. * @param predicate defines a predicate used to select candidate sprites
  11775. * @returns null if no hit or a PickingInfo array
  11776. */
  11777. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11778. /**
  11779. * Render all child sprites
  11780. */
  11781. render(): void;
  11782. /**
  11783. * Release associated resources
  11784. */
  11785. dispose(): void;
  11786. }
  11787. }
  11788. declare module "babylonjs/Sprites/sprite" {
  11789. import { Vector3 } from "babylonjs/Maths/math.vector";
  11790. import { Nullable } from "babylonjs/types";
  11791. import { ActionManager } from "babylonjs/Actions/actionManager";
  11792. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11793. import { Color4 } from "babylonjs/Maths/math.color";
  11794. /**
  11795. * Class used to represent a sprite
  11796. * @see http://doc.babylonjs.com/babylon101/sprites
  11797. */
  11798. export class Sprite {
  11799. /** defines the name */
  11800. name: string;
  11801. /** Gets or sets the current world position */
  11802. position: Vector3;
  11803. /** Gets or sets the main color */
  11804. color: Color4;
  11805. /** Gets or sets the width */
  11806. width: number;
  11807. /** Gets or sets the height */
  11808. height: number;
  11809. /** Gets or sets rotation angle */
  11810. angle: number;
  11811. /** Gets or sets the cell index in the sprite sheet */
  11812. cellIndex: number;
  11813. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11814. cellRef: string;
  11815. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11816. invertU: number;
  11817. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11818. invertV: number;
  11819. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11820. disposeWhenFinishedAnimating: boolean;
  11821. /** Gets the list of attached animations */
  11822. animations: Animation[];
  11823. /** Gets or sets a boolean indicating if the sprite can be picked */
  11824. isPickable: boolean;
  11825. /**
  11826. * Gets or sets the associated action manager
  11827. */
  11828. actionManager: Nullable<ActionManager>;
  11829. private _animationStarted;
  11830. private _loopAnimation;
  11831. private _fromIndex;
  11832. private _toIndex;
  11833. private _delay;
  11834. private _direction;
  11835. private _manager;
  11836. private _time;
  11837. private _onAnimationEnd;
  11838. /**
  11839. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11840. */
  11841. isVisible: boolean;
  11842. /**
  11843. * Gets or sets the sprite size
  11844. */
  11845. size: number;
  11846. /**
  11847. * Creates a new Sprite
  11848. * @param name defines the name
  11849. * @param manager defines the manager
  11850. */
  11851. constructor(
  11852. /** defines the name */
  11853. name: string, manager: ISpriteManager);
  11854. /**
  11855. * Starts an animation
  11856. * @param from defines the initial key
  11857. * @param to defines the end key
  11858. * @param loop defines if the animation must loop
  11859. * @param delay defines the start delay (in ms)
  11860. * @param onAnimationEnd defines a callback to call when animation ends
  11861. */
  11862. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11863. /** Stops current animation (if any) */
  11864. stopAnimation(): void;
  11865. /** @hidden */
  11866. _animate(deltaTime: number): void;
  11867. /** Release associated resources */
  11868. dispose(): void;
  11869. }
  11870. }
  11871. declare module "babylonjs/Collisions/pickingInfo" {
  11872. import { Nullable } from "babylonjs/types";
  11873. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11875. import { Sprite } from "babylonjs/Sprites/sprite";
  11876. import { Ray } from "babylonjs/Culling/ray";
  11877. /**
  11878. * Information about the result of picking within a scene
  11879. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11880. */
  11881. export class PickingInfo {
  11882. /** @hidden */
  11883. _pickingUnavailable: boolean;
  11884. /**
  11885. * If the pick collided with an object
  11886. */
  11887. hit: boolean;
  11888. /**
  11889. * Distance away where the pick collided
  11890. */
  11891. distance: number;
  11892. /**
  11893. * The location of pick collision
  11894. */
  11895. pickedPoint: Nullable<Vector3>;
  11896. /**
  11897. * The mesh corresponding the the pick collision
  11898. */
  11899. pickedMesh: Nullable<AbstractMesh>;
  11900. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11901. bu: number;
  11902. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11903. bv: number;
  11904. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11905. faceId: number;
  11906. /** Id of the the submesh that was picked */
  11907. subMeshId: number;
  11908. /** If a sprite was picked, this will be the sprite the pick collided with */
  11909. pickedSprite: Nullable<Sprite>;
  11910. /**
  11911. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11912. */
  11913. originMesh: Nullable<AbstractMesh>;
  11914. /**
  11915. * The ray that was used to perform the picking.
  11916. */
  11917. ray: Nullable<Ray>;
  11918. /**
  11919. * Gets the normal correspodning to the face the pick collided with
  11920. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11921. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11922. * @returns The normal correspodning to the face the pick collided with
  11923. */
  11924. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11925. /**
  11926. * Gets the texture coordinates of where the pick occured
  11927. * @returns the vector containing the coordnates of the texture
  11928. */
  11929. getTextureCoordinates(): Nullable<Vector2>;
  11930. }
  11931. }
  11932. declare module "babylonjs/Events/pointerEvents" {
  11933. import { Nullable } from "babylonjs/types";
  11934. import { Vector2 } from "babylonjs/Maths/math.vector";
  11935. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11936. import { Ray } from "babylonjs/Culling/ray";
  11937. /**
  11938. * Gather the list of pointer event types as constants.
  11939. */
  11940. export class PointerEventTypes {
  11941. /**
  11942. * 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.
  11943. */
  11944. static readonly POINTERDOWN: number;
  11945. /**
  11946. * The pointerup event is fired when a pointer is no longer active.
  11947. */
  11948. static readonly POINTERUP: number;
  11949. /**
  11950. * The pointermove event is fired when a pointer changes coordinates.
  11951. */
  11952. static readonly POINTERMOVE: number;
  11953. /**
  11954. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11955. */
  11956. static readonly POINTERWHEEL: number;
  11957. /**
  11958. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11959. */
  11960. static readonly POINTERPICK: number;
  11961. /**
  11962. * The pointertap event is fired when a the object has been touched and released without drag.
  11963. */
  11964. static readonly POINTERTAP: number;
  11965. /**
  11966. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11967. */
  11968. static readonly POINTERDOUBLETAP: number;
  11969. }
  11970. /**
  11971. * Base class of pointer info types.
  11972. */
  11973. export class PointerInfoBase {
  11974. /**
  11975. * Defines the type of event (PointerEventTypes)
  11976. */
  11977. type: number;
  11978. /**
  11979. * Defines the related dom event
  11980. */
  11981. event: PointerEvent | MouseWheelEvent;
  11982. /**
  11983. * Instantiates the base class of pointers info.
  11984. * @param type Defines the type of event (PointerEventTypes)
  11985. * @param event Defines the related dom event
  11986. */
  11987. constructor(
  11988. /**
  11989. * Defines the type of event (PointerEventTypes)
  11990. */
  11991. type: number,
  11992. /**
  11993. * Defines the related dom event
  11994. */
  11995. event: PointerEvent | MouseWheelEvent);
  11996. }
  11997. /**
  11998. * This class is used to store pointer related info for the onPrePointerObservable event.
  11999. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12000. */
  12001. export class PointerInfoPre extends PointerInfoBase {
  12002. /**
  12003. * Ray from a pointer if availible (eg. 6dof controller)
  12004. */
  12005. ray: Nullable<Ray>;
  12006. /**
  12007. * Defines the local position of the pointer on the canvas.
  12008. */
  12009. localPosition: Vector2;
  12010. /**
  12011. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12012. */
  12013. skipOnPointerObservable: boolean;
  12014. /**
  12015. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12016. * @param type Defines the type of event (PointerEventTypes)
  12017. * @param event Defines the related dom event
  12018. * @param localX Defines the local x coordinates of the pointer when the event occured
  12019. * @param localY Defines the local y coordinates of the pointer when the event occured
  12020. */
  12021. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12022. }
  12023. /**
  12024. * This type contains all the data related to a pointer event in Babylon.js.
  12025. * 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.
  12026. */
  12027. export class PointerInfo extends PointerInfoBase {
  12028. /**
  12029. * Defines the picking info associated to the info (if any)\
  12030. */
  12031. pickInfo: Nullable<PickingInfo>;
  12032. /**
  12033. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12034. * @param type Defines the type of event (PointerEventTypes)
  12035. * @param event Defines the related dom event
  12036. * @param pickInfo Defines the picking info associated to the info (if any)\
  12037. */
  12038. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12039. /**
  12040. * Defines the picking info associated to the info (if any)\
  12041. */
  12042. pickInfo: Nullable<PickingInfo>);
  12043. }
  12044. /**
  12045. * Data relating to a touch event on the screen.
  12046. */
  12047. export interface PointerTouch {
  12048. /**
  12049. * X coordinate of touch.
  12050. */
  12051. x: number;
  12052. /**
  12053. * Y coordinate of touch.
  12054. */
  12055. y: number;
  12056. /**
  12057. * Id of touch. Unique for each finger.
  12058. */
  12059. pointerId: number;
  12060. /**
  12061. * Event type passed from DOM.
  12062. */
  12063. type: any;
  12064. }
  12065. }
  12066. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12067. import { Observable } from "babylonjs/Misc/observable";
  12068. import { Nullable } from "babylonjs/types";
  12069. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12070. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12071. /**
  12072. * Manage the mouse inputs to control the movement of a free camera.
  12073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12074. */
  12075. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12076. /**
  12077. * Define if touch is enabled in the mouse input
  12078. */
  12079. touchEnabled: boolean;
  12080. /**
  12081. * Defines the camera the input is attached to.
  12082. */
  12083. camera: FreeCamera;
  12084. /**
  12085. * Defines the buttons associated with the input to handle camera move.
  12086. */
  12087. buttons: number[];
  12088. /**
  12089. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12090. */
  12091. angularSensibility: number;
  12092. private _pointerInput;
  12093. private _onMouseMove;
  12094. private _observer;
  12095. private previousPosition;
  12096. /**
  12097. * Observable for when a pointer move event occurs containing the move offset
  12098. */
  12099. onPointerMovedObservable: Observable<{
  12100. offsetX: number;
  12101. offsetY: number;
  12102. }>;
  12103. /**
  12104. * @hidden
  12105. * If the camera should be rotated automatically based on pointer movement
  12106. */
  12107. _allowCameraRotation: boolean;
  12108. /**
  12109. * Manage the mouse inputs to control the movement of a free camera.
  12110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12111. * @param touchEnabled Defines if touch is enabled or not
  12112. */
  12113. constructor(
  12114. /**
  12115. * Define if touch is enabled in the mouse input
  12116. */
  12117. touchEnabled?: boolean);
  12118. /**
  12119. * Attach the input controls to a specific dom element to get the input from.
  12120. * @param element Defines the element the controls should be listened from
  12121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12122. */
  12123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12124. /**
  12125. * Called on JS contextmenu event.
  12126. * Override this method to provide functionality.
  12127. */
  12128. protected onContextMenu(evt: PointerEvent): void;
  12129. /**
  12130. * Detach the current controls from the specified dom element.
  12131. * @param element Defines the element to stop listening the inputs from
  12132. */
  12133. detachControl(element: Nullable<HTMLElement>): void;
  12134. /**
  12135. * Gets the class name of the current intput.
  12136. * @returns the class name
  12137. */
  12138. getClassName(): string;
  12139. /**
  12140. * Get the friendly name associated with the input class.
  12141. * @returns the input friendly name
  12142. */
  12143. getSimpleName(): string;
  12144. }
  12145. }
  12146. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12147. import { Nullable } from "babylonjs/types";
  12148. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12149. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12150. /**
  12151. * Manage the touch inputs to control the movement of a free camera.
  12152. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12153. */
  12154. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12155. /**
  12156. * Defines the camera the input is attached to.
  12157. */
  12158. camera: FreeCamera;
  12159. /**
  12160. * Defines the touch sensibility for rotation.
  12161. * The higher the faster.
  12162. */
  12163. touchAngularSensibility: number;
  12164. /**
  12165. * Defines the touch sensibility for move.
  12166. * The higher the faster.
  12167. */
  12168. touchMoveSensibility: number;
  12169. private _offsetX;
  12170. private _offsetY;
  12171. private _pointerPressed;
  12172. private _pointerInput;
  12173. private _observer;
  12174. private _onLostFocus;
  12175. /**
  12176. * Attach the input controls to a specific dom element to get the input from.
  12177. * @param element Defines the element the controls should be listened from
  12178. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12179. */
  12180. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12181. /**
  12182. * Detach the current controls from the specified dom element.
  12183. * @param element Defines the element to stop listening the inputs from
  12184. */
  12185. detachControl(element: Nullable<HTMLElement>): void;
  12186. /**
  12187. * Update the current camera state depending on the inputs that have been used this frame.
  12188. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12189. */
  12190. checkInputs(): void;
  12191. /**
  12192. * Gets the class name of the current intput.
  12193. * @returns the class name
  12194. */
  12195. getClassName(): string;
  12196. /**
  12197. * Get the friendly name associated with the input class.
  12198. * @returns the input friendly name
  12199. */
  12200. getSimpleName(): string;
  12201. }
  12202. }
  12203. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12204. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12205. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12206. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12207. import { Nullable } from "babylonjs/types";
  12208. /**
  12209. * Default Inputs manager for the FreeCamera.
  12210. * It groups all the default supported inputs for ease of use.
  12211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12212. */
  12213. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12214. /**
  12215. * @hidden
  12216. */
  12217. _mouseInput: Nullable<FreeCameraMouseInput>;
  12218. /**
  12219. * Instantiates a new FreeCameraInputsManager.
  12220. * @param camera Defines the camera the inputs belong to
  12221. */
  12222. constructor(camera: FreeCamera);
  12223. /**
  12224. * Add keyboard input support to the input manager.
  12225. * @returns the current input manager
  12226. */
  12227. addKeyboard(): FreeCameraInputsManager;
  12228. /**
  12229. * Add mouse input support to the input manager.
  12230. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12231. * @returns the current input manager
  12232. */
  12233. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12234. /**
  12235. * Removes the mouse input support from the manager
  12236. * @returns the current input manager
  12237. */
  12238. removeMouse(): FreeCameraInputsManager;
  12239. /**
  12240. * Add touch input support to the input manager.
  12241. * @returns the current input manager
  12242. */
  12243. addTouch(): FreeCameraInputsManager;
  12244. /**
  12245. * Remove all attached input methods from a camera
  12246. */
  12247. clear(): void;
  12248. }
  12249. }
  12250. declare module "babylonjs/Cameras/freeCamera" {
  12251. import { Vector3 } from "babylonjs/Maths/math.vector";
  12252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12253. import { Scene } from "babylonjs/scene";
  12254. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12255. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12256. /**
  12257. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12258. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12259. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12260. */
  12261. export class FreeCamera extends TargetCamera {
  12262. /**
  12263. * Define the collision ellipsoid of the camera.
  12264. * This is helpful to simulate a camera body like the player body around the camera
  12265. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12266. */
  12267. ellipsoid: Vector3;
  12268. /**
  12269. * Define an offset for the position of the ellipsoid around the camera.
  12270. * This can be helpful to determine the center of the body near the gravity center of the body
  12271. * instead of its head.
  12272. */
  12273. ellipsoidOffset: Vector3;
  12274. /**
  12275. * Enable or disable collisions of the camera with the rest of the scene objects.
  12276. */
  12277. checkCollisions: boolean;
  12278. /**
  12279. * Enable or disable gravity on the camera.
  12280. */
  12281. applyGravity: boolean;
  12282. /**
  12283. * Define the input manager associated to the camera.
  12284. */
  12285. inputs: FreeCameraInputsManager;
  12286. /**
  12287. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12288. * Higher values reduce sensitivity.
  12289. */
  12290. /**
  12291. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12292. * Higher values reduce sensitivity.
  12293. */
  12294. angularSensibility: number;
  12295. /**
  12296. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12297. */
  12298. keysUp: number[];
  12299. /**
  12300. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12301. */
  12302. keysDown: number[];
  12303. /**
  12304. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12305. */
  12306. keysLeft: number[];
  12307. /**
  12308. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12309. */
  12310. keysRight: number[];
  12311. /**
  12312. * Event raised when the camera collide with a mesh in the scene.
  12313. */
  12314. onCollide: (collidedMesh: AbstractMesh) => void;
  12315. private _collider;
  12316. private _needMoveForGravity;
  12317. private _oldPosition;
  12318. private _diffPosition;
  12319. private _newPosition;
  12320. /** @hidden */
  12321. _localDirection: Vector3;
  12322. /** @hidden */
  12323. _transformedDirection: Vector3;
  12324. /**
  12325. * Instantiates a Free Camera.
  12326. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12327. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12328. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12329. * @param name Define the name of the camera in the scene
  12330. * @param position Define the start position of the camera in the scene
  12331. * @param scene Define the scene the camera belongs to
  12332. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12333. */
  12334. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12335. /**
  12336. * Attached controls to the current camera.
  12337. * @param element Defines the element the controls should be listened from
  12338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12339. */
  12340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12341. /**
  12342. * Detach the current controls from the camera.
  12343. * The camera will stop reacting to inputs.
  12344. * @param element Defines the element to stop listening the inputs from
  12345. */
  12346. detachControl(element: HTMLElement): void;
  12347. private _collisionMask;
  12348. /**
  12349. * Define a collision mask to limit the list of object the camera can collide with
  12350. */
  12351. collisionMask: number;
  12352. /** @hidden */
  12353. _collideWithWorld(displacement: Vector3): void;
  12354. private _onCollisionPositionChange;
  12355. /** @hidden */
  12356. _checkInputs(): void;
  12357. /** @hidden */
  12358. _decideIfNeedsToMove(): boolean;
  12359. /** @hidden */
  12360. _updatePosition(): void;
  12361. /**
  12362. * Destroy the camera and release the current resources hold by it.
  12363. */
  12364. dispose(): void;
  12365. /**
  12366. * Gets the current object class name.
  12367. * @return the class name
  12368. */
  12369. getClassName(): string;
  12370. }
  12371. }
  12372. declare module "babylonjs/Gamepads/gamepad" {
  12373. import { Observable } from "babylonjs/Misc/observable";
  12374. /**
  12375. * Represents a gamepad control stick position
  12376. */
  12377. export class StickValues {
  12378. /**
  12379. * The x component of the control stick
  12380. */
  12381. x: number;
  12382. /**
  12383. * The y component of the control stick
  12384. */
  12385. y: number;
  12386. /**
  12387. * Initializes the gamepad x and y control stick values
  12388. * @param x The x component of the gamepad control stick value
  12389. * @param y The y component of the gamepad control stick value
  12390. */
  12391. constructor(
  12392. /**
  12393. * The x component of the control stick
  12394. */
  12395. x: number,
  12396. /**
  12397. * The y component of the control stick
  12398. */
  12399. y: number);
  12400. }
  12401. /**
  12402. * An interface which manages callbacks for gamepad button changes
  12403. */
  12404. export interface GamepadButtonChanges {
  12405. /**
  12406. * Called when a gamepad has been changed
  12407. */
  12408. changed: boolean;
  12409. /**
  12410. * Called when a gamepad press event has been triggered
  12411. */
  12412. pressChanged: boolean;
  12413. /**
  12414. * Called when a touch event has been triggered
  12415. */
  12416. touchChanged: boolean;
  12417. /**
  12418. * Called when a value has changed
  12419. */
  12420. valueChanged: boolean;
  12421. }
  12422. /**
  12423. * Represents a gamepad
  12424. */
  12425. export class Gamepad {
  12426. /**
  12427. * The id of the gamepad
  12428. */
  12429. id: string;
  12430. /**
  12431. * The index of the gamepad
  12432. */
  12433. index: number;
  12434. /**
  12435. * The browser gamepad
  12436. */
  12437. browserGamepad: any;
  12438. /**
  12439. * Specifies what type of gamepad this represents
  12440. */
  12441. type: number;
  12442. private _leftStick;
  12443. private _rightStick;
  12444. /** @hidden */
  12445. _isConnected: boolean;
  12446. private _leftStickAxisX;
  12447. private _leftStickAxisY;
  12448. private _rightStickAxisX;
  12449. private _rightStickAxisY;
  12450. /**
  12451. * Triggered when the left control stick has been changed
  12452. */
  12453. private _onleftstickchanged;
  12454. /**
  12455. * Triggered when the right control stick has been changed
  12456. */
  12457. private _onrightstickchanged;
  12458. /**
  12459. * Represents a gamepad controller
  12460. */
  12461. static GAMEPAD: number;
  12462. /**
  12463. * Represents a generic controller
  12464. */
  12465. static GENERIC: number;
  12466. /**
  12467. * Represents an XBox controller
  12468. */
  12469. static XBOX: number;
  12470. /**
  12471. * Represents a pose-enabled controller
  12472. */
  12473. static POSE_ENABLED: number;
  12474. /**
  12475. * Represents an Dual Shock controller
  12476. */
  12477. static DUALSHOCK: number;
  12478. /**
  12479. * Specifies whether the left control stick should be Y-inverted
  12480. */
  12481. protected _invertLeftStickY: boolean;
  12482. /**
  12483. * Specifies if the gamepad has been connected
  12484. */
  12485. readonly isConnected: boolean;
  12486. /**
  12487. * Initializes the gamepad
  12488. * @param id The id of the gamepad
  12489. * @param index The index of the gamepad
  12490. * @param browserGamepad The browser gamepad
  12491. * @param leftStickX The x component of the left joystick
  12492. * @param leftStickY The y component of the left joystick
  12493. * @param rightStickX The x component of the right joystick
  12494. * @param rightStickY The y component of the right joystick
  12495. */
  12496. constructor(
  12497. /**
  12498. * The id of the gamepad
  12499. */
  12500. id: string,
  12501. /**
  12502. * The index of the gamepad
  12503. */
  12504. index: number,
  12505. /**
  12506. * The browser gamepad
  12507. */
  12508. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12509. /**
  12510. * Callback triggered when the left joystick has changed
  12511. * @param callback
  12512. */
  12513. onleftstickchanged(callback: (values: StickValues) => void): void;
  12514. /**
  12515. * Callback triggered when the right joystick has changed
  12516. * @param callback
  12517. */
  12518. onrightstickchanged(callback: (values: StickValues) => void): void;
  12519. /**
  12520. * Gets the left joystick
  12521. */
  12522. /**
  12523. * Sets the left joystick values
  12524. */
  12525. leftStick: StickValues;
  12526. /**
  12527. * Gets the right joystick
  12528. */
  12529. /**
  12530. * Sets the right joystick value
  12531. */
  12532. rightStick: StickValues;
  12533. /**
  12534. * Updates the gamepad joystick positions
  12535. */
  12536. update(): void;
  12537. /**
  12538. * Disposes the gamepad
  12539. */
  12540. dispose(): void;
  12541. }
  12542. /**
  12543. * Represents a generic gamepad
  12544. */
  12545. export class GenericPad extends Gamepad {
  12546. private _buttons;
  12547. private _onbuttondown;
  12548. private _onbuttonup;
  12549. /**
  12550. * Observable triggered when a button has been pressed
  12551. */
  12552. onButtonDownObservable: Observable<number>;
  12553. /**
  12554. * Observable triggered when a button has been released
  12555. */
  12556. onButtonUpObservable: Observable<number>;
  12557. /**
  12558. * Callback triggered when a button has been pressed
  12559. * @param callback Called when a button has been pressed
  12560. */
  12561. onbuttondown(callback: (buttonPressed: number) => void): void;
  12562. /**
  12563. * Callback triggered when a button has been released
  12564. * @param callback Called when a button has been released
  12565. */
  12566. onbuttonup(callback: (buttonReleased: number) => void): void;
  12567. /**
  12568. * Initializes the generic gamepad
  12569. * @param id The id of the generic gamepad
  12570. * @param index The index of the generic gamepad
  12571. * @param browserGamepad The browser gamepad
  12572. */
  12573. constructor(id: string, index: number, browserGamepad: any);
  12574. private _setButtonValue;
  12575. /**
  12576. * Updates the generic gamepad
  12577. */
  12578. update(): void;
  12579. /**
  12580. * Disposes the generic gamepad
  12581. */
  12582. dispose(): void;
  12583. }
  12584. }
  12585. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12586. import { Nullable } from "babylonjs/types";
  12587. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12588. import { Scene } from "babylonjs/scene";
  12589. module "babylonjs/Engines/engine" {
  12590. interface Engine {
  12591. /**
  12592. * Creates a raw texture
  12593. * @param data defines the data to store in the texture
  12594. * @param width defines the width of the texture
  12595. * @param height defines the height of the texture
  12596. * @param format defines the format of the data
  12597. * @param generateMipMaps defines if the engine should generate the mip levels
  12598. * @param invertY defines if data must be stored with Y axis inverted
  12599. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12600. * @param compression defines the compression used (null by default)
  12601. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12602. * @returns the raw texture inside an InternalTexture
  12603. */
  12604. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12605. /**
  12606. * Update a raw texture
  12607. * @param texture defines the texture to update
  12608. * @param data defines the data to store in the texture
  12609. * @param format defines the format of the data
  12610. * @param invertY defines if data must be stored with Y axis inverted
  12611. */
  12612. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12613. /**
  12614. * Update a raw texture
  12615. * @param texture defines the texture to update
  12616. * @param data defines the data to store in the texture
  12617. * @param format defines the format of the data
  12618. * @param invertY defines if data must be stored with Y axis inverted
  12619. * @param compression defines the compression used (null by default)
  12620. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12621. */
  12622. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12623. /**
  12624. * Creates a new raw cube texture
  12625. * @param data defines the array of data to use to create each face
  12626. * @param size defines the size of the textures
  12627. * @param format defines the format of the data
  12628. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12629. * @param generateMipMaps defines if the engine should generate the mip levels
  12630. * @param invertY defines if data must be stored with Y axis inverted
  12631. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12632. * @param compression defines the compression used (null by default)
  12633. * @returns the cube texture as an InternalTexture
  12634. */
  12635. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12636. /**
  12637. * Update a raw cube texture
  12638. * @param texture defines the texture to udpdate
  12639. * @param data defines the data to store
  12640. * @param format defines the data format
  12641. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12642. * @param invertY defines if data must be stored with Y axis inverted
  12643. */
  12644. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12645. /**
  12646. * Update a raw cube texture
  12647. * @param texture defines the texture to udpdate
  12648. * @param data defines the data to store
  12649. * @param format defines the data format
  12650. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12651. * @param invertY defines if data must be stored with Y axis inverted
  12652. * @param compression defines the compression used (null by default)
  12653. */
  12654. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12655. /**
  12656. * Update a raw cube texture
  12657. * @param texture defines the texture to udpdate
  12658. * @param data defines the data to store
  12659. * @param format defines the data format
  12660. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12661. * @param invertY defines if data must be stored with Y axis inverted
  12662. * @param compression defines the compression used (null by default)
  12663. * @param level defines which level of the texture to update
  12664. */
  12665. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12666. /**
  12667. * Creates a new raw cube texture from a specified url
  12668. * @param url defines the url where the data is located
  12669. * @param scene defines the current scene
  12670. * @param size defines the size of the textures
  12671. * @param format defines the format of the data
  12672. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12673. * @param noMipmap defines if the engine should avoid generating the mip levels
  12674. * @param callback defines a callback used to extract texture data from loaded data
  12675. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12676. * @param onLoad defines a callback called when texture is loaded
  12677. * @param onError defines a callback called if there is an error
  12678. * @returns the cube texture as an InternalTexture
  12679. */
  12680. 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;
  12681. /**
  12682. * Creates a new raw cube texture from a specified url
  12683. * @param url defines the url where the data is located
  12684. * @param scene defines the current scene
  12685. * @param size defines the size of the textures
  12686. * @param format defines the format of the data
  12687. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12688. * @param noMipmap defines if the engine should avoid generating the mip levels
  12689. * @param callback defines a callback used to extract texture data from loaded data
  12690. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12691. * @param onLoad defines a callback called when texture is loaded
  12692. * @param onError defines a callback called if there is an error
  12693. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12694. * @param invertY defines if data must be stored with Y axis inverted
  12695. * @returns the cube texture as an InternalTexture
  12696. */
  12697. 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;
  12698. /**
  12699. * Creates a new raw 3D texture
  12700. * @param data defines the data used to create the texture
  12701. * @param width defines the width of the texture
  12702. * @param height defines the height of the texture
  12703. * @param depth defines the depth of the texture
  12704. * @param format defines the format of the texture
  12705. * @param generateMipMaps defines if the engine must generate mip levels
  12706. * @param invertY defines if data must be stored with Y axis inverted
  12707. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12708. * @param compression defines the compressed used (can be null)
  12709. * @param textureType defines the compressed used (can be null)
  12710. * @returns a new raw 3D texture (stored in an InternalTexture)
  12711. */
  12712. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12713. /**
  12714. * Update a raw 3D texture
  12715. * @param texture defines the texture to update
  12716. * @param data defines the data to store
  12717. * @param format defines the data format
  12718. * @param invertY defines if data must be stored with Y axis inverted
  12719. */
  12720. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12721. /**
  12722. * Update a raw 3D texture
  12723. * @param texture defines the texture to update
  12724. * @param data defines the data to store
  12725. * @param format defines the data format
  12726. * @param invertY defines if data must be stored with Y axis inverted
  12727. * @param compression defines the used compression (can be null)
  12728. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12729. */
  12730. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12731. }
  12732. }
  12733. }
  12734. declare module "babylonjs/Materials/Textures/rawTexture" {
  12735. import { Scene } from "babylonjs/scene";
  12736. import { Texture } from "babylonjs/Materials/Textures/texture";
  12737. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12738. /**
  12739. * Raw texture can help creating a texture directly from an array of data.
  12740. * This can be super useful if you either get the data from an uncompressed source or
  12741. * if you wish to create your texture pixel by pixel.
  12742. */
  12743. export class RawTexture extends Texture {
  12744. /**
  12745. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12746. */
  12747. format: number;
  12748. private _engine;
  12749. /**
  12750. * Instantiates a new RawTexture.
  12751. * Raw texture can help creating a texture directly from an array of data.
  12752. * This can be super useful if you either get the data from an uncompressed source or
  12753. * if you wish to create your texture pixel by pixel.
  12754. * @param data define the array of data to use to create the texture
  12755. * @param width define the width of the texture
  12756. * @param height define the height of the texture
  12757. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12758. * @param scene define the scene the texture belongs to
  12759. * @param generateMipMaps define whether mip maps should be generated or not
  12760. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12761. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12762. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12763. */
  12764. constructor(data: ArrayBufferView, width: number, height: number,
  12765. /**
  12766. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12767. */
  12768. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12769. /**
  12770. * Updates the texture underlying data.
  12771. * @param data Define the new data of the texture
  12772. */
  12773. update(data: ArrayBufferView): void;
  12774. /**
  12775. * Creates a luminance texture from some data.
  12776. * @param data Define the texture data
  12777. * @param width Define the width of the texture
  12778. * @param height Define the height of the texture
  12779. * @param scene Define the scene the texture belongs to
  12780. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12781. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12782. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12783. * @returns the luminance texture
  12784. */
  12785. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12786. /**
  12787. * Creates a luminance alpha texture from some data.
  12788. * @param data Define the texture data
  12789. * @param width Define the width of the texture
  12790. * @param height Define the height of the texture
  12791. * @param scene Define the scene the texture belongs to
  12792. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12793. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12794. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12795. * @returns the luminance alpha texture
  12796. */
  12797. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12798. /**
  12799. * Creates an alpha texture from some data.
  12800. * @param data Define the texture data
  12801. * @param width Define the width of the texture
  12802. * @param height Define the height of the texture
  12803. * @param scene Define the scene the texture belongs to
  12804. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12805. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12806. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12807. * @returns the alpha texture
  12808. */
  12809. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12810. /**
  12811. * Creates a RGB texture from some data.
  12812. * @param data Define the texture data
  12813. * @param width Define the width of the texture
  12814. * @param height Define the height of the texture
  12815. * @param scene Define the scene the texture belongs to
  12816. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12817. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12818. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12819. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12820. * @returns the RGB alpha texture
  12821. */
  12822. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12823. /**
  12824. * Creates a RGBA texture from some data.
  12825. * @param data Define the texture data
  12826. * @param width Define the width of the texture
  12827. * @param height Define the height of the texture
  12828. * @param scene Define the scene the texture belongs to
  12829. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12830. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12831. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12832. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12833. * @returns the RGBA texture
  12834. */
  12835. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12836. /**
  12837. * Creates a R texture from some data.
  12838. * @param data Define the texture data
  12839. * @param width Define the width of the texture
  12840. * @param height Define the height of the texture
  12841. * @param scene Define the scene the texture belongs to
  12842. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12843. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12844. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12845. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12846. * @returns the R texture
  12847. */
  12848. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12849. }
  12850. }
  12851. declare module "babylonjs/Maths/math.size" {
  12852. /**
  12853. * Interface for the size containing width and height
  12854. */
  12855. export interface ISize {
  12856. /**
  12857. * Width
  12858. */
  12859. width: number;
  12860. /**
  12861. * Heighht
  12862. */
  12863. height: number;
  12864. }
  12865. /**
  12866. * Size containing widht and height
  12867. */
  12868. export class Size implements ISize {
  12869. /**
  12870. * Width
  12871. */
  12872. width: number;
  12873. /**
  12874. * Height
  12875. */
  12876. height: number;
  12877. /**
  12878. * Creates a Size object from the given width and height (floats).
  12879. * @param width width of the new size
  12880. * @param height height of the new size
  12881. */
  12882. constructor(width: number, height: number);
  12883. /**
  12884. * Returns a string with the Size width and height
  12885. * @returns a string with the Size width and height
  12886. */
  12887. toString(): string;
  12888. /**
  12889. * "Size"
  12890. * @returns the string "Size"
  12891. */
  12892. getClassName(): string;
  12893. /**
  12894. * Returns the Size hash code.
  12895. * @returns a hash code for a unique width and height
  12896. */
  12897. getHashCode(): number;
  12898. /**
  12899. * Updates the current size from the given one.
  12900. * @param src the given size
  12901. */
  12902. copyFrom(src: Size): void;
  12903. /**
  12904. * Updates in place the current Size from the given floats.
  12905. * @param width width of the new size
  12906. * @param height height of the new size
  12907. * @returns the updated Size.
  12908. */
  12909. copyFromFloats(width: number, height: number): Size;
  12910. /**
  12911. * Updates in place the current Size from the given floats.
  12912. * @param width width to set
  12913. * @param height height to set
  12914. * @returns the updated Size.
  12915. */
  12916. set(width: number, height: number): Size;
  12917. /**
  12918. * Multiplies the width and height by numbers
  12919. * @param w factor to multiple the width by
  12920. * @param h factor to multiple the height by
  12921. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12922. */
  12923. multiplyByFloats(w: number, h: number): Size;
  12924. /**
  12925. * Clones the size
  12926. * @returns a new Size copied from the given one.
  12927. */
  12928. clone(): Size;
  12929. /**
  12930. * True if the current Size and the given one width and height are strictly equal.
  12931. * @param other the other size to compare against
  12932. * @returns True if the current Size and the given one width and height are strictly equal.
  12933. */
  12934. equals(other: Size): boolean;
  12935. /**
  12936. * The surface of the Size : width * height (float).
  12937. */
  12938. readonly surface: number;
  12939. /**
  12940. * Create a new size of zero
  12941. * @returns a new Size set to (0.0, 0.0)
  12942. */
  12943. static Zero(): Size;
  12944. /**
  12945. * Sums the width and height of two sizes
  12946. * @param otherSize size to add to this size
  12947. * @returns a new Size set as the addition result of the current Size and the given one.
  12948. */
  12949. add(otherSize: Size): Size;
  12950. /**
  12951. * Subtracts the width and height of two
  12952. * @param otherSize size to subtract to this size
  12953. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12954. */
  12955. subtract(otherSize: Size): Size;
  12956. /**
  12957. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12958. * @param start starting size to lerp between
  12959. * @param end end size to lerp between
  12960. * @param amount amount to lerp between the start and end values
  12961. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12962. */
  12963. static Lerp(start: Size, end: Size, amount: number): Size;
  12964. }
  12965. }
  12966. declare module "babylonjs/Animations/runtimeAnimation" {
  12967. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12968. import { Animatable } from "babylonjs/Animations/animatable";
  12969. import { Scene } from "babylonjs/scene";
  12970. /**
  12971. * Defines a runtime animation
  12972. */
  12973. export class RuntimeAnimation {
  12974. private _events;
  12975. /**
  12976. * The current frame of the runtime animation
  12977. */
  12978. private _currentFrame;
  12979. /**
  12980. * The animation used by the runtime animation
  12981. */
  12982. private _animation;
  12983. /**
  12984. * The target of the runtime animation
  12985. */
  12986. private _target;
  12987. /**
  12988. * The initiating animatable
  12989. */
  12990. private _host;
  12991. /**
  12992. * The original value of the runtime animation
  12993. */
  12994. private _originalValue;
  12995. /**
  12996. * The original blend value of the runtime animation
  12997. */
  12998. private _originalBlendValue;
  12999. /**
  13000. * The offsets cache of the runtime animation
  13001. */
  13002. private _offsetsCache;
  13003. /**
  13004. * The high limits cache of the runtime animation
  13005. */
  13006. private _highLimitsCache;
  13007. /**
  13008. * Specifies if the runtime animation has been stopped
  13009. */
  13010. private _stopped;
  13011. /**
  13012. * The blending factor of the runtime animation
  13013. */
  13014. private _blendingFactor;
  13015. /**
  13016. * The BabylonJS scene
  13017. */
  13018. private _scene;
  13019. /**
  13020. * The current value of the runtime animation
  13021. */
  13022. private _currentValue;
  13023. /** @hidden */
  13024. _animationState: _IAnimationState;
  13025. /**
  13026. * The active target of the runtime animation
  13027. */
  13028. private _activeTargets;
  13029. private _currentActiveTarget;
  13030. private _directTarget;
  13031. /**
  13032. * The target path of the runtime animation
  13033. */
  13034. private _targetPath;
  13035. /**
  13036. * The weight of the runtime animation
  13037. */
  13038. private _weight;
  13039. /**
  13040. * The ratio offset of the runtime animation
  13041. */
  13042. private _ratioOffset;
  13043. /**
  13044. * The previous delay of the runtime animation
  13045. */
  13046. private _previousDelay;
  13047. /**
  13048. * The previous ratio of the runtime animation
  13049. */
  13050. private _previousRatio;
  13051. private _enableBlending;
  13052. private _keys;
  13053. private _minFrame;
  13054. private _maxFrame;
  13055. private _minValue;
  13056. private _maxValue;
  13057. private _targetIsArray;
  13058. /**
  13059. * Gets the current frame of the runtime animation
  13060. */
  13061. readonly currentFrame: number;
  13062. /**
  13063. * Gets the weight of the runtime animation
  13064. */
  13065. readonly weight: number;
  13066. /**
  13067. * Gets the current value of the runtime animation
  13068. */
  13069. readonly currentValue: any;
  13070. /**
  13071. * Gets the target path of the runtime animation
  13072. */
  13073. readonly targetPath: string;
  13074. /**
  13075. * Gets the actual target of the runtime animation
  13076. */
  13077. readonly target: any;
  13078. /** @hidden */
  13079. _onLoop: () => void;
  13080. /**
  13081. * Create a new RuntimeAnimation object
  13082. * @param target defines the target of the animation
  13083. * @param animation defines the source animation object
  13084. * @param scene defines the hosting scene
  13085. * @param host defines the initiating Animatable
  13086. */
  13087. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13088. private _preparePath;
  13089. /**
  13090. * Gets the animation from the runtime animation
  13091. */
  13092. readonly animation: Animation;
  13093. /**
  13094. * Resets the runtime animation to the beginning
  13095. * @param restoreOriginal defines whether to restore the target property to the original value
  13096. */
  13097. reset(restoreOriginal?: boolean): void;
  13098. /**
  13099. * Specifies if the runtime animation is stopped
  13100. * @returns Boolean specifying if the runtime animation is stopped
  13101. */
  13102. isStopped(): boolean;
  13103. /**
  13104. * Disposes of the runtime animation
  13105. */
  13106. dispose(): void;
  13107. /**
  13108. * Apply the interpolated value to the target
  13109. * @param currentValue defines the value computed by the animation
  13110. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13111. */
  13112. setValue(currentValue: any, weight: number): void;
  13113. private _getOriginalValues;
  13114. private _setValue;
  13115. /**
  13116. * Gets the loop pmode of the runtime animation
  13117. * @returns Loop Mode
  13118. */
  13119. private _getCorrectLoopMode;
  13120. /**
  13121. * Move the current animation to a given frame
  13122. * @param frame defines the frame to move to
  13123. */
  13124. goToFrame(frame: number): void;
  13125. /**
  13126. * @hidden Internal use only
  13127. */
  13128. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13129. /**
  13130. * Execute the current animation
  13131. * @param delay defines the delay to add to the current frame
  13132. * @param from defines the lower bound of the animation range
  13133. * @param to defines the upper bound of the animation range
  13134. * @param loop defines if the current animation must loop
  13135. * @param speedRatio defines the current speed ratio
  13136. * @param weight defines the weight of the animation (default is -1 so no weight)
  13137. * @param onLoop optional callback called when animation loops
  13138. * @returns a boolean indicating if the animation is running
  13139. */
  13140. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13141. }
  13142. }
  13143. declare module "babylonjs/Animations/animatable" {
  13144. import { Animation } from "babylonjs/Animations/animation";
  13145. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13146. import { Nullable } from "babylonjs/types";
  13147. import { Observable } from "babylonjs/Misc/observable";
  13148. import { Scene } from "babylonjs/scene";
  13149. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13150. import { Node } from "babylonjs/node";
  13151. /**
  13152. * Class used to store an actual running animation
  13153. */
  13154. export class Animatable {
  13155. /** defines the target object */
  13156. target: any;
  13157. /** defines the starting frame number (default is 0) */
  13158. fromFrame: number;
  13159. /** defines the ending frame number (default is 100) */
  13160. toFrame: number;
  13161. /** defines if the animation must loop (default is false) */
  13162. loopAnimation: boolean;
  13163. /** defines a callback to call when animation ends if it is not looping */
  13164. onAnimationEnd?: (() => void) | null | undefined;
  13165. /** defines a callback to call when animation loops */
  13166. onAnimationLoop?: (() => void) | null | undefined;
  13167. private _localDelayOffset;
  13168. private _pausedDelay;
  13169. private _runtimeAnimations;
  13170. private _paused;
  13171. private _scene;
  13172. private _speedRatio;
  13173. private _weight;
  13174. private _syncRoot;
  13175. /**
  13176. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13177. * This will only apply for non looping animation (default is true)
  13178. */
  13179. disposeOnEnd: boolean;
  13180. /**
  13181. * Gets a boolean indicating if the animation has started
  13182. */
  13183. animationStarted: boolean;
  13184. /**
  13185. * Observer raised when the animation ends
  13186. */
  13187. onAnimationEndObservable: Observable<Animatable>;
  13188. /**
  13189. * Observer raised when the animation loops
  13190. */
  13191. onAnimationLoopObservable: Observable<Animatable>;
  13192. /**
  13193. * Gets the root Animatable used to synchronize and normalize animations
  13194. */
  13195. readonly syncRoot: Nullable<Animatable>;
  13196. /**
  13197. * Gets the current frame of the first RuntimeAnimation
  13198. * Used to synchronize Animatables
  13199. */
  13200. readonly masterFrame: number;
  13201. /**
  13202. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13203. */
  13204. weight: number;
  13205. /**
  13206. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13207. */
  13208. speedRatio: number;
  13209. /**
  13210. * Creates a new Animatable
  13211. * @param scene defines the hosting scene
  13212. * @param target defines the target object
  13213. * @param fromFrame defines the starting frame number (default is 0)
  13214. * @param toFrame defines the ending frame number (default is 100)
  13215. * @param loopAnimation defines if the animation must loop (default is false)
  13216. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13217. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13218. * @param animations defines a group of animation to add to the new Animatable
  13219. * @param onAnimationLoop defines a callback to call when animation loops
  13220. */
  13221. constructor(scene: Scene,
  13222. /** defines the target object */
  13223. target: any,
  13224. /** defines the starting frame number (default is 0) */
  13225. fromFrame?: number,
  13226. /** defines the ending frame number (default is 100) */
  13227. toFrame?: number,
  13228. /** defines if the animation must loop (default is false) */
  13229. loopAnimation?: boolean, speedRatio?: number,
  13230. /** defines a callback to call when animation ends if it is not looping */
  13231. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13232. /** defines a callback to call when animation loops */
  13233. onAnimationLoop?: (() => void) | null | undefined);
  13234. /**
  13235. * Synchronize and normalize current Animatable with a source Animatable
  13236. * This is useful when using animation weights and when animations are not of the same length
  13237. * @param root defines the root Animatable to synchronize with
  13238. * @returns the current Animatable
  13239. */
  13240. syncWith(root: Animatable): Animatable;
  13241. /**
  13242. * Gets the list of runtime animations
  13243. * @returns an array of RuntimeAnimation
  13244. */
  13245. getAnimations(): RuntimeAnimation[];
  13246. /**
  13247. * Adds more animations to the current animatable
  13248. * @param target defines the target of the animations
  13249. * @param animations defines the new animations to add
  13250. */
  13251. appendAnimations(target: any, animations: Animation[]): void;
  13252. /**
  13253. * Gets the source animation for a specific property
  13254. * @param property defines the propertyu to look for
  13255. * @returns null or the source animation for the given property
  13256. */
  13257. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13258. /**
  13259. * Gets the runtime animation for a specific property
  13260. * @param property defines the propertyu to look for
  13261. * @returns null or the runtime animation for the given property
  13262. */
  13263. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13264. /**
  13265. * Resets the animatable to its original state
  13266. */
  13267. reset(): void;
  13268. /**
  13269. * Allows the animatable to blend with current running animations
  13270. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13271. * @param blendingSpeed defines the blending speed to use
  13272. */
  13273. enableBlending(blendingSpeed: number): void;
  13274. /**
  13275. * Disable animation blending
  13276. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13277. */
  13278. disableBlending(): void;
  13279. /**
  13280. * Jump directly to a given frame
  13281. * @param frame defines the frame to jump to
  13282. */
  13283. goToFrame(frame: number): void;
  13284. /**
  13285. * Pause the animation
  13286. */
  13287. pause(): void;
  13288. /**
  13289. * Restart the animation
  13290. */
  13291. restart(): void;
  13292. private _raiseOnAnimationEnd;
  13293. /**
  13294. * Stop and delete the current animation
  13295. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13296. * @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)
  13297. */
  13298. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13299. /**
  13300. * Wait asynchronously for the animation to end
  13301. * @returns a promise which will be fullfilled when the animation ends
  13302. */
  13303. waitAsync(): Promise<Animatable>;
  13304. /** @hidden */
  13305. _animate(delay: number): boolean;
  13306. }
  13307. module "babylonjs/scene" {
  13308. interface Scene {
  13309. /** @hidden */
  13310. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13311. /** @hidden */
  13312. _processLateAnimationBindingsForMatrices(holder: {
  13313. totalWeight: number;
  13314. animations: RuntimeAnimation[];
  13315. originalValue: Matrix;
  13316. }): any;
  13317. /** @hidden */
  13318. _processLateAnimationBindingsForQuaternions(holder: {
  13319. totalWeight: number;
  13320. animations: RuntimeAnimation[];
  13321. originalValue: Quaternion;
  13322. }, refQuaternion: Quaternion): Quaternion;
  13323. /** @hidden */
  13324. _processLateAnimationBindings(): void;
  13325. /**
  13326. * Will start the animation sequence of a given target
  13327. * @param target defines the target
  13328. * @param from defines from which frame should animation start
  13329. * @param to defines until which frame should animation run.
  13330. * @param weight defines the weight to apply to the animation (1.0 by default)
  13331. * @param loop defines if the animation loops
  13332. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13333. * @param onAnimationEnd defines the function to be executed when the animation ends
  13334. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13335. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13336. * @param onAnimationLoop defines the callback to call when an animation loops
  13337. * @returns the animatable object created for this animation
  13338. */
  13339. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13340. /**
  13341. * Will start the animation sequence of a given target
  13342. * @param target defines the target
  13343. * @param from defines from which frame should animation start
  13344. * @param to defines until which frame should animation run.
  13345. * @param loop defines if the animation loops
  13346. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13347. * @param onAnimationEnd defines the function to be executed when the animation ends
  13348. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13349. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13350. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13351. * @param onAnimationLoop defines the callback to call when an animation loops
  13352. * @returns the animatable object created for this animation
  13353. */
  13354. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13355. /**
  13356. * Will start the animation sequence of a given target and its hierarchy
  13357. * @param target defines the target
  13358. * @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.
  13359. * @param from defines from which frame should animation start
  13360. * @param to defines until which frame should animation run.
  13361. * @param loop defines if the animation loops
  13362. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13363. * @param onAnimationEnd defines the function to be executed when the animation ends
  13364. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13365. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13366. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13367. * @param onAnimationLoop defines the callback to call when an animation loops
  13368. * @returns the list of created animatables
  13369. */
  13370. 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[];
  13371. /**
  13372. * Begin a new animation on a given node
  13373. * @param target defines the target where the animation will take place
  13374. * @param animations defines the list of animations to start
  13375. * @param from defines the initial value
  13376. * @param to defines the final value
  13377. * @param loop defines if you want animation to loop (off by default)
  13378. * @param speedRatio defines the speed ratio to apply to all animations
  13379. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13380. * @param onAnimationLoop defines the callback to call when an animation loops
  13381. * @returns the list of created animatables
  13382. */
  13383. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13384. /**
  13385. * Begin a new animation on a given node and its hierarchy
  13386. * @param target defines the root node where the animation will take place
  13387. * @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.
  13388. * @param animations defines the list of animations to start
  13389. * @param from defines the initial value
  13390. * @param to defines the final value
  13391. * @param loop defines if you want animation to loop (off by default)
  13392. * @param speedRatio defines the speed ratio to apply to all animations
  13393. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13394. * @param onAnimationLoop defines the callback to call when an animation loops
  13395. * @returns the list of animatables created for all nodes
  13396. */
  13397. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13398. /**
  13399. * Gets the animatable associated with a specific target
  13400. * @param target defines the target of the animatable
  13401. * @returns the required animatable if found
  13402. */
  13403. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13404. /**
  13405. * Gets all animatables associated with a given target
  13406. * @param target defines the target to look animatables for
  13407. * @returns an array of Animatables
  13408. */
  13409. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13410. /**
  13411. * Stops and removes all animations that have been applied to the scene
  13412. */
  13413. stopAllAnimations(): void;
  13414. /**
  13415. * Gets the current delta time used by animation engine
  13416. */
  13417. deltaTime: number;
  13418. }
  13419. }
  13420. module "babylonjs/Bones/bone" {
  13421. interface Bone {
  13422. /**
  13423. * Copy an animation range from another bone
  13424. * @param source defines the source bone
  13425. * @param rangeName defines the range name to copy
  13426. * @param frameOffset defines the frame offset
  13427. * @param rescaleAsRequired defines if rescaling must be applied if required
  13428. * @param skelDimensionsRatio defines the scaling ratio
  13429. * @returns true if operation was successful
  13430. */
  13431. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13432. }
  13433. }
  13434. }
  13435. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13436. /**
  13437. * Class used to override all child animations of a given target
  13438. */
  13439. export class AnimationPropertiesOverride {
  13440. /**
  13441. * Gets or sets a value indicating if animation blending must be used
  13442. */
  13443. enableBlending: boolean;
  13444. /**
  13445. * Gets or sets the blending speed to use when enableBlending is true
  13446. */
  13447. blendingSpeed: number;
  13448. /**
  13449. * Gets or sets the default loop mode to use
  13450. */
  13451. loopMode: number;
  13452. }
  13453. }
  13454. declare module "babylonjs/Bones/skeleton" {
  13455. import { Bone } from "babylonjs/Bones/bone";
  13456. import { Observable } from "babylonjs/Misc/observable";
  13457. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13458. import { Scene } from "babylonjs/scene";
  13459. import { Nullable } from "babylonjs/types";
  13460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13461. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13462. import { Animatable } from "babylonjs/Animations/animatable";
  13463. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13464. import { Animation } from "babylonjs/Animations/animation";
  13465. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13466. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13467. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13468. /**
  13469. * Class used to handle skinning animations
  13470. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13471. */
  13472. export class Skeleton implements IAnimatable {
  13473. /** defines the skeleton name */
  13474. name: string;
  13475. /** defines the skeleton Id */
  13476. id: string;
  13477. /**
  13478. * Defines the list of child bones
  13479. */
  13480. bones: Bone[];
  13481. /**
  13482. * Defines an estimate of the dimension of the skeleton at rest
  13483. */
  13484. dimensionsAtRest: Vector3;
  13485. /**
  13486. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13487. */
  13488. needInitialSkinMatrix: boolean;
  13489. /**
  13490. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13491. */
  13492. overrideMesh: Nullable<AbstractMesh>;
  13493. /**
  13494. * Gets the list of animations attached to this skeleton
  13495. */
  13496. animations: Array<Animation>;
  13497. private _scene;
  13498. private _isDirty;
  13499. private _transformMatrices;
  13500. private _transformMatrixTexture;
  13501. private _meshesWithPoseMatrix;
  13502. private _animatables;
  13503. private _identity;
  13504. private _synchronizedWithMesh;
  13505. private _ranges;
  13506. private _lastAbsoluteTransformsUpdateId;
  13507. private _canUseTextureForBones;
  13508. private _uniqueId;
  13509. /** @hidden */
  13510. _numBonesWithLinkedTransformNode: number;
  13511. /** @hidden */
  13512. _hasWaitingData: Nullable<boolean>;
  13513. /**
  13514. * Specifies if the skeleton should be serialized
  13515. */
  13516. doNotSerialize: boolean;
  13517. private _useTextureToStoreBoneMatrices;
  13518. /**
  13519. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13520. * Please note that this option is not available if the hardware does not support it
  13521. */
  13522. useTextureToStoreBoneMatrices: boolean;
  13523. private _animationPropertiesOverride;
  13524. /**
  13525. * Gets or sets the animation properties override
  13526. */
  13527. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13528. /**
  13529. * List of inspectable custom properties (used by the Inspector)
  13530. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13531. */
  13532. inspectableCustomProperties: IInspectable[];
  13533. /**
  13534. * An observable triggered before computing the skeleton's matrices
  13535. */
  13536. onBeforeComputeObservable: Observable<Skeleton>;
  13537. /**
  13538. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13539. */
  13540. readonly isUsingTextureForMatrices: boolean;
  13541. /**
  13542. * Gets the unique ID of this skeleton
  13543. */
  13544. readonly uniqueId: number;
  13545. /**
  13546. * Creates a new skeleton
  13547. * @param name defines the skeleton name
  13548. * @param id defines the skeleton Id
  13549. * @param scene defines the hosting scene
  13550. */
  13551. constructor(
  13552. /** defines the skeleton name */
  13553. name: string,
  13554. /** defines the skeleton Id */
  13555. id: string, scene: Scene);
  13556. /**
  13557. * Gets the current object class name.
  13558. * @return the class name
  13559. */
  13560. getClassName(): string;
  13561. /**
  13562. * Returns an array containing the root bones
  13563. * @returns an array containing the root bones
  13564. */
  13565. getChildren(): Array<Bone>;
  13566. /**
  13567. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13568. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13569. * @returns a Float32Array containing matrices data
  13570. */
  13571. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13572. /**
  13573. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13574. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13575. * @returns a raw texture containing the data
  13576. */
  13577. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13578. /**
  13579. * Gets the current hosting scene
  13580. * @returns a scene object
  13581. */
  13582. getScene(): Scene;
  13583. /**
  13584. * Gets a string representing the current skeleton data
  13585. * @param fullDetails defines a boolean indicating if we want a verbose version
  13586. * @returns a string representing the current skeleton data
  13587. */
  13588. toString(fullDetails?: boolean): string;
  13589. /**
  13590. * Get bone's index searching by name
  13591. * @param name defines bone's name to search for
  13592. * @return the indice of the bone. Returns -1 if not found
  13593. */
  13594. getBoneIndexByName(name: string): number;
  13595. /**
  13596. * Creater a new animation range
  13597. * @param name defines the name of the range
  13598. * @param from defines the start key
  13599. * @param to defines the end key
  13600. */
  13601. createAnimationRange(name: string, from: number, to: number): void;
  13602. /**
  13603. * Delete a specific animation range
  13604. * @param name defines the name of the range
  13605. * @param deleteFrames defines if frames must be removed as well
  13606. */
  13607. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13608. /**
  13609. * Gets a specific animation range
  13610. * @param name defines the name of the range to look for
  13611. * @returns the requested animation range or null if not found
  13612. */
  13613. getAnimationRange(name: string): Nullable<AnimationRange>;
  13614. /**
  13615. * Gets the list of all animation ranges defined on this skeleton
  13616. * @returns an array
  13617. */
  13618. getAnimationRanges(): Nullable<AnimationRange>[];
  13619. /**
  13620. * Copy animation range from a source skeleton.
  13621. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13622. * @param source defines the source skeleton
  13623. * @param name defines the name of the range to copy
  13624. * @param rescaleAsRequired defines if rescaling must be applied if required
  13625. * @returns true if operation was successful
  13626. */
  13627. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13628. /**
  13629. * Forces the skeleton to go to rest pose
  13630. */
  13631. returnToRest(): void;
  13632. private _getHighestAnimationFrame;
  13633. /**
  13634. * Begin a specific animation range
  13635. * @param name defines the name of the range to start
  13636. * @param loop defines if looping must be turned on (false by default)
  13637. * @param speedRatio defines the speed ratio to apply (1 by default)
  13638. * @param onAnimationEnd defines a callback which will be called when animation will end
  13639. * @returns a new animatable
  13640. */
  13641. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13642. /** @hidden */
  13643. _markAsDirty(): void;
  13644. /** @hidden */
  13645. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13646. /** @hidden */
  13647. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13648. private _computeTransformMatrices;
  13649. /**
  13650. * Build all resources required to render a skeleton
  13651. */
  13652. prepare(): void;
  13653. /**
  13654. * Gets the list of animatables currently running for this skeleton
  13655. * @returns an array of animatables
  13656. */
  13657. getAnimatables(): IAnimatable[];
  13658. /**
  13659. * Clone the current skeleton
  13660. * @param name defines the name of the new skeleton
  13661. * @param id defines the id of the new skeleton
  13662. * @returns the new skeleton
  13663. */
  13664. clone(name: string, id?: string): Skeleton;
  13665. /**
  13666. * Enable animation blending for this skeleton
  13667. * @param blendingSpeed defines the blending speed to apply
  13668. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13669. */
  13670. enableBlending(blendingSpeed?: number): void;
  13671. /**
  13672. * Releases all resources associated with the current skeleton
  13673. */
  13674. dispose(): void;
  13675. /**
  13676. * Serialize the skeleton in a JSON object
  13677. * @returns a JSON object
  13678. */
  13679. serialize(): any;
  13680. /**
  13681. * Creates a new skeleton from serialized data
  13682. * @param parsedSkeleton defines the serialized data
  13683. * @param scene defines the hosting scene
  13684. * @returns a new skeleton
  13685. */
  13686. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13687. /**
  13688. * Compute all node absolute transforms
  13689. * @param forceUpdate defines if computation must be done even if cache is up to date
  13690. */
  13691. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13692. /**
  13693. * Gets the root pose matrix
  13694. * @returns a matrix
  13695. */
  13696. getPoseMatrix(): Nullable<Matrix>;
  13697. /**
  13698. * Sorts bones per internal index
  13699. */
  13700. sortBones(): void;
  13701. private _sortBones;
  13702. }
  13703. }
  13704. declare module "babylonjs/Bones/bone" {
  13705. import { Skeleton } from "babylonjs/Bones/skeleton";
  13706. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13707. import { Nullable } from "babylonjs/types";
  13708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13709. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13710. import { Node } from "babylonjs/node";
  13711. import { Space } from "babylonjs/Maths/math.axis";
  13712. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13713. /**
  13714. * Class used to store bone information
  13715. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13716. */
  13717. export class Bone extends Node {
  13718. /**
  13719. * defines the bone name
  13720. */
  13721. name: string;
  13722. private static _tmpVecs;
  13723. private static _tmpQuat;
  13724. private static _tmpMats;
  13725. /**
  13726. * Gets the list of child bones
  13727. */
  13728. children: Bone[];
  13729. /** Gets the animations associated with this bone */
  13730. animations: import("babylonjs/Animations/animation").Animation[];
  13731. /**
  13732. * Gets or sets bone length
  13733. */
  13734. length: number;
  13735. /**
  13736. * @hidden Internal only
  13737. * Set this value to map this bone to a different index in the transform matrices
  13738. * Set this value to -1 to exclude the bone from the transform matrices
  13739. */
  13740. _index: Nullable<number>;
  13741. private _skeleton;
  13742. private _localMatrix;
  13743. private _restPose;
  13744. private _baseMatrix;
  13745. private _absoluteTransform;
  13746. private _invertedAbsoluteTransform;
  13747. private _parent;
  13748. private _scalingDeterminant;
  13749. private _worldTransform;
  13750. private _localScaling;
  13751. private _localRotation;
  13752. private _localPosition;
  13753. private _needToDecompose;
  13754. private _needToCompose;
  13755. /** @hidden */
  13756. _linkedTransformNode: Nullable<TransformNode>;
  13757. /** @hidden */
  13758. _waitingTransformNodeId: Nullable<string>;
  13759. /** @hidden */
  13760. /** @hidden */
  13761. _matrix: Matrix;
  13762. /**
  13763. * Create a new bone
  13764. * @param name defines the bone name
  13765. * @param skeleton defines the parent skeleton
  13766. * @param parentBone defines the parent (can be null if the bone is the root)
  13767. * @param localMatrix defines the local matrix
  13768. * @param restPose defines the rest pose matrix
  13769. * @param baseMatrix defines the base matrix
  13770. * @param index defines index of the bone in the hiearchy
  13771. */
  13772. constructor(
  13773. /**
  13774. * defines the bone name
  13775. */
  13776. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13777. /**
  13778. * Gets the current object class name.
  13779. * @return the class name
  13780. */
  13781. getClassName(): string;
  13782. /**
  13783. * Gets the parent skeleton
  13784. * @returns a skeleton
  13785. */
  13786. getSkeleton(): Skeleton;
  13787. /**
  13788. * Gets parent bone
  13789. * @returns a bone or null if the bone is the root of the bone hierarchy
  13790. */
  13791. getParent(): Nullable<Bone>;
  13792. /**
  13793. * Returns an array containing the root bones
  13794. * @returns an array containing the root bones
  13795. */
  13796. getChildren(): Array<Bone>;
  13797. /**
  13798. * Gets the node index in matrix array generated for rendering
  13799. * @returns the node index
  13800. */
  13801. getIndex(): number;
  13802. /**
  13803. * Sets the parent bone
  13804. * @param parent defines the parent (can be null if the bone is the root)
  13805. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13806. */
  13807. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13808. /**
  13809. * Gets the local matrix
  13810. * @returns a matrix
  13811. */
  13812. getLocalMatrix(): Matrix;
  13813. /**
  13814. * Gets the base matrix (initial matrix which remains unchanged)
  13815. * @returns a matrix
  13816. */
  13817. getBaseMatrix(): Matrix;
  13818. /**
  13819. * Gets the rest pose matrix
  13820. * @returns a matrix
  13821. */
  13822. getRestPose(): Matrix;
  13823. /**
  13824. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13825. */
  13826. getWorldMatrix(): Matrix;
  13827. /**
  13828. * Sets the local matrix to rest pose matrix
  13829. */
  13830. returnToRest(): void;
  13831. /**
  13832. * Gets the inverse of the absolute transform matrix.
  13833. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13834. * @returns a matrix
  13835. */
  13836. getInvertedAbsoluteTransform(): Matrix;
  13837. /**
  13838. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13839. * @returns a matrix
  13840. */
  13841. getAbsoluteTransform(): Matrix;
  13842. /**
  13843. * Links with the given transform node.
  13844. * The local matrix of this bone is copied from the transform node every frame.
  13845. * @param transformNode defines the transform node to link to
  13846. */
  13847. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13848. /**
  13849. * Gets the node used to drive the bone's transformation
  13850. * @returns a transform node or null
  13851. */
  13852. getTransformNode(): Nullable<TransformNode>;
  13853. /** Gets or sets current position (in local space) */
  13854. position: Vector3;
  13855. /** Gets or sets current rotation (in local space) */
  13856. rotation: Vector3;
  13857. /** Gets or sets current rotation quaternion (in local space) */
  13858. rotationQuaternion: Quaternion;
  13859. /** Gets or sets current scaling (in local space) */
  13860. scaling: Vector3;
  13861. /**
  13862. * Gets the animation properties override
  13863. */
  13864. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13865. private _decompose;
  13866. private _compose;
  13867. /**
  13868. * Update the base and local matrices
  13869. * @param matrix defines the new base or local matrix
  13870. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13871. * @param updateLocalMatrix defines if the local matrix should be updated
  13872. */
  13873. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13874. /** @hidden */
  13875. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13876. /**
  13877. * Flag the bone as dirty (Forcing it to update everything)
  13878. */
  13879. markAsDirty(): void;
  13880. /** @hidden */
  13881. _markAsDirtyAndCompose(): void;
  13882. private _markAsDirtyAndDecompose;
  13883. /**
  13884. * Translate the bone in local or world space
  13885. * @param vec The amount to translate the bone
  13886. * @param space The space that the translation is in
  13887. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13888. */
  13889. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13890. /**
  13891. * Set the postion of the bone in local or world space
  13892. * @param position The position to set the bone
  13893. * @param space The space that the position is in
  13894. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13895. */
  13896. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13897. /**
  13898. * Set the absolute position of the bone (world space)
  13899. * @param position The position to set the bone
  13900. * @param mesh The mesh that this bone is attached to
  13901. */
  13902. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13903. /**
  13904. * Scale the bone on the x, y and z axes (in local space)
  13905. * @param x The amount to scale the bone on the x axis
  13906. * @param y The amount to scale the bone on the y axis
  13907. * @param z The amount to scale the bone on the z axis
  13908. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13909. */
  13910. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13911. /**
  13912. * Set the bone scaling in local space
  13913. * @param scale defines the scaling vector
  13914. */
  13915. setScale(scale: Vector3): void;
  13916. /**
  13917. * Gets the current scaling in local space
  13918. * @returns the current scaling vector
  13919. */
  13920. getScale(): Vector3;
  13921. /**
  13922. * Gets the current scaling in local space and stores it in a target vector
  13923. * @param result defines the target vector
  13924. */
  13925. getScaleToRef(result: Vector3): void;
  13926. /**
  13927. * Set the yaw, pitch, and roll of the bone in local or world space
  13928. * @param yaw The rotation of the bone on the y axis
  13929. * @param pitch The rotation of the bone on the x axis
  13930. * @param roll The rotation of the bone on the z axis
  13931. * @param space The space that the axes of rotation are in
  13932. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13933. */
  13934. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13935. /**
  13936. * Add a rotation to the bone on an axis in local or world space
  13937. * @param axis The axis to rotate the bone on
  13938. * @param amount The amount to rotate the bone
  13939. * @param space The space that the axis is in
  13940. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13941. */
  13942. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13943. /**
  13944. * Set the rotation of the bone to a particular axis angle in local or world space
  13945. * @param axis The axis to rotate the bone on
  13946. * @param angle The angle that the bone should be rotated to
  13947. * @param space The space that the axis is in
  13948. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13949. */
  13950. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13951. /**
  13952. * Set the euler rotation of the bone in local of world space
  13953. * @param rotation The euler rotation that the bone should be set to
  13954. * @param space The space that the rotation is in
  13955. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13956. */
  13957. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13958. /**
  13959. * Set the quaternion rotation of the bone in local of world space
  13960. * @param quat The quaternion rotation that the bone should be set to
  13961. * @param space The space that the rotation is in
  13962. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13963. */
  13964. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13965. /**
  13966. * Set the rotation matrix of the bone in local of world space
  13967. * @param rotMat The rotation matrix that the bone should be set to
  13968. * @param space The space that the rotation is in
  13969. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13970. */
  13971. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13972. private _rotateWithMatrix;
  13973. private _getNegativeRotationToRef;
  13974. /**
  13975. * Get the position of the bone in local or world space
  13976. * @param space The space that the returned position is in
  13977. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13978. * @returns The position of the bone
  13979. */
  13980. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13981. /**
  13982. * Copy the position of the bone to a vector3 in local or world space
  13983. * @param space The space that the returned position is in
  13984. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13985. * @param result The vector3 to copy the position to
  13986. */
  13987. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13988. /**
  13989. * Get the absolute position of the bone (world space)
  13990. * @param mesh The mesh that this bone is attached to
  13991. * @returns The absolute position of the bone
  13992. */
  13993. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13994. /**
  13995. * Copy the absolute position of the bone (world space) to the result param
  13996. * @param mesh The mesh that this bone is attached to
  13997. * @param result The vector3 to copy the absolute position to
  13998. */
  13999. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14000. /**
  14001. * Compute the absolute transforms of this bone and its children
  14002. */
  14003. computeAbsoluteTransforms(): void;
  14004. /**
  14005. * Get the world direction from an axis that is in the local space of the bone
  14006. * @param localAxis The local direction that is used to compute the world direction
  14007. * @param mesh The mesh that this bone is attached to
  14008. * @returns The world direction
  14009. */
  14010. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14011. /**
  14012. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14013. * @param localAxis The local direction that is used to compute the world direction
  14014. * @param mesh The mesh that this bone is attached to
  14015. * @param result The vector3 that the world direction will be copied to
  14016. */
  14017. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14018. /**
  14019. * Get the euler rotation of the bone in local or world space
  14020. * @param space The space that the rotation should be in
  14021. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14022. * @returns The euler rotation
  14023. */
  14024. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14025. /**
  14026. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14027. * @param space The space that the rotation should be in
  14028. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14029. * @param result The vector3 that the rotation should be copied to
  14030. */
  14031. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14032. /**
  14033. * Get the quaternion rotation of the bone in either local or world space
  14034. * @param space The space that the rotation should be in
  14035. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14036. * @returns The quaternion rotation
  14037. */
  14038. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14039. /**
  14040. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14041. * @param space The space that the rotation should be in
  14042. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14043. * @param result The quaternion that the rotation should be copied to
  14044. */
  14045. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14046. /**
  14047. * Get the rotation matrix of the bone in local or world space
  14048. * @param space The space that the rotation should be in
  14049. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14050. * @returns The rotation matrix
  14051. */
  14052. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14053. /**
  14054. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14055. * @param space The space that the rotation should be in
  14056. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14057. * @param result The quaternion that the rotation should be copied to
  14058. */
  14059. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14060. /**
  14061. * Get the world position of a point that is in the local space of the bone
  14062. * @param position The local position
  14063. * @param mesh The mesh that this bone is attached to
  14064. * @returns The world position
  14065. */
  14066. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14067. /**
  14068. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14069. * @param position The local position
  14070. * @param mesh The mesh that this bone is attached to
  14071. * @param result The vector3 that the world position should be copied to
  14072. */
  14073. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14074. /**
  14075. * Get the local position of a point that is in world space
  14076. * @param position The world position
  14077. * @param mesh The mesh that this bone is attached to
  14078. * @returns The local position
  14079. */
  14080. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14081. /**
  14082. * Get the local position of a point that is in world space and copy it to the result param
  14083. * @param position The world position
  14084. * @param mesh The mesh that this bone is attached to
  14085. * @param result The vector3 that the local position should be copied to
  14086. */
  14087. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14088. }
  14089. }
  14090. declare module "babylonjs/Meshes/transformNode" {
  14091. import { DeepImmutable } from "babylonjs/types";
  14092. import { Observable } from "babylonjs/Misc/observable";
  14093. import { Nullable } from "babylonjs/types";
  14094. import { Camera } from "babylonjs/Cameras/camera";
  14095. import { Scene } from "babylonjs/scene";
  14096. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14097. import { Node } from "babylonjs/node";
  14098. import { Bone } from "babylonjs/Bones/bone";
  14099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14100. import { Space } from "babylonjs/Maths/math.axis";
  14101. /**
  14102. * 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.
  14103. * @see https://doc.babylonjs.com/how_to/transformnode
  14104. */
  14105. export class TransformNode extends Node {
  14106. /**
  14107. * Object will not rotate to face the camera
  14108. */
  14109. static BILLBOARDMODE_NONE: number;
  14110. /**
  14111. * Object will rotate to face the camera but only on the x axis
  14112. */
  14113. static BILLBOARDMODE_X: number;
  14114. /**
  14115. * Object will rotate to face the camera but only on the y axis
  14116. */
  14117. static BILLBOARDMODE_Y: number;
  14118. /**
  14119. * Object will rotate to face the camera but only on the z axis
  14120. */
  14121. static BILLBOARDMODE_Z: number;
  14122. /**
  14123. * Object will rotate to face the camera
  14124. */
  14125. static BILLBOARDMODE_ALL: number;
  14126. /**
  14127. * Object will rotate to face the camera's position instead of orientation
  14128. */
  14129. static BILLBOARDMODE_USE_POSITION: number;
  14130. private _forward;
  14131. private _forwardInverted;
  14132. private _up;
  14133. private _right;
  14134. private _rightInverted;
  14135. private _position;
  14136. private _rotation;
  14137. private _rotationQuaternion;
  14138. protected _scaling: Vector3;
  14139. protected _isDirty: boolean;
  14140. private _transformToBoneReferal;
  14141. private _isAbsoluteSynced;
  14142. private _billboardMode;
  14143. /**
  14144. * Gets or sets the billboard mode. Default is 0.
  14145. *
  14146. * | Value | Type | Description |
  14147. * | --- | --- | --- |
  14148. * | 0 | BILLBOARDMODE_NONE | |
  14149. * | 1 | BILLBOARDMODE_X | |
  14150. * | 2 | BILLBOARDMODE_Y | |
  14151. * | 4 | BILLBOARDMODE_Z | |
  14152. * | 7 | BILLBOARDMODE_ALL | |
  14153. *
  14154. */
  14155. billboardMode: number;
  14156. private _preserveParentRotationForBillboard;
  14157. /**
  14158. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14159. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14160. */
  14161. preserveParentRotationForBillboard: boolean;
  14162. /**
  14163. * 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
  14164. */
  14165. scalingDeterminant: number;
  14166. private _infiniteDistance;
  14167. /**
  14168. * Gets or sets the distance of the object to max, often used by skybox
  14169. */
  14170. infiniteDistance: boolean;
  14171. /**
  14172. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14173. * By default the system will update normals to compensate
  14174. */
  14175. ignoreNonUniformScaling: boolean;
  14176. /**
  14177. * 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
  14178. */
  14179. reIntegrateRotationIntoRotationQuaternion: boolean;
  14180. /** @hidden */
  14181. _poseMatrix: Nullable<Matrix>;
  14182. /** @hidden */
  14183. _localMatrix: Matrix;
  14184. private _usePivotMatrix;
  14185. private _absolutePosition;
  14186. private _absoluteScaling;
  14187. private _absoluteRotationQuaternion;
  14188. private _pivotMatrix;
  14189. private _pivotMatrixInverse;
  14190. protected _postMultiplyPivotMatrix: boolean;
  14191. protected _isWorldMatrixFrozen: boolean;
  14192. /** @hidden */
  14193. _indexInSceneTransformNodesArray: number;
  14194. /**
  14195. * An event triggered after the world matrix is updated
  14196. */
  14197. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14198. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14199. /**
  14200. * Gets a string identifying the name of the class
  14201. * @returns "TransformNode" string
  14202. */
  14203. getClassName(): string;
  14204. /**
  14205. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14206. */
  14207. position: Vector3;
  14208. /**
  14209. * 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)).
  14210. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14211. */
  14212. rotation: Vector3;
  14213. /**
  14214. * 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)).
  14215. */
  14216. scaling: Vector3;
  14217. /**
  14218. * 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).
  14219. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14220. */
  14221. rotationQuaternion: Nullable<Quaternion>;
  14222. /**
  14223. * The forward direction of that transform in world space.
  14224. */
  14225. readonly forward: Vector3;
  14226. /**
  14227. * The up direction of that transform in world space.
  14228. */
  14229. readonly up: Vector3;
  14230. /**
  14231. * The right direction of that transform in world space.
  14232. */
  14233. readonly right: Vector3;
  14234. /**
  14235. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14236. * @param matrix the matrix to copy the pose from
  14237. * @returns this TransformNode.
  14238. */
  14239. updatePoseMatrix(matrix: Matrix): TransformNode;
  14240. /**
  14241. * Returns the mesh Pose matrix.
  14242. * @returns the pose matrix
  14243. */
  14244. getPoseMatrix(): Matrix;
  14245. /** @hidden */
  14246. _isSynchronized(): boolean;
  14247. /** @hidden */
  14248. _initCache(): void;
  14249. /**
  14250. * Flag the transform node as dirty (Forcing it to update everything)
  14251. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14252. * @returns this transform node
  14253. */
  14254. markAsDirty(property: string): TransformNode;
  14255. /**
  14256. * Returns the current mesh absolute position.
  14257. * Returns a Vector3.
  14258. */
  14259. readonly absolutePosition: Vector3;
  14260. /**
  14261. * Returns the current mesh absolute scaling.
  14262. * Returns a Vector3.
  14263. */
  14264. readonly absoluteScaling: Vector3;
  14265. /**
  14266. * Returns the current mesh absolute rotation.
  14267. * Returns a Quaternion.
  14268. */
  14269. readonly absoluteRotationQuaternion: Quaternion;
  14270. /**
  14271. * Sets a new matrix to apply before all other transformation
  14272. * @param matrix defines the transform matrix
  14273. * @returns the current TransformNode
  14274. */
  14275. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14276. /**
  14277. * Sets a new pivot matrix to the current node
  14278. * @param matrix defines the new pivot matrix to use
  14279. * @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
  14280. * @returns the current TransformNode
  14281. */
  14282. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14283. /**
  14284. * Returns the mesh pivot matrix.
  14285. * Default : Identity.
  14286. * @returns the matrix
  14287. */
  14288. getPivotMatrix(): Matrix;
  14289. /**
  14290. * Instantiate (when possible) or clone that node with its hierarchy
  14291. * @param newParent defines the new parent to use for the instance (or clone)
  14292. * @param options defines options to configure how copy is done
  14293. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14294. * @returns an instance (or a clone) of the current node with its hiearchy
  14295. */
  14296. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14297. doNotInstantiate: boolean;
  14298. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14299. /**
  14300. * Prevents the World matrix to be computed any longer
  14301. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14302. * @returns the TransformNode.
  14303. */
  14304. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14305. /**
  14306. * Allows back the World matrix computation.
  14307. * @returns the TransformNode.
  14308. */
  14309. unfreezeWorldMatrix(): this;
  14310. /**
  14311. * True if the World matrix has been frozen.
  14312. */
  14313. readonly isWorldMatrixFrozen: boolean;
  14314. /**
  14315. * Retuns the mesh absolute position in the World.
  14316. * @returns a Vector3.
  14317. */
  14318. getAbsolutePosition(): Vector3;
  14319. /**
  14320. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14321. * @param absolutePosition the absolute position to set
  14322. * @returns the TransformNode.
  14323. */
  14324. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14325. /**
  14326. * Sets the mesh position in its local space.
  14327. * @param vector3 the position to set in localspace
  14328. * @returns the TransformNode.
  14329. */
  14330. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14331. /**
  14332. * Returns the mesh position in the local space from the current World matrix values.
  14333. * @returns a new Vector3.
  14334. */
  14335. getPositionExpressedInLocalSpace(): Vector3;
  14336. /**
  14337. * Translates the mesh along the passed Vector3 in its local space.
  14338. * @param vector3 the distance to translate in localspace
  14339. * @returns the TransformNode.
  14340. */
  14341. locallyTranslate(vector3: Vector3): TransformNode;
  14342. private static _lookAtVectorCache;
  14343. /**
  14344. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14345. * @param targetPoint the position (must be in same space as current mesh) to look at
  14346. * @param yawCor optional yaw (y-axis) correction in radians
  14347. * @param pitchCor optional pitch (x-axis) correction in radians
  14348. * @param rollCor optional roll (z-axis) correction in radians
  14349. * @param space the choosen space of the target
  14350. * @returns the TransformNode.
  14351. */
  14352. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14353. /**
  14354. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14355. * This Vector3 is expressed in the World space.
  14356. * @param localAxis axis to rotate
  14357. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14358. */
  14359. getDirection(localAxis: Vector3): Vector3;
  14360. /**
  14361. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14362. * localAxis is expressed in the mesh local space.
  14363. * result is computed in the Wordl space from the mesh World matrix.
  14364. * @param localAxis axis to rotate
  14365. * @param result the resulting transformnode
  14366. * @returns this TransformNode.
  14367. */
  14368. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14369. /**
  14370. * Sets this transform node rotation to the given local axis.
  14371. * @param localAxis the axis in local space
  14372. * @param yawCor optional yaw (y-axis) correction in radians
  14373. * @param pitchCor optional pitch (x-axis) correction in radians
  14374. * @param rollCor optional roll (z-axis) correction in radians
  14375. * @returns this TransformNode
  14376. */
  14377. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14378. /**
  14379. * Sets a new pivot point to the current node
  14380. * @param point defines the new pivot point to use
  14381. * @param space defines if the point is in world or local space (local by default)
  14382. * @returns the current TransformNode
  14383. */
  14384. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14385. /**
  14386. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14387. * @returns the pivot point
  14388. */
  14389. getPivotPoint(): Vector3;
  14390. /**
  14391. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14392. * @param result the vector3 to store the result
  14393. * @returns this TransformNode.
  14394. */
  14395. getPivotPointToRef(result: Vector3): TransformNode;
  14396. /**
  14397. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14398. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14399. */
  14400. getAbsolutePivotPoint(): Vector3;
  14401. /**
  14402. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14403. * @param result vector3 to store the result
  14404. * @returns this TransformNode.
  14405. */
  14406. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14407. /**
  14408. * Defines the passed node as the parent of the current node.
  14409. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14410. * @see https://doc.babylonjs.com/how_to/parenting
  14411. * @param node the node ot set as the parent
  14412. * @returns this TransformNode.
  14413. */
  14414. setParent(node: Nullable<Node>): TransformNode;
  14415. private _nonUniformScaling;
  14416. /**
  14417. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14418. */
  14419. readonly nonUniformScaling: boolean;
  14420. /** @hidden */
  14421. _updateNonUniformScalingState(value: boolean): boolean;
  14422. /**
  14423. * Attach the current TransformNode to another TransformNode associated with a bone
  14424. * @param bone Bone affecting the TransformNode
  14425. * @param affectedTransformNode TransformNode associated with the bone
  14426. * @returns this object
  14427. */
  14428. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14429. /**
  14430. * Detach the transform node if its associated with a bone
  14431. * @returns this object
  14432. */
  14433. detachFromBone(): TransformNode;
  14434. private static _rotationAxisCache;
  14435. /**
  14436. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14437. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14438. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14439. * The passed axis is also normalized.
  14440. * @param axis the axis to rotate around
  14441. * @param amount the amount to rotate in radians
  14442. * @param space Space to rotate in (Default: local)
  14443. * @returns the TransformNode.
  14444. */
  14445. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14446. /**
  14447. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14448. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14449. * The passed axis is also normalized. .
  14450. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14451. * @param point the point to rotate around
  14452. * @param axis the axis to rotate around
  14453. * @param amount the amount to rotate in radians
  14454. * @returns the TransformNode
  14455. */
  14456. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14457. /**
  14458. * Translates the mesh along the axis vector for the passed distance in the given space.
  14459. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14460. * @param axis the axis to translate in
  14461. * @param distance the distance to translate
  14462. * @param space Space to rotate in (Default: local)
  14463. * @returns the TransformNode.
  14464. */
  14465. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14466. /**
  14467. * Adds a rotation step to the mesh current rotation.
  14468. * x, y, z are Euler angles expressed in radians.
  14469. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14470. * This means this rotation is made in the mesh local space only.
  14471. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14472. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14473. * ```javascript
  14474. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14475. * ```
  14476. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14477. * 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.
  14478. * @param x Rotation to add
  14479. * @param y Rotation to add
  14480. * @param z Rotation to add
  14481. * @returns the TransformNode.
  14482. */
  14483. addRotation(x: number, y: number, z: number): TransformNode;
  14484. /**
  14485. * @hidden
  14486. */
  14487. protected _getEffectiveParent(): Nullable<Node>;
  14488. /**
  14489. * Computes the world matrix of the node
  14490. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14491. * @returns the world matrix
  14492. */
  14493. computeWorldMatrix(force?: boolean): Matrix;
  14494. protected _afterComputeWorldMatrix(): void;
  14495. /**
  14496. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14497. * @param func callback function to add
  14498. *
  14499. * @returns the TransformNode.
  14500. */
  14501. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14502. /**
  14503. * Removes a registered callback function.
  14504. * @param func callback function to remove
  14505. * @returns the TransformNode.
  14506. */
  14507. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14508. /**
  14509. * Gets the position of the current mesh in camera space
  14510. * @param camera defines the camera to use
  14511. * @returns a position
  14512. */
  14513. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14514. /**
  14515. * Returns the distance from the mesh to the active camera
  14516. * @param camera defines the camera to use
  14517. * @returns the distance
  14518. */
  14519. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14520. /**
  14521. * Clone the current transform node
  14522. * @param name Name of the new clone
  14523. * @param newParent New parent for the clone
  14524. * @param doNotCloneChildren Do not clone children hierarchy
  14525. * @returns the new transform node
  14526. */
  14527. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14528. /**
  14529. * Serializes the objects information.
  14530. * @param currentSerializationObject defines the object to serialize in
  14531. * @returns the serialized object
  14532. */
  14533. serialize(currentSerializationObject?: any): any;
  14534. /**
  14535. * Returns a new TransformNode object parsed from the source provided.
  14536. * @param parsedTransformNode is the source.
  14537. * @param scene the scne the object belongs to
  14538. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14539. * @returns a new TransformNode object parsed from the source provided.
  14540. */
  14541. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14542. /**
  14543. * Get all child-transformNodes of this node
  14544. * @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
  14545. * @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
  14546. * @returns an array of TransformNode
  14547. */
  14548. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14549. /**
  14550. * Releases resources associated with this transform node.
  14551. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14552. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14553. */
  14554. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14555. /**
  14556. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14557. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14558. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14559. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14560. * @returns the current mesh
  14561. */
  14562. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14563. private _syncAbsoluteScalingAndRotation;
  14564. }
  14565. }
  14566. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14567. import { Observable } from "babylonjs/Misc/observable";
  14568. import { Nullable } from "babylonjs/types";
  14569. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14570. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14571. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14572. import { Ray } from "babylonjs/Culling/ray";
  14573. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14574. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14575. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14576. /**
  14577. * Defines the types of pose enabled controllers that are supported
  14578. */
  14579. export enum PoseEnabledControllerType {
  14580. /**
  14581. * HTC Vive
  14582. */
  14583. VIVE = 0,
  14584. /**
  14585. * Oculus Rift
  14586. */
  14587. OCULUS = 1,
  14588. /**
  14589. * Windows mixed reality
  14590. */
  14591. WINDOWS = 2,
  14592. /**
  14593. * Samsung gear VR
  14594. */
  14595. GEAR_VR = 3,
  14596. /**
  14597. * Google Daydream
  14598. */
  14599. DAYDREAM = 4,
  14600. /**
  14601. * Generic
  14602. */
  14603. GENERIC = 5
  14604. }
  14605. /**
  14606. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14607. */
  14608. export interface MutableGamepadButton {
  14609. /**
  14610. * Value of the button/trigger
  14611. */
  14612. value: number;
  14613. /**
  14614. * If the button/trigger is currently touched
  14615. */
  14616. touched: boolean;
  14617. /**
  14618. * If the button/trigger is currently pressed
  14619. */
  14620. pressed: boolean;
  14621. }
  14622. /**
  14623. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14624. * @hidden
  14625. */
  14626. export interface ExtendedGamepadButton extends GamepadButton {
  14627. /**
  14628. * If the button/trigger is currently pressed
  14629. */
  14630. readonly pressed: boolean;
  14631. /**
  14632. * If the button/trigger is currently touched
  14633. */
  14634. readonly touched: boolean;
  14635. /**
  14636. * Value of the button/trigger
  14637. */
  14638. readonly value: number;
  14639. }
  14640. /** @hidden */
  14641. export interface _GamePadFactory {
  14642. /**
  14643. * Returns wether or not the current gamepad can be created for this type of controller.
  14644. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14645. * @returns true if it can be created, otherwise false
  14646. */
  14647. canCreate(gamepadInfo: any): boolean;
  14648. /**
  14649. * Creates a new instance of the Gamepad.
  14650. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14651. * @returns the new gamepad instance
  14652. */
  14653. create(gamepadInfo: any): Gamepad;
  14654. }
  14655. /**
  14656. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14657. */
  14658. export class PoseEnabledControllerHelper {
  14659. /** @hidden */
  14660. static _ControllerFactories: _GamePadFactory[];
  14661. /** @hidden */
  14662. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14663. /**
  14664. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14665. * @param vrGamepad the gamepad to initialized
  14666. * @returns a vr controller of the type the gamepad identified as
  14667. */
  14668. static InitiateController(vrGamepad: any): Gamepad;
  14669. }
  14670. /**
  14671. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14672. */
  14673. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14674. /**
  14675. * If the controller is used in a webXR session
  14676. */
  14677. isXR: boolean;
  14678. private _deviceRoomPosition;
  14679. private _deviceRoomRotationQuaternion;
  14680. /**
  14681. * The device position in babylon space
  14682. */
  14683. devicePosition: Vector3;
  14684. /**
  14685. * The device rotation in babylon space
  14686. */
  14687. deviceRotationQuaternion: Quaternion;
  14688. /**
  14689. * The scale factor of the device in babylon space
  14690. */
  14691. deviceScaleFactor: number;
  14692. /**
  14693. * (Likely devicePosition should be used instead) The device position in its room space
  14694. */
  14695. position: Vector3;
  14696. /**
  14697. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14698. */
  14699. rotationQuaternion: Quaternion;
  14700. /**
  14701. * The type of controller (Eg. Windows mixed reality)
  14702. */
  14703. controllerType: PoseEnabledControllerType;
  14704. protected _calculatedPosition: Vector3;
  14705. private _calculatedRotation;
  14706. /**
  14707. * The raw pose from the device
  14708. */
  14709. rawPose: DevicePose;
  14710. private _trackPosition;
  14711. private _maxRotationDistFromHeadset;
  14712. private _draggedRoomRotation;
  14713. /**
  14714. * @hidden
  14715. */
  14716. _disableTrackPosition(fixedPosition: Vector3): void;
  14717. /**
  14718. * Internal, the mesh attached to the controller
  14719. * @hidden
  14720. */
  14721. _mesh: Nullable<AbstractMesh>;
  14722. private _poseControlledCamera;
  14723. private _leftHandSystemQuaternion;
  14724. /**
  14725. * Internal, matrix used to convert room space to babylon space
  14726. * @hidden
  14727. */
  14728. _deviceToWorld: Matrix;
  14729. /**
  14730. * Node to be used when casting a ray from the controller
  14731. * @hidden
  14732. */
  14733. _pointingPoseNode: Nullable<TransformNode>;
  14734. /**
  14735. * Name of the child mesh that can be used to cast a ray from the controller
  14736. */
  14737. static readonly POINTING_POSE: string;
  14738. /**
  14739. * Creates a new PoseEnabledController from a gamepad
  14740. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14741. */
  14742. constructor(browserGamepad: any);
  14743. private _workingMatrix;
  14744. /**
  14745. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14746. */
  14747. update(): void;
  14748. /**
  14749. * Updates only the pose device and mesh without doing any button event checking
  14750. */
  14751. protected _updatePoseAndMesh(): void;
  14752. /**
  14753. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14754. * @param poseData raw pose fromthe device
  14755. */
  14756. updateFromDevice(poseData: DevicePose): void;
  14757. /**
  14758. * @hidden
  14759. */
  14760. _meshAttachedObservable: Observable<AbstractMesh>;
  14761. /**
  14762. * Attaches a mesh to the controller
  14763. * @param mesh the mesh to be attached
  14764. */
  14765. attachToMesh(mesh: AbstractMesh): void;
  14766. /**
  14767. * Attaches the controllers mesh to a camera
  14768. * @param camera the camera the mesh should be attached to
  14769. */
  14770. attachToPoseControlledCamera(camera: TargetCamera): void;
  14771. /**
  14772. * Disposes of the controller
  14773. */
  14774. dispose(): void;
  14775. /**
  14776. * The mesh that is attached to the controller
  14777. */
  14778. readonly mesh: Nullable<AbstractMesh>;
  14779. /**
  14780. * Gets the ray of the controller in the direction the controller is pointing
  14781. * @param length the length the resulting ray should be
  14782. * @returns a ray in the direction the controller is pointing
  14783. */
  14784. getForwardRay(length?: number): Ray;
  14785. }
  14786. }
  14787. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14788. import { Observable } from "babylonjs/Misc/observable";
  14789. import { Scene } from "babylonjs/scene";
  14790. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14791. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14792. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14793. import { Nullable } from "babylonjs/types";
  14794. /**
  14795. * Defines the WebVRController object that represents controllers tracked in 3D space
  14796. */
  14797. export abstract class WebVRController extends PoseEnabledController {
  14798. /**
  14799. * Internal, the default controller model for the controller
  14800. */
  14801. protected _defaultModel: Nullable<AbstractMesh>;
  14802. /**
  14803. * Fired when the trigger state has changed
  14804. */
  14805. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14806. /**
  14807. * Fired when the main button state has changed
  14808. */
  14809. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14810. /**
  14811. * Fired when the secondary button state has changed
  14812. */
  14813. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14814. /**
  14815. * Fired when the pad state has changed
  14816. */
  14817. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14818. /**
  14819. * Fired when controllers stick values have changed
  14820. */
  14821. onPadValuesChangedObservable: Observable<StickValues>;
  14822. /**
  14823. * Array of button availible on the controller
  14824. */
  14825. protected _buttons: Array<MutableGamepadButton>;
  14826. private _onButtonStateChange;
  14827. /**
  14828. * Fired when a controller button's state has changed
  14829. * @param callback the callback containing the button that was modified
  14830. */
  14831. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14832. /**
  14833. * X and Y axis corresponding to the controllers joystick
  14834. */
  14835. pad: StickValues;
  14836. /**
  14837. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14838. */
  14839. hand: string;
  14840. /**
  14841. * The default controller model for the controller
  14842. */
  14843. readonly defaultModel: Nullable<AbstractMesh>;
  14844. /**
  14845. * Creates a new WebVRController from a gamepad
  14846. * @param vrGamepad the gamepad that the WebVRController should be created from
  14847. */
  14848. constructor(vrGamepad: any);
  14849. /**
  14850. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14851. */
  14852. update(): void;
  14853. /**
  14854. * Function to be called when a button is modified
  14855. */
  14856. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14857. /**
  14858. * Loads a mesh and attaches it to the controller
  14859. * @param scene the scene the mesh should be added to
  14860. * @param meshLoaded callback for when the mesh has been loaded
  14861. */
  14862. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14863. private _setButtonValue;
  14864. private _changes;
  14865. private _checkChanges;
  14866. /**
  14867. * Disposes of th webVRCOntroller
  14868. */
  14869. dispose(): void;
  14870. }
  14871. }
  14872. declare module "babylonjs/Lights/hemisphericLight" {
  14873. import { Nullable } from "babylonjs/types";
  14874. import { Scene } from "babylonjs/scene";
  14875. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14876. import { Color3 } from "babylonjs/Maths/math.color";
  14877. import { Effect } from "babylonjs/Materials/effect";
  14878. import { Light } from "babylonjs/Lights/light";
  14879. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14880. /**
  14881. * The HemisphericLight simulates the ambient environment light,
  14882. * so the passed direction is the light reflection direction, not the incoming direction.
  14883. */
  14884. export class HemisphericLight extends Light {
  14885. /**
  14886. * The groundColor is the light in the opposite direction to the one specified during creation.
  14887. * 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.
  14888. */
  14889. groundColor: Color3;
  14890. /**
  14891. * The light reflection direction, not the incoming direction.
  14892. */
  14893. direction: Vector3;
  14894. /**
  14895. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14896. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14897. * The HemisphericLight can't cast shadows.
  14898. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14899. * @param name The friendly name of the light
  14900. * @param direction The direction of the light reflection
  14901. * @param scene The scene the light belongs to
  14902. */
  14903. constructor(name: string, direction: Vector3, scene: Scene);
  14904. protected _buildUniformLayout(): void;
  14905. /**
  14906. * Returns the string "HemisphericLight".
  14907. * @return The class name
  14908. */
  14909. getClassName(): string;
  14910. /**
  14911. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14912. * Returns the updated direction.
  14913. * @param target The target the direction should point to
  14914. * @return The computed direction
  14915. */
  14916. setDirectionToTarget(target: Vector3): Vector3;
  14917. /**
  14918. * Returns the shadow generator associated to the light.
  14919. * @returns Always null for hemispheric lights because it does not support shadows.
  14920. */
  14921. getShadowGenerator(): Nullable<IShadowGenerator>;
  14922. /**
  14923. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14924. * @param effect The effect to update
  14925. * @param lightIndex The index of the light in the effect to update
  14926. * @returns The hemispheric light
  14927. */
  14928. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14929. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14930. /**
  14931. * Computes the world matrix of the node
  14932. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14933. * @param useWasUpdatedFlag defines a reserved property
  14934. * @returns the world matrix
  14935. */
  14936. computeWorldMatrix(): Matrix;
  14937. /**
  14938. * Returns the integer 3.
  14939. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14940. */
  14941. getTypeID(): number;
  14942. /**
  14943. * Prepares the list of defines specific to the light type.
  14944. * @param defines the list of defines
  14945. * @param lightIndex defines the index of the light for the effect
  14946. */
  14947. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14948. }
  14949. }
  14950. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14951. /** @hidden */
  14952. export var vrMultiviewToSingleviewPixelShader: {
  14953. name: string;
  14954. shader: string;
  14955. };
  14956. }
  14957. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14958. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14959. import { Scene } from "babylonjs/scene";
  14960. /**
  14961. * Renders to multiple views with a single draw call
  14962. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14963. */
  14964. export class MultiviewRenderTarget extends RenderTargetTexture {
  14965. /**
  14966. * Creates a multiview render target
  14967. * @param scene scene used with the render target
  14968. * @param size the size of the render target (used for each view)
  14969. */
  14970. constructor(scene: Scene, size?: number | {
  14971. width: number;
  14972. height: number;
  14973. } | {
  14974. ratio: number;
  14975. });
  14976. /**
  14977. * @hidden
  14978. * @param faceIndex the face index, if its a cube texture
  14979. */
  14980. _bindFrameBuffer(faceIndex?: number): void;
  14981. /**
  14982. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14983. * @returns the view count
  14984. */
  14985. getViewCount(): number;
  14986. }
  14987. }
  14988. declare module "babylonjs/Maths/math.frustum" {
  14989. import { Matrix } from "babylonjs/Maths/math.vector";
  14990. import { DeepImmutable } from "babylonjs/types";
  14991. import { Plane } from "babylonjs/Maths/math.plane";
  14992. /**
  14993. * Represents a camera frustum
  14994. */
  14995. export class Frustum {
  14996. /**
  14997. * Gets the planes representing the frustum
  14998. * @param transform matrix to be applied to the returned planes
  14999. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15000. */
  15001. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15002. /**
  15003. * Gets the near frustum plane transformed by the transform matrix
  15004. * @param transform transformation matrix to be applied to the resulting frustum plane
  15005. * @param frustumPlane the resuling frustum plane
  15006. */
  15007. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15008. /**
  15009. * Gets the far frustum plane transformed by the transform matrix
  15010. * @param transform transformation matrix to be applied to the resulting frustum plane
  15011. * @param frustumPlane the resuling frustum plane
  15012. */
  15013. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15014. /**
  15015. * Gets the left frustum plane transformed by the transform matrix
  15016. * @param transform transformation matrix to be applied to the resulting frustum plane
  15017. * @param frustumPlane the resuling frustum plane
  15018. */
  15019. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15020. /**
  15021. * Gets the right frustum plane transformed by the transform matrix
  15022. * @param transform transformation matrix to be applied to the resulting frustum plane
  15023. * @param frustumPlane the resuling frustum plane
  15024. */
  15025. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15026. /**
  15027. * Gets the top frustum plane transformed by the transform matrix
  15028. * @param transform transformation matrix to be applied to the resulting frustum plane
  15029. * @param frustumPlane the resuling frustum plane
  15030. */
  15031. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15032. /**
  15033. * Gets the bottom frustum plane transformed by the transform matrix
  15034. * @param transform transformation matrix to be applied to the resulting frustum plane
  15035. * @param frustumPlane the resuling frustum plane
  15036. */
  15037. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15038. /**
  15039. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15040. * @param transform transformation matrix to be applied to the resulting frustum planes
  15041. * @param frustumPlanes the resuling frustum planes
  15042. */
  15043. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15044. }
  15045. }
  15046. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15047. import { Camera } from "babylonjs/Cameras/camera";
  15048. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15049. import { Nullable } from "babylonjs/types";
  15050. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15051. import { Matrix } from "babylonjs/Maths/math.vector";
  15052. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15053. module "babylonjs/Engines/engine" {
  15054. interface Engine {
  15055. /**
  15056. * Creates a new multiview render target
  15057. * @param width defines the width of the texture
  15058. * @param height defines the height of the texture
  15059. * @returns the created multiview texture
  15060. */
  15061. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15062. /**
  15063. * Binds a multiview framebuffer to be drawn to
  15064. * @param multiviewTexture texture to bind
  15065. */
  15066. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15067. }
  15068. }
  15069. module "babylonjs/Cameras/camera" {
  15070. interface Camera {
  15071. /**
  15072. * @hidden
  15073. * 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)
  15074. */
  15075. _useMultiviewToSingleView: boolean;
  15076. /**
  15077. * @hidden
  15078. * 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)
  15079. */
  15080. _multiviewTexture: Nullable<RenderTargetTexture>;
  15081. /**
  15082. * @hidden
  15083. * ensures the multiview texture of the camera exists and has the specified width/height
  15084. * @param width height to set on the multiview texture
  15085. * @param height width to set on the multiview texture
  15086. */
  15087. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15088. }
  15089. }
  15090. module "babylonjs/scene" {
  15091. interface Scene {
  15092. /** @hidden */
  15093. _transformMatrixR: Matrix;
  15094. /** @hidden */
  15095. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15096. /** @hidden */
  15097. _createMultiviewUbo(): void;
  15098. /** @hidden */
  15099. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15100. /** @hidden */
  15101. _renderMultiviewToSingleView(camera: Camera): void;
  15102. }
  15103. }
  15104. }
  15105. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15106. import { Camera } from "babylonjs/Cameras/camera";
  15107. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15108. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15109. import "babylonjs/Engines/Extensions/engine.multiview";
  15110. /**
  15111. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15112. * This will not be used for webXR as it supports displaying texture arrays directly
  15113. */
  15114. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15115. /**
  15116. * Initializes a VRMultiviewToSingleview
  15117. * @param name name of the post process
  15118. * @param camera camera to be applied to
  15119. * @param scaleFactor scaling factor to the size of the output texture
  15120. */
  15121. constructor(name: string, camera: Camera, scaleFactor: number);
  15122. }
  15123. }
  15124. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15125. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15126. import { Nullable } from "babylonjs/types";
  15127. import { Size } from "babylonjs/Maths/math.size";
  15128. import { Observable } from "babylonjs/Misc/observable";
  15129. /**
  15130. * Interface used to define additional presentation attributes
  15131. */
  15132. export interface IVRPresentationAttributes {
  15133. /**
  15134. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15135. */
  15136. highRefreshRate: boolean;
  15137. /**
  15138. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15139. */
  15140. foveationLevel: number;
  15141. }
  15142. module "babylonjs/Engines/engine" {
  15143. interface Engine {
  15144. /** @hidden */
  15145. _vrDisplay: any;
  15146. /** @hidden */
  15147. _vrSupported: boolean;
  15148. /** @hidden */
  15149. _oldSize: Size;
  15150. /** @hidden */
  15151. _oldHardwareScaleFactor: number;
  15152. /** @hidden */
  15153. _vrExclusivePointerMode: boolean;
  15154. /** @hidden */
  15155. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15156. /** @hidden */
  15157. _onVRDisplayPointerRestricted: () => void;
  15158. /** @hidden */
  15159. _onVRDisplayPointerUnrestricted: () => void;
  15160. /** @hidden */
  15161. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15162. /** @hidden */
  15163. _onVrDisplayDisconnect: Nullable<() => void>;
  15164. /** @hidden */
  15165. _onVrDisplayPresentChange: Nullable<() => void>;
  15166. /**
  15167. * Observable signaled when VR display mode changes
  15168. */
  15169. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15170. /**
  15171. * Observable signaled when VR request present is complete
  15172. */
  15173. onVRRequestPresentComplete: Observable<boolean>;
  15174. /**
  15175. * Observable signaled when VR request present starts
  15176. */
  15177. onVRRequestPresentStart: Observable<Engine>;
  15178. /**
  15179. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15180. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15181. */
  15182. isInVRExclusivePointerMode: boolean;
  15183. /**
  15184. * Gets a boolean indicating if a webVR device was detected
  15185. * @returns true if a webVR device was detected
  15186. */
  15187. isVRDevicePresent(): boolean;
  15188. /**
  15189. * Gets the current webVR device
  15190. * @returns the current webVR device (or null)
  15191. */
  15192. getVRDevice(): any;
  15193. /**
  15194. * Initializes a webVR display and starts listening to display change events
  15195. * The onVRDisplayChangedObservable will be notified upon these changes
  15196. * @returns A promise containing a VRDisplay and if vr is supported
  15197. */
  15198. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15199. /** @hidden */
  15200. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15201. /**
  15202. * Gets or sets the presentation attributes used to configure VR rendering
  15203. */
  15204. vrPresentationAttributes?: IVRPresentationAttributes;
  15205. /**
  15206. * Call this function to switch to webVR mode
  15207. * Will do nothing if webVR is not supported or if there is no webVR device
  15208. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15209. */
  15210. enableVR(): void;
  15211. /** @hidden */
  15212. _onVRFullScreenTriggered(): void;
  15213. }
  15214. }
  15215. }
  15216. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15217. import { Nullable } from "babylonjs/types";
  15218. import { Observable } from "babylonjs/Misc/observable";
  15219. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15220. import { Scene } from "babylonjs/scene";
  15221. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15222. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15223. import { Node } from "babylonjs/node";
  15224. import { Ray } from "babylonjs/Culling/ray";
  15225. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15226. import "babylonjs/Engines/Extensions/engine.webVR";
  15227. /**
  15228. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15229. * IMPORTANT!! The data is right-hand data.
  15230. * @export
  15231. * @interface DevicePose
  15232. */
  15233. export interface DevicePose {
  15234. /**
  15235. * The position of the device, values in array are [x,y,z].
  15236. */
  15237. readonly position: Nullable<Float32Array>;
  15238. /**
  15239. * The linearVelocity of the device, values in array are [x,y,z].
  15240. */
  15241. readonly linearVelocity: Nullable<Float32Array>;
  15242. /**
  15243. * The linearAcceleration of the device, values in array are [x,y,z].
  15244. */
  15245. readonly linearAcceleration: Nullable<Float32Array>;
  15246. /**
  15247. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15248. */
  15249. readonly orientation: Nullable<Float32Array>;
  15250. /**
  15251. * The angularVelocity of the device, values in array are [x,y,z].
  15252. */
  15253. readonly angularVelocity: Nullable<Float32Array>;
  15254. /**
  15255. * The angularAcceleration of the device, values in array are [x,y,z].
  15256. */
  15257. readonly angularAcceleration: Nullable<Float32Array>;
  15258. }
  15259. /**
  15260. * Interface representing a pose controlled object in Babylon.
  15261. * A pose controlled object has both regular pose values as well as pose values
  15262. * from an external device such as a VR head mounted display
  15263. */
  15264. export interface PoseControlled {
  15265. /**
  15266. * The position of the object in babylon space.
  15267. */
  15268. position: Vector3;
  15269. /**
  15270. * The rotation quaternion of the object in babylon space.
  15271. */
  15272. rotationQuaternion: Quaternion;
  15273. /**
  15274. * The position of the device in babylon space.
  15275. */
  15276. devicePosition?: Vector3;
  15277. /**
  15278. * The rotation quaternion of the device in babylon space.
  15279. */
  15280. deviceRotationQuaternion: Quaternion;
  15281. /**
  15282. * The raw pose coming from the device.
  15283. */
  15284. rawPose: Nullable<DevicePose>;
  15285. /**
  15286. * The scale of the device to be used when translating from device space to babylon space.
  15287. */
  15288. deviceScaleFactor: number;
  15289. /**
  15290. * Updates the poseControlled values based on the input device pose.
  15291. * @param poseData the pose data to update the object with
  15292. */
  15293. updateFromDevice(poseData: DevicePose): void;
  15294. }
  15295. /**
  15296. * Set of options to customize the webVRCamera
  15297. */
  15298. export interface WebVROptions {
  15299. /**
  15300. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15301. */
  15302. trackPosition?: boolean;
  15303. /**
  15304. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15305. */
  15306. positionScale?: number;
  15307. /**
  15308. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15309. */
  15310. displayName?: string;
  15311. /**
  15312. * Should the native controller meshes be initialized. (default: true)
  15313. */
  15314. controllerMeshes?: boolean;
  15315. /**
  15316. * Creating a default HemiLight only on controllers. (default: true)
  15317. */
  15318. defaultLightingOnControllers?: boolean;
  15319. /**
  15320. * If you don't want to use the default VR button of the helper. (default: false)
  15321. */
  15322. useCustomVRButton?: boolean;
  15323. /**
  15324. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15325. */
  15326. customVRButton?: HTMLButtonElement;
  15327. /**
  15328. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15329. */
  15330. rayLength?: number;
  15331. /**
  15332. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15333. */
  15334. defaultHeight?: number;
  15335. /**
  15336. * If multiview should be used if availible (default: false)
  15337. */
  15338. useMultiview?: boolean;
  15339. }
  15340. /**
  15341. * This represents a WebVR camera.
  15342. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15343. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15344. */
  15345. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15346. private webVROptions;
  15347. /**
  15348. * @hidden
  15349. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15350. */
  15351. _vrDevice: any;
  15352. /**
  15353. * The rawPose of the vrDevice.
  15354. */
  15355. rawPose: Nullable<DevicePose>;
  15356. private _onVREnabled;
  15357. private _specsVersion;
  15358. private _attached;
  15359. private _frameData;
  15360. protected _descendants: Array<Node>;
  15361. private _deviceRoomPosition;
  15362. /** @hidden */
  15363. _deviceRoomRotationQuaternion: Quaternion;
  15364. private _standingMatrix;
  15365. /**
  15366. * Represents device position in babylon space.
  15367. */
  15368. devicePosition: Vector3;
  15369. /**
  15370. * Represents device rotation in babylon space.
  15371. */
  15372. deviceRotationQuaternion: Quaternion;
  15373. /**
  15374. * The scale of the device to be used when translating from device space to babylon space.
  15375. */
  15376. deviceScaleFactor: number;
  15377. private _deviceToWorld;
  15378. private _worldToDevice;
  15379. /**
  15380. * References to the webVR controllers for the vrDevice.
  15381. */
  15382. controllers: Array<WebVRController>;
  15383. /**
  15384. * Emits an event when a controller is attached.
  15385. */
  15386. onControllersAttachedObservable: Observable<WebVRController[]>;
  15387. /**
  15388. * Emits an event when a controller's mesh has been loaded;
  15389. */
  15390. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15391. /**
  15392. * Emits an event when the HMD's pose has been updated.
  15393. */
  15394. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15395. private _poseSet;
  15396. /**
  15397. * If the rig cameras be used as parent instead of this camera.
  15398. */
  15399. rigParenting: boolean;
  15400. private _lightOnControllers;
  15401. private _defaultHeight?;
  15402. /**
  15403. * Instantiates a WebVRFreeCamera.
  15404. * @param name The name of the WebVRFreeCamera
  15405. * @param position The starting anchor position for the camera
  15406. * @param scene The scene the camera belongs to
  15407. * @param webVROptions a set of customizable options for the webVRCamera
  15408. */
  15409. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15410. /**
  15411. * Gets the device distance from the ground in meters.
  15412. * @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.
  15413. */
  15414. deviceDistanceToRoomGround(): number;
  15415. /**
  15416. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15417. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15418. */
  15419. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15420. /**
  15421. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15422. * @returns A promise with a boolean set to if the standing matrix is supported.
  15423. */
  15424. useStandingMatrixAsync(): Promise<boolean>;
  15425. /**
  15426. * Disposes the camera
  15427. */
  15428. dispose(): void;
  15429. /**
  15430. * Gets a vrController by name.
  15431. * @param name The name of the controller to retreive
  15432. * @returns the controller matching the name specified or null if not found
  15433. */
  15434. getControllerByName(name: string): Nullable<WebVRController>;
  15435. private _leftController;
  15436. /**
  15437. * The controller corresponding to the users left hand.
  15438. */
  15439. readonly leftController: Nullable<WebVRController>;
  15440. private _rightController;
  15441. /**
  15442. * The controller corresponding to the users right hand.
  15443. */
  15444. readonly rightController: Nullable<WebVRController>;
  15445. /**
  15446. * Casts a ray forward from the vrCamera's gaze.
  15447. * @param length Length of the ray (default: 100)
  15448. * @returns the ray corresponding to the gaze
  15449. */
  15450. getForwardRay(length?: number): Ray;
  15451. /**
  15452. * @hidden
  15453. * Updates the camera based on device's frame data
  15454. */
  15455. _checkInputs(): void;
  15456. /**
  15457. * Updates the poseControlled values based on the input device pose.
  15458. * @param poseData Pose coming from the device
  15459. */
  15460. updateFromDevice(poseData: DevicePose): void;
  15461. private _htmlElementAttached;
  15462. private _detachIfAttached;
  15463. /**
  15464. * WebVR's attach control will start broadcasting frames to the device.
  15465. * Note that in certain browsers (chrome for example) this function must be called
  15466. * within a user-interaction callback. Example:
  15467. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15468. *
  15469. * @param element html element to attach the vrDevice to
  15470. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15471. */
  15472. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15473. /**
  15474. * Detaches the camera from the html element and disables VR
  15475. *
  15476. * @param element html element to detach from
  15477. */
  15478. detachControl(element: HTMLElement): void;
  15479. /**
  15480. * @returns the name of this class
  15481. */
  15482. getClassName(): string;
  15483. /**
  15484. * Calls resetPose on the vrDisplay
  15485. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15486. */
  15487. resetToCurrentRotation(): void;
  15488. /**
  15489. * @hidden
  15490. * Updates the rig cameras (left and right eye)
  15491. */
  15492. _updateRigCameras(): void;
  15493. private _workingVector;
  15494. private _oneVector;
  15495. private _workingMatrix;
  15496. private updateCacheCalled;
  15497. private _correctPositionIfNotTrackPosition;
  15498. /**
  15499. * @hidden
  15500. * Updates the cached values of the camera
  15501. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15502. */
  15503. _updateCache(ignoreParentClass?: boolean): void;
  15504. /**
  15505. * @hidden
  15506. * Get current device position in babylon world
  15507. */
  15508. _computeDevicePosition(): void;
  15509. /**
  15510. * Updates the current device position and rotation in the babylon world
  15511. */
  15512. update(): void;
  15513. /**
  15514. * @hidden
  15515. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15516. * @returns an identity matrix
  15517. */
  15518. _getViewMatrix(): Matrix;
  15519. private _tmpMatrix;
  15520. /**
  15521. * This function is called by the two RIG cameras.
  15522. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15523. * @hidden
  15524. */
  15525. _getWebVRViewMatrix(): Matrix;
  15526. /** @hidden */
  15527. _getWebVRProjectionMatrix(): Matrix;
  15528. private _onGamepadConnectedObserver;
  15529. private _onGamepadDisconnectedObserver;
  15530. private _updateCacheWhenTrackingDisabledObserver;
  15531. /**
  15532. * Initializes the controllers and their meshes
  15533. */
  15534. initControllers(): void;
  15535. }
  15536. }
  15537. declare module "babylonjs/PostProcesses/postProcess" {
  15538. import { Nullable } from "babylonjs/types";
  15539. import { SmartArray } from "babylonjs/Misc/smartArray";
  15540. import { Observable } from "babylonjs/Misc/observable";
  15541. import { Vector2 } from "babylonjs/Maths/math.vector";
  15542. import { Camera } from "babylonjs/Cameras/camera";
  15543. import { Effect } from "babylonjs/Materials/effect";
  15544. import "babylonjs/Shaders/postprocess.vertex";
  15545. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15546. import { Engine } from "babylonjs/Engines/engine";
  15547. import { Color4 } from "babylonjs/Maths/math.color";
  15548. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15549. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15550. /**
  15551. * Size options for a post process
  15552. */
  15553. export type PostProcessOptions = {
  15554. width: number;
  15555. height: number;
  15556. };
  15557. /**
  15558. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15559. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15560. */
  15561. export class PostProcess {
  15562. /** Name of the PostProcess. */
  15563. name: string;
  15564. /**
  15565. * Gets or sets the unique id of the post process
  15566. */
  15567. uniqueId: number;
  15568. /**
  15569. * Width of the texture to apply the post process on
  15570. */
  15571. width: number;
  15572. /**
  15573. * Height of the texture to apply the post process on
  15574. */
  15575. height: number;
  15576. /**
  15577. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15578. * @hidden
  15579. */
  15580. _outputTexture: Nullable<InternalTexture>;
  15581. /**
  15582. * Sampling mode used by the shader
  15583. * See https://doc.babylonjs.com/classes/3.1/texture
  15584. */
  15585. renderTargetSamplingMode: number;
  15586. /**
  15587. * Clear color to use when screen clearing
  15588. */
  15589. clearColor: Color4;
  15590. /**
  15591. * If the buffer needs to be cleared before applying the post process. (default: true)
  15592. * Should be set to false if shader will overwrite all previous pixels.
  15593. */
  15594. autoClear: boolean;
  15595. /**
  15596. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15597. */
  15598. alphaMode: number;
  15599. /**
  15600. * Sets the setAlphaBlendConstants of the babylon engine
  15601. */
  15602. alphaConstants: Color4;
  15603. /**
  15604. * Animations to be used for the post processing
  15605. */
  15606. animations: import("babylonjs/Animations/animation").Animation[];
  15607. /**
  15608. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15609. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15610. */
  15611. enablePixelPerfectMode: boolean;
  15612. /**
  15613. * Force the postprocess to be applied without taking in account viewport
  15614. */
  15615. forceFullscreenViewport: boolean;
  15616. /**
  15617. * List of inspectable custom properties (used by the Inspector)
  15618. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15619. */
  15620. inspectableCustomProperties: IInspectable[];
  15621. /**
  15622. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15623. *
  15624. * | Value | Type | Description |
  15625. * | ----- | ----------------------------------- | ----------- |
  15626. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15627. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15628. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15629. *
  15630. */
  15631. scaleMode: number;
  15632. /**
  15633. * Force textures to be a power of two (default: false)
  15634. */
  15635. alwaysForcePOT: boolean;
  15636. private _samples;
  15637. /**
  15638. * Number of sample textures (default: 1)
  15639. */
  15640. samples: number;
  15641. /**
  15642. * Modify the scale of the post process to be the same as the viewport (default: false)
  15643. */
  15644. adaptScaleToCurrentViewport: boolean;
  15645. private _camera;
  15646. private _scene;
  15647. private _engine;
  15648. private _options;
  15649. private _reusable;
  15650. private _textureType;
  15651. /**
  15652. * Smart array of input and output textures for the post process.
  15653. * @hidden
  15654. */
  15655. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15656. /**
  15657. * The index in _textures that corresponds to the output texture.
  15658. * @hidden
  15659. */
  15660. _currentRenderTextureInd: number;
  15661. private _effect;
  15662. private _samplers;
  15663. private _fragmentUrl;
  15664. private _vertexUrl;
  15665. private _parameters;
  15666. private _scaleRatio;
  15667. protected _indexParameters: any;
  15668. private _shareOutputWithPostProcess;
  15669. private _texelSize;
  15670. private _forcedOutputTexture;
  15671. /**
  15672. * Returns the fragment url or shader name used in the post process.
  15673. * @returns the fragment url or name in the shader store.
  15674. */
  15675. getEffectName(): string;
  15676. /**
  15677. * An event triggered when the postprocess is activated.
  15678. */
  15679. onActivateObservable: Observable<Camera>;
  15680. private _onActivateObserver;
  15681. /**
  15682. * A function that is added to the onActivateObservable
  15683. */
  15684. onActivate: Nullable<(camera: Camera) => void>;
  15685. /**
  15686. * An event triggered when the postprocess changes its size.
  15687. */
  15688. onSizeChangedObservable: Observable<PostProcess>;
  15689. private _onSizeChangedObserver;
  15690. /**
  15691. * A function that is added to the onSizeChangedObservable
  15692. */
  15693. onSizeChanged: (postProcess: PostProcess) => void;
  15694. /**
  15695. * An event triggered when the postprocess applies its effect.
  15696. */
  15697. onApplyObservable: Observable<Effect>;
  15698. private _onApplyObserver;
  15699. /**
  15700. * A function that is added to the onApplyObservable
  15701. */
  15702. onApply: (effect: Effect) => void;
  15703. /**
  15704. * An event triggered before rendering the postprocess
  15705. */
  15706. onBeforeRenderObservable: Observable<Effect>;
  15707. private _onBeforeRenderObserver;
  15708. /**
  15709. * A function that is added to the onBeforeRenderObservable
  15710. */
  15711. onBeforeRender: (effect: Effect) => void;
  15712. /**
  15713. * An event triggered after rendering the postprocess
  15714. */
  15715. onAfterRenderObservable: Observable<Effect>;
  15716. private _onAfterRenderObserver;
  15717. /**
  15718. * A function that is added to the onAfterRenderObservable
  15719. */
  15720. onAfterRender: (efect: Effect) => void;
  15721. /**
  15722. * 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
  15723. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15724. */
  15725. inputTexture: InternalTexture;
  15726. /**
  15727. * Gets the camera which post process is applied to.
  15728. * @returns The camera the post process is applied to.
  15729. */
  15730. getCamera(): Camera;
  15731. /**
  15732. * Gets the texel size of the postprocess.
  15733. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15734. */
  15735. readonly texelSize: Vector2;
  15736. /**
  15737. * Creates a new instance PostProcess
  15738. * @param name The name of the PostProcess.
  15739. * @param fragmentUrl The url of the fragment shader to be used.
  15740. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15741. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15742. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15743. * @param camera The camera to apply the render pass to.
  15744. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15745. * @param engine The engine which the post process will be applied. (default: current engine)
  15746. * @param reusable If the post process can be reused on the same frame. (default: false)
  15747. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15748. * @param textureType Type of textures used when performing the post process. (default: 0)
  15749. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15750. * @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
  15751. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15752. */
  15753. constructor(
  15754. /** Name of the PostProcess. */
  15755. 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);
  15756. /**
  15757. * Gets a string idenfifying the name of the class
  15758. * @returns "PostProcess" string
  15759. */
  15760. getClassName(): string;
  15761. /**
  15762. * Gets the engine which this post process belongs to.
  15763. * @returns The engine the post process was enabled with.
  15764. */
  15765. getEngine(): Engine;
  15766. /**
  15767. * The effect that is created when initializing the post process.
  15768. * @returns The created effect corresponding the the postprocess.
  15769. */
  15770. getEffect(): Effect;
  15771. /**
  15772. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15773. * @param postProcess The post process to share the output with.
  15774. * @returns This post process.
  15775. */
  15776. shareOutputWith(postProcess: PostProcess): PostProcess;
  15777. /**
  15778. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15779. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15780. */
  15781. useOwnOutput(): void;
  15782. /**
  15783. * Updates the effect with the current post process compile time values and recompiles the shader.
  15784. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15785. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15786. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15787. * @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
  15788. * @param onCompiled Called when the shader has been compiled.
  15789. * @param onError Called if there is an error when compiling a shader.
  15790. */
  15791. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15792. /**
  15793. * The post process is reusable if it can be used multiple times within one frame.
  15794. * @returns If the post process is reusable
  15795. */
  15796. isReusable(): boolean;
  15797. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15798. markTextureDirty(): void;
  15799. /**
  15800. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15801. * 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.
  15802. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15803. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15804. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15805. * @returns The target texture that was bound to be written to.
  15806. */
  15807. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15808. /**
  15809. * If the post process is supported.
  15810. */
  15811. readonly isSupported: boolean;
  15812. /**
  15813. * The aspect ratio of the output texture.
  15814. */
  15815. readonly aspectRatio: number;
  15816. /**
  15817. * Get a value indicating if the post-process is ready to be used
  15818. * @returns true if the post-process is ready (shader is compiled)
  15819. */
  15820. isReady(): boolean;
  15821. /**
  15822. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15823. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15824. */
  15825. apply(): Nullable<Effect>;
  15826. private _disposeTextures;
  15827. /**
  15828. * Disposes the post process.
  15829. * @param camera The camera to dispose the post process on.
  15830. */
  15831. dispose(camera?: Camera): void;
  15832. }
  15833. }
  15834. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15835. /** @hidden */
  15836. export var kernelBlurVaryingDeclaration: {
  15837. name: string;
  15838. shader: string;
  15839. };
  15840. }
  15841. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15842. /** @hidden */
  15843. export var kernelBlurFragment: {
  15844. name: string;
  15845. shader: string;
  15846. };
  15847. }
  15848. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15849. /** @hidden */
  15850. export var kernelBlurFragment2: {
  15851. name: string;
  15852. shader: string;
  15853. };
  15854. }
  15855. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15856. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15857. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15858. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15859. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15860. /** @hidden */
  15861. export var kernelBlurPixelShader: {
  15862. name: string;
  15863. shader: string;
  15864. };
  15865. }
  15866. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15867. /** @hidden */
  15868. export var kernelBlurVertex: {
  15869. name: string;
  15870. shader: string;
  15871. };
  15872. }
  15873. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15874. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15875. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15876. /** @hidden */
  15877. export var kernelBlurVertexShader: {
  15878. name: string;
  15879. shader: string;
  15880. };
  15881. }
  15882. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15883. import { Vector2 } from "babylonjs/Maths/math.vector";
  15884. import { Nullable } from "babylonjs/types";
  15885. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15886. import { Camera } from "babylonjs/Cameras/camera";
  15887. import { Effect } from "babylonjs/Materials/effect";
  15888. import { Engine } from "babylonjs/Engines/engine";
  15889. import "babylonjs/Shaders/kernelBlur.fragment";
  15890. import "babylonjs/Shaders/kernelBlur.vertex";
  15891. /**
  15892. * The Blur Post Process which blurs an image based on a kernel and direction.
  15893. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15894. */
  15895. export class BlurPostProcess extends PostProcess {
  15896. /** The direction in which to blur the image. */
  15897. direction: Vector2;
  15898. private blockCompilation;
  15899. protected _kernel: number;
  15900. protected _idealKernel: number;
  15901. protected _packedFloat: boolean;
  15902. private _staticDefines;
  15903. /**
  15904. * Sets the length in pixels of the blur sample region
  15905. */
  15906. /**
  15907. * Gets the length in pixels of the blur sample region
  15908. */
  15909. kernel: number;
  15910. /**
  15911. * Sets wether or not the blur needs to unpack/repack floats
  15912. */
  15913. /**
  15914. * Gets wether or not the blur is unpacking/repacking floats
  15915. */
  15916. packedFloat: boolean;
  15917. /**
  15918. * Creates a new instance BlurPostProcess
  15919. * @param name The name of the effect.
  15920. * @param direction The direction in which to blur the image.
  15921. * @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.
  15922. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15923. * @param camera The camera to apply the render pass to.
  15924. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15925. * @param engine The engine which the post process will be applied. (default: current engine)
  15926. * @param reusable If the post process can be reused on the same frame. (default: false)
  15927. * @param textureType Type of textures used when performing the post process. (default: 0)
  15928. * @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)
  15929. */
  15930. constructor(name: string,
  15931. /** The direction in which to blur the image. */
  15932. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15933. /**
  15934. * Updates the effect with the current post process compile time values and recompiles the shader.
  15935. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15936. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15937. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15938. * @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
  15939. * @param onCompiled Called when the shader has been compiled.
  15940. * @param onError Called if there is an error when compiling a shader.
  15941. */
  15942. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15943. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15944. /**
  15945. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15946. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15947. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15948. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15949. * The gaps between physical kernels are compensated for in the weighting of the samples
  15950. * @param idealKernel Ideal blur kernel.
  15951. * @return Nearest best kernel.
  15952. */
  15953. protected _nearestBestKernel(idealKernel: number): number;
  15954. /**
  15955. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15956. * @param x The point on the Gaussian distribution to sample.
  15957. * @return the value of the Gaussian function at x.
  15958. */
  15959. protected _gaussianWeight(x: number): number;
  15960. /**
  15961. * Generates a string that can be used as a floating point number in GLSL.
  15962. * @param x Value to print.
  15963. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15964. * @return GLSL float string.
  15965. */
  15966. protected _glslFloat(x: number, decimalFigures?: number): string;
  15967. }
  15968. }
  15969. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15970. import { Scene } from "babylonjs/scene";
  15971. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15972. import { Plane } from "babylonjs/Maths/math.plane";
  15973. /**
  15974. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15975. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15976. * You can then easily use it as a reflectionTexture on a flat surface.
  15977. * In case the surface is not a plane, please consider relying on reflection probes.
  15978. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15979. */
  15980. export class MirrorTexture extends RenderTargetTexture {
  15981. private scene;
  15982. /**
  15983. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15984. * 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.
  15985. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15986. */
  15987. mirrorPlane: Plane;
  15988. /**
  15989. * Define the blur ratio used to blur the reflection if needed.
  15990. */
  15991. blurRatio: number;
  15992. /**
  15993. * Define the adaptive blur kernel used to blur the reflection if needed.
  15994. * This will autocompute the closest best match for the `blurKernel`
  15995. */
  15996. adaptiveBlurKernel: number;
  15997. /**
  15998. * Define the blur kernel used to blur the reflection if needed.
  15999. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16000. */
  16001. blurKernel: number;
  16002. /**
  16003. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16004. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16005. */
  16006. blurKernelX: number;
  16007. /**
  16008. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16009. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16010. */
  16011. blurKernelY: number;
  16012. private _autoComputeBlurKernel;
  16013. protected _onRatioRescale(): void;
  16014. private _updateGammaSpace;
  16015. private _imageProcessingConfigChangeObserver;
  16016. private _transformMatrix;
  16017. private _mirrorMatrix;
  16018. private _savedViewMatrix;
  16019. private _blurX;
  16020. private _blurY;
  16021. private _adaptiveBlurKernel;
  16022. private _blurKernelX;
  16023. private _blurKernelY;
  16024. private _blurRatio;
  16025. /**
  16026. * Instantiates a Mirror Texture.
  16027. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16028. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16029. * You can then easily use it as a reflectionTexture on a flat surface.
  16030. * In case the surface is not a plane, please consider relying on reflection probes.
  16031. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16032. * @param name
  16033. * @param size
  16034. * @param scene
  16035. * @param generateMipMaps
  16036. * @param type
  16037. * @param samplingMode
  16038. * @param generateDepthBuffer
  16039. */
  16040. constructor(name: string, size: number | {
  16041. width: number;
  16042. height: number;
  16043. } | {
  16044. ratio: number;
  16045. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16046. private _preparePostProcesses;
  16047. /**
  16048. * Clone the mirror texture.
  16049. * @returns the cloned texture
  16050. */
  16051. clone(): MirrorTexture;
  16052. /**
  16053. * Serialize the texture to a JSON representation you could use in Parse later on
  16054. * @returns the serialized JSON representation
  16055. */
  16056. serialize(): any;
  16057. /**
  16058. * Dispose the texture and release its associated resources.
  16059. */
  16060. dispose(): void;
  16061. }
  16062. }
  16063. declare module "babylonjs/Materials/Textures/texture" {
  16064. import { Observable } from "babylonjs/Misc/observable";
  16065. import { Nullable } from "babylonjs/types";
  16066. import { Matrix } from "babylonjs/Maths/math.vector";
  16067. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16068. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16069. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16070. import { Scene } from "babylonjs/scene";
  16071. /**
  16072. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16073. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16074. */
  16075. export class Texture extends BaseTexture {
  16076. /**
  16077. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16078. */
  16079. static SerializeBuffers: boolean;
  16080. /** @hidden */
  16081. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16082. /** @hidden */
  16083. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16084. /** @hidden */
  16085. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16086. /** nearest is mag = nearest and min = nearest and mip = linear */
  16087. static readonly NEAREST_SAMPLINGMODE: number;
  16088. /** nearest is mag = nearest and min = nearest and mip = linear */
  16089. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16090. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16091. static readonly BILINEAR_SAMPLINGMODE: number;
  16092. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16093. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16094. /** Trilinear is mag = linear and min = linear and mip = linear */
  16095. static readonly TRILINEAR_SAMPLINGMODE: number;
  16096. /** Trilinear is mag = linear and min = linear and mip = linear */
  16097. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16098. /** mag = nearest and min = nearest and mip = nearest */
  16099. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16100. /** mag = nearest and min = linear and mip = nearest */
  16101. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16102. /** mag = nearest and min = linear and mip = linear */
  16103. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16104. /** mag = nearest and min = linear and mip = none */
  16105. static readonly NEAREST_LINEAR: number;
  16106. /** mag = nearest and min = nearest and mip = none */
  16107. static readonly NEAREST_NEAREST: number;
  16108. /** mag = linear and min = nearest and mip = nearest */
  16109. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16110. /** mag = linear and min = nearest and mip = linear */
  16111. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16112. /** mag = linear and min = linear and mip = none */
  16113. static readonly LINEAR_LINEAR: number;
  16114. /** mag = linear and min = nearest and mip = none */
  16115. static readonly LINEAR_NEAREST: number;
  16116. /** Explicit coordinates mode */
  16117. static readonly EXPLICIT_MODE: number;
  16118. /** Spherical coordinates mode */
  16119. static readonly SPHERICAL_MODE: number;
  16120. /** Planar coordinates mode */
  16121. static readonly PLANAR_MODE: number;
  16122. /** Cubic coordinates mode */
  16123. static readonly CUBIC_MODE: number;
  16124. /** Projection coordinates mode */
  16125. static readonly PROJECTION_MODE: number;
  16126. /** Inverse Cubic coordinates mode */
  16127. static readonly SKYBOX_MODE: number;
  16128. /** Inverse Cubic coordinates mode */
  16129. static readonly INVCUBIC_MODE: number;
  16130. /** Equirectangular coordinates mode */
  16131. static readonly EQUIRECTANGULAR_MODE: number;
  16132. /** Equirectangular Fixed coordinates mode */
  16133. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16134. /** Equirectangular Fixed Mirrored coordinates mode */
  16135. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16136. /** Texture is not repeating outside of 0..1 UVs */
  16137. static readonly CLAMP_ADDRESSMODE: number;
  16138. /** Texture is repeating outside of 0..1 UVs */
  16139. static readonly WRAP_ADDRESSMODE: number;
  16140. /** Texture is repeating and mirrored */
  16141. static readonly MIRROR_ADDRESSMODE: number;
  16142. /**
  16143. * 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
  16144. */
  16145. static UseSerializedUrlIfAny: boolean;
  16146. /**
  16147. * Define the url of the texture.
  16148. */
  16149. url: Nullable<string>;
  16150. /**
  16151. * Define an offset on the texture to offset the u coordinates of the UVs
  16152. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16153. */
  16154. uOffset: number;
  16155. /**
  16156. * Define an offset on the texture to offset the v coordinates of the UVs
  16157. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16158. */
  16159. vOffset: number;
  16160. /**
  16161. * Define an offset on the texture to scale the u coordinates of the UVs
  16162. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16163. */
  16164. uScale: number;
  16165. /**
  16166. * Define an offset on the texture to scale the v coordinates of the UVs
  16167. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16168. */
  16169. vScale: number;
  16170. /**
  16171. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16172. * @see http://doc.babylonjs.com/how_to/more_materials
  16173. */
  16174. uAng: number;
  16175. /**
  16176. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16177. * @see http://doc.babylonjs.com/how_to/more_materials
  16178. */
  16179. vAng: number;
  16180. /**
  16181. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16182. * @see http://doc.babylonjs.com/how_to/more_materials
  16183. */
  16184. wAng: number;
  16185. /**
  16186. * Defines the center of rotation (U)
  16187. */
  16188. uRotationCenter: number;
  16189. /**
  16190. * Defines the center of rotation (V)
  16191. */
  16192. vRotationCenter: number;
  16193. /**
  16194. * Defines the center of rotation (W)
  16195. */
  16196. wRotationCenter: number;
  16197. /**
  16198. * Are mip maps generated for this texture or not.
  16199. */
  16200. readonly noMipmap: boolean;
  16201. /**
  16202. * List of inspectable custom properties (used by the Inspector)
  16203. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16204. */
  16205. inspectableCustomProperties: Nullable<IInspectable[]>;
  16206. private _noMipmap;
  16207. /** @hidden */
  16208. _invertY: boolean;
  16209. private _rowGenerationMatrix;
  16210. private _cachedTextureMatrix;
  16211. private _projectionModeMatrix;
  16212. private _t0;
  16213. private _t1;
  16214. private _t2;
  16215. private _cachedUOffset;
  16216. private _cachedVOffset;
  16217. private _cachedUScale;
  16218. private _cachedVScale;
  16219. private _cachedUAng;
  16220. private _cachedVAng;
  16221. private _cachedWAng;
  16222. private _cachedProjectionMatrixId;
  16223. private _cachedCoordinatesMode;
  16224. /** @hidden */
  16225. protected _initialSamplingMode: number;
  16226. /** @hidden */
  16227. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16228. private _deleteBuffer;
  16229. protected _format: Nullable<number>;
  16230. private _delayedOnLoad;
  16231. private _delayedOnError;
  16232. private _mimeType?;
  16233. /**
  16234. * Observable triggered once the texture has been loaded.
  16235. */
  16236. onLoadObservable: Observable<Texture>;
  16237. protected _isBlocking: boolean;
  16238. /**
  16239. * Is the texture preventing material to render while loading.
  16240. * If false, a default texture will be used instead of the loading one during the preparation step.
  16241. */
  16242. isBlocking: boolean;
  16243. /**
  16244. * Get the current sampling mode associated with the texture.
  16245. */
  16246. readonly samplingMode: number;
  16247. /**
  16248. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16249. */
  16250. readonly invertY: boolean;
  16251. /**
  16252. * Instantiates a new texture.
  16253. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16254. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16255. * @param url defines the url of the picture to load as a texture
  16256. * @param scene defines the scene or engine the texture will belong to
  16257. * @param noMipmap defines if the texture will require mip maps or not
  16258. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16259. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16260. * @param onLoad defines a callback triggered when the texture has been loaded
  16261. * @param onError defines a callback triggered when an error occurred during the loading session
  16262. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16263. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16264. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16265. * @param mimeType defines an optional mime type information
  16266. */
  16267. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16268. /**
  16269. * Update the url (and optional buffer) of this texture if url was null during construction.
  16270. * @param url the url of the texture
  16271. * @param buffer the buffer of the texture (defaults to null)
  16272. * @param onLoad callback called when the texture is loaded (defaults to null)
  16273. */
  16274. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16275. /**
  16276. * Finish the loading sequence of a texture flagged as delayed load.
  16277. * @hidden
  16278. */
  16279. delayLoad(): void;
  16280. private _prepareRowForTextureGeneration;
  16281. /**
  16282. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16283. * @returns the transform matrix of the texture.
  16284. */
  16285. getTextureMatrix(): Matrix;
  16286. /**
  16287. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16288. * @returns The reflection texture transform
  16289. */
  16290. getReflectionTextureMatrix(): Matrix;
  16291. /**
  16292. * Clones the texture.
  16293. * @returns the cloned texture
  16294. */
  16295. clone(): Texture;
  16296. /**
  16297. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16298. * @returns The JSON representation of the texture
  16299. */
  16300. serialize(): any;
  16301. /**
  16302. * Get the current class name of the texture useful for serialization or dynamic coding.
  16303. * @returns "Texture"
  16304. */
  16305. getClassName(): string;
  16306. /**
  16307. * Dispose the texture and release its associated resources.
  16308. */
  16309. dispose(): void;
  16310. /**
  16311. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16312. * @param parsedTexture Define the JSON representation of the texture
  16313. * @param scene Define the scene the parsed texture should be instantiated in
  16314. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16315. * @returns The parsed texture if successful
  16316. */
  16317. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16318. /**
  16319. * Creates a texture from its base 64 representation.
  16320. * @param data Define the base64 payload without the data: prefix
  16321. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16322. * @param scene Define the scene the texture should belong to
  16323. * @param noMipmap Forces the texture to not create mip map information if true
  16324. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16325. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16326. * @param onLoad define a callback triggered when the texture has been loaded
  16327. * @param onError define a callback triggered when an error occurred during the loading session
  16328. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16329. * @returns the created texture
  16330. */
  16331. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16332. /**
  16333. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16334. * @param data Define the base64 payload without the data: prefix
  16335. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16336. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16337. * @param scene Define the scene the texture should belong to
  16338. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16339. * @param noMipmap Forces the texture to not create mip map information if true
  16340. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16341. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16342. * @param onLoad define a callback triggered when the texture has been loaded
  16343. * @param onError define a callback triggered when an error occurred during the loading session
  16344. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16345. * @returns the created texture
  16346. */
  16347. 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;
  16348. }
  16349. }
  16350. declare module "babylonjs/PostProcesses/postProcessManager" {
  16351. import { Nullable } from "babylonjs/types";
  16352. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16353. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16354. import { Scene } from "babylonjs/scene";
  16355. /**
  16356. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16357. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16358. */
  16359. export class PostProcessManager {
  16360. private _scene;
  16361. private _indexBuffer;
  16362. private _vertexBuffers;
  16363. /**
  16364. * Creates a new instance PostProcess
  16365. * @param scene The scene that the post process is associated with.
  16366. */
  16367. constructor(scene: Scene);
  16368. private _prepareBuffers;
  16369. private _buildIndexBuffer;
  16370. /**
  16371. * Rebuilds the vertex buffers of the manager.
  16372. * @hidden
  16373. */
  16374. _rebuild(): void;
  16375. /**
  16376. * Prepares a frame to be run through a post process.
  16377. * @param sourceTexture The input texture to the post procesess. (default: null)
  16378. * @param postProcesses An array of post processes to be run. (default: null)
  16379. * @returns True if the post processes were able to be run.
  16380. * @hidden
  16381. */
  16382. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16383. /**
  16384. * Manually render a set of post processes to a texture.
  16385. * @param postProcesses An array of post processes to be run.
  16386. * @param targetTexture The target texture to render to.
  16387. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16388. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16389. * @param lodLevel defines which lod of the texture to render to
  16390. */
  16391. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16392. /**
  16393. * Finalize the result of the output of the postprocesses.
  16394. * @param doNotPresent If true the result will not be displayed to the screen.
  16395. * @param targetTexture The target texture to render to.
  16396. * @param faceIndex The index of the face to bind the target texture to.
  16397. * @param postProcesses The array of post processes to render.
  16398. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16399. * @hidden
  16400. */
  16401. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16402. /**
  16403. * Disposes of the post process manager.
  16404. */
  16405. dispose(): void;
  16406. }
  16407. }
  16408. declare module "babylonjs/Misc/gradients" {
  16409. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16410. /** Interface used by value gradients (color, factor, ...) */
  16411. export interface IValueGradient {
  16412. /**
  16413. * Gets or sets the gradient value (between 0 and 1)
  16414. */
  16415. gradient: number;
  16416. }
  16417. /** Class used to store color4 gradient */
  16418. export class ColorGradient implements IValueGradient {
  16419. /**
  16420. * Gets or sets the gradient value (between 0 and 1)
  16421. */
  16422. gradient: number;
  16423. /**
  16424. * Gets or sets first associated color
  16425. */
  16426. color1: Color4;
  16427. /**
  16428. * Gets or sets second associated color
  16429. */
  16430. color2?: Color4;
  16431. /**
  16432. * Will get a color picked randomly between color1 and color2.
  16433. * If color2 is undefined then color1 will be used
  16434. * @param result defines the target Color4 to store the result in
  16435. */
  16436. getColorToRef(result: Color4): void;
  16437. }
  16438. /** Class used to store color 3 gradient */
  16439. export class Color3Gradient implements IValueGradient {
  16440. /**
  16441. * Gets or sets the gradient value (between 0 and 1)
  16442. */
  16443. gradient: number;
  16444. /**
  16445. * Gets or sets the associated color
  16446. */
  16447. color: Color3;
  16448. }
  16449. /** Class used to store factor gradient */
  16450. export class FactorGradient implements IValueGradient {
  16451. /**
  16452. * Gets or sets the gradient value (between 0 and 1)
  16453. */
  16454. gradient: number;
  16455. /**
  16456. * Gets or sets first associated factor
  16457. */
  16458. factor1: number;
  16459. /**
  16460. * Gets or sets second associated factor
  16461. */
  16462. factor2?: number;
  16463. /**
  16464. * Will get a number picked randomly between factor1 and factor2.
  16465. * If factor2 is undefined then factor1 will be used
  16466. * @returns the picked number
  16467. */
  16468. getFactor(): number;
  16469. }
  16470. /**
  16471. * Helper used to simplify some generic gradient tasks
  16472. */
  16473. export class GradientHelper {
  16474. /**
  16475. * Gets the current gradient from an array of IValueGradient
  16476. * @param ratio defines the current ratio to get
  16477. * @param gradients defines the array of IValueGradient
  16478. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16479. */
  16480. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16481. }
  16482. }
  16483. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16484. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16485. import { Nullable } from "babylonjs/types";
  16486. module "babylonjs/Engines/thinEngine" {
  16487. interface ThinEngine {
  16488. /**
  16489. * Creates a dynamic texture
  16490. * @param width defines the width of the texture
  16491. * @param height defines the height of the texture
  16492. * @param generateMipMaps defines if the engine should generate the mip levels
  16493. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16494. * @returns the dynamic texture inside an InternalTexture
  16495. */
  16496. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16497. /**
  16498. * Update the content of a dynamic texture
  16499. * @param texture defines the texture to update
  16500. * @param canvas defines the canvas containing the source
  16501. * @param invertY defines if data must be stored with Y axis inverted
  16502. * @param premulAlpha defines if alpha is stored as premultiplied
  16503. * @param format defines the format of the data
  16504. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16505. */
  16506. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16507. }
  16508. }
  16509. }
  16510. declare module "babylonjs/Misc/canvasGenerator" {
  16511. /**
  16512. * Helper class used to generate a canvas to manipulate images
  16513. */
  16514. export class CanvasGenerator {
  16515. /**
  16516. * Create a new canvas (or offscreen canvas depending on the context)
  16517. * @param width defines the expected width
  16518. * @param height defines the expected height
  16519. * @return a new canvas or offscreen canvas
  16520. */
  16521. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16522. }
  16523. }
  16524. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16525. import { Scene } from "babylonjs/scene";
  16526. import { Texture } from "babylonjs/Materials/Textures/texture";
  16527. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16528. /**
  16529. * A class extending Texture allowing drawing on a texture
  16530. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16531. */
  16532. export class DynamicTexture extends Texture {
  16533. private _generateMipMaps;
  16534. private _canvas;
  16535. private _context;
  16536. private _engine;
  16537. /**
  16538. * Creates a DynamicTexture
  16539. * @param name defines the name of the texture
  16540. * @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
  16541. * @param scene defines the scene where you want the texture
  16542. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16543. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16544. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16545. */
  16546. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16547. /**
  16548. * Get the current class name of the texture useful for serialization or dynamic coding.
  16549. * @returns "DynamicTexture"
  16550. */
  16551. getClassName(): string;
  16552. /**
  16553. * Gets the current state of canRescale
  16554. */
  16555. readonly canRescale: boolean;
  16556. private _recreate;
  16557. /**
  16558. * Scales the texture
  16559. * @param ratio the scale factor to apply to both width and height
  16560. */
  16561. scale(ratio: number): void;
  16562. /**
  16563. * Resizes the texture
  16564. * @param width the new width
  16565. * @param height the new height
  16566. */
  16567. scaleTo(width: number, height: number): void;
  16568. /**
  16569. * Gets the context of the canvas used by the texture
  16570. * @returns the canvas context of the dynamic texture
  16571. */
  16572. getContext(): CanvasRenderingContext2D;
  16573. /**
  16574. * Clears the texture
  16575. */
  16576. clear(): void;
  16577. /**
  16578. * Updates the texture
  16579. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16580. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16581. */
  16582. update(invertY?: boolean, premulAlpha?: boolean): void;
  16583. /**
  16584. * Draws text onto the texture
  16585. * @param text defines the text to be drawn
  16586. * @param x defines the placement of the text from the left
  16587. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16588. * @param font defines the font to be used with font-style, font-size, font-name
  16589. * @param color defines the color used for the text
  16590. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16591. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16592. * @param update defines whether texture is immediately update (default is true)
  16593. */
  16594. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16595. /**
  16596. * Clones the texture
  16597. * @returns the clone of the texture.
  16598. */
  16599. clone(): DynamicTexture;
  16600. /**
  16601. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16602. * @returns a serialized dynamic texture object
  16603. */
  16604. serialize(): any;
  16605. /** @hidden */
  16606. _rebuild(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16610. import { Scene } from "babylonjs/scene";
  16611. import { ISceneComponent } from "babylonjs/sceneComponent";
  16612. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16613. module "babylonjs/abstractScene" {
  16614. interface AbstractScene {
  16615. /**
  16616. * The list of procedural textures added to the scene
  16617. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16618. */
  16619. proceduralTextures: Array<ProceduralTexture>;
  16620. }
  16621. }
  16622. /**
  16623. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16624. * in a given scene.
  16625. */
  16626. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16627. /**
  16628. * The component name helpfull to identify the component in the list of scene components.
  16629. */
  16630. readonly name: string;
  16631. /**
  16632. * The scene the component belongs to.
  16633. */
  16634. scene: Scene;
  16635. /**
  16636. * Creates a new instance of the component for the given scene
  16637. * @param scene Defines the scene to register the component in
  16638. */
  16639. constructor(scene: Scene);
  16640. /**
  16641. * Registers the component in a given scene
  16642. */
  16643. register(): void;
  16644. /**
  16645. * Rebuilds the elements related to this component in case of
  16646. * context lost for instance.
  16647. */
  16648. rebuild(): void;
  16649. /**
  16650. * Disposes the component and the associated ressources.
  16651. */
  16652. dispose(): void;
  16653. private _beforeClear;
  16654. }
  16655. }
  16656. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16657. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16658. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16659. module "babylonjs/Engines/thinEngine" {
  16660. interface ThinEngine {
  16661. /**
  16662. * Creates a new render target cube texture
  16663. * @param size defines the size of the texture
  16664. * @param options defines the options used to create the texture
  16665. * @returns a new render target cube texture stored in an InternalTexture
  16666. */
  16667. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16668. }
  16669. }
  16670. }
  16671. declare module "babylonjs/Shaders/procedural.vertex" {
  16672. /** @hidden */
  16673. export var proceduralVertexShader: {
  16674. name: string;
  16675. shader: string;
  16676. };
  16677. }
  16678. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16679. import { Observable } from "babylonjs/Misc/observable";
  16680. import { Nullable } from "babylonjs/types";
  16681. import { Scene } from "babylonjs/scene";
  16682. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16683. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16684. import { Effect } from "babylonjs/Materials/effect";
  16685. import { Texture } from "babylonjs/Materials/Textures/texture";
  16686. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16687. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16688. import "babylonjs/Shaders/procedural.vertex";
  16689. /**
  16690. * 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.
  16691. * This is the base class of any Procedural texture and contains most of the shareable code.
  16692. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16693. */
  16694. export class ProceduralTexture extends Texture {
  16695. isCube: boolean;
  16696. /**
  16697. * Define if the texture is enabled or not (disabled texture will not render)
  16698. */
  16699. isEnabled: boolean;
  16700. /**
  16701. * Define if the texture must be cleared before rendering (default is true)
  16702. */
  16703. autoClear: boolean;
  16704. /**
  16705. * Callback called when the texture is generated
  16706. */
  16707. onGenerated: () => void;
  16708. /**
  16709. * Event raised when the texture is generated
  16710. */
  16711. onGeneratedObservable: Observable<ProceduralTexture>;
  16712. /** @hidden */
  16713. _generateMipMaps: boolean;
  16714. /** @hidden **/
  16715. _effect: Effect;
  16716. /** @hidden */
  16717. _textures: {
  16718. [key: string]: Texture;
  16719. };
  16720. private _size;
  16721. private _currentRefreshId;
  16722. private _refreshRate;
  16723. private _vertexBuffers;
  16724. private _indexBuffer;
  16725. private _uniforms;
  16726. private _samplers;
  16727. private _fragment;
  16728. private _floats;
  16729. private _ints;
  16730. private _floatsArrays;
  16731. private _colors3;
  16732. private _colors4;
  16733. private _vectors2;
  16734. private _vectors3;
  16735. private _matrices;
  16736. private _fallbackTexture;
  16737. private _fallbackTextureUsed;
  16738. private _engine;
  16739. private _cachedDefines;
  16740. private _contentUpdateId;
  16741. private _contentData;
  16742. /**
  16743. * Instantiates a new procedural texture.
  16744. * 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.
  16745. * This is the base class of any Procedural texture and contains most of the shareable code.
  16746. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16747. * @param name Define the name of the texture
  16748. * @param size Define the size of the texture to create
  16749. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16750. * @param scene Define the scene the texture belongs to
  16751. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16752. * @param generateMipMaps Define if the texture should creates mip maps or not
  16753. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16754. */
  16755. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16756. /**
  16757. * The effect that is created when initializing the post process.
  16758. * @returns The created effect corresponding the the postprocess.
  16759. */
  16760. getEffect(): Effect;
  16761. /**
  16762. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16763. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16764. */
  16765. getContent(): Nullable<ArrayBufferView>;
  16766. private _createIndexBuffer;
  16767. /** @hidden */
  16768. _rebuild(): void;
  16769. /**
  16770. * Resets the texture in order to recreate its associated resources.
  16771. * This can be called in case of context loss
  16772. */
  16773. reset(): void;
  16774. protected _getDefines(): string;
  16775. /**
  16776. * Is the texture ready to be used ? (rendered at least once)
  16777. * @returns true if ready, otherwise, false.
  16778. */
  16779. isReady(): boolean;
  16780. /**
  16781. * Resets the refresh counter of the texture and start bak from scratch.
  16782. * Could be useful to regenerate the texture if it is setup to render only once.
  16783. */
  16784. resetRefreshCounter(): void;
  16785. /**
  16786. * Set the fragment shader to use in order to render the texture.
  16787. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16788. */
  16789. setFragment(fragment: any): void;
  16790. /**
  16791. * Define the refresh rate of the texture or the rendering frequency.
  16792. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16793. */
  16794. refreshRate: number;
  16795. /** @hidden */
  16796. _shouldRender(): boolean;
  16797. /**
  16798. * Get the size the texture is rendering at.
  16799. * @returns the size (texture is always squared)
  16800. */
  16801. getRenderSize(): number;
  16802. /**
  16803. * Resize the texture to new value.
  16804. * @param size Define the new size the texture should have
  16805. * @param generateMipMaps Define whether the new texture should create mip maps
  16806. */
  16807. resize(size: number, generateMipMaps: boolean): void;
  16808. private _checkUniform;
  16809. /**
  16810. * Set a texture in the shader program used to render.
  16811. * @param name Define the name of the uniform samplers as defined in the shader
  16812. * @param texture Define the texture to bind to this sampler
  16813. * @return the texture itself allowing "fluent" like uniform updates
  16814. */
  16815. setTexture(name: string, texture: Texture): ProceduralTexture;
  16816. /**
  16817. * Set a float in the shader.
  16818. * @param name Define the name of the uniform as defined in the shader
  16819. * @param value Define the value to give to the uniform
  16820. * @return the texture itself allowing "fluent" like uniform updates
  16821. */
  16822. setFloat(name: string, value: number): ProceduralTexture;
  16823. /**
  16824. * Set a int in the shader.
  16825. * @param name Define the name of the uniform as defined in the shader
  16826. * @param value Define the value to give to the uniform
  16827. * @return the texture itself allowing "fluent" like uniform updates
  16828. */
  16829. setInt(name: string, value: number): ProceduralTexture;
  16830. /**
  16831. * Set an array of floats in the shader.
  16832. * @param name Define the name of the uniform as defined in the shader
  16833. * @param value Define the value to give to the uniform
  16834. * @return the texture itself allowing "fluent" like uniform updates
  16835. */
  16836. setFloats(name: string, value: number[]): ProceduralTexture;
  16837. /**
  16838. * Set a vec3 in the shader from a Color3.
  16839. * @param name Define the name of the uniform as defined in the shader
  16840. * @param value Define the value to give to the uniform
  16841. * @return the texture itself allowing "fluent" like uniform updates
  16842. */
  16843. setColor3(name: string, value: Color3): ProceduralTexture;
  16844. /**
  16845. * Set a vec4 in the shader from a Color4.
  16846. * @param name Define the name of the uniform as defined in the shader
  16847. * @param value Define the value to give to the uniform
  16848. * @return the texture itself allowing "fluent" like uniform updates
  16849. */
  16850. setColor4(name: string, value: Color4): ProceduralTexture;
  16851. /**
  16852. * Set a vec2 in the shader from a Vector2.
  16853. * @param name Define the name of the uniform as defined in the shader
  16854. * @param value Define the value to give to the uniform
  16855. * @return the texture itself allowing "fluent" like uniform updates
  16856. */
  16857. setVector2(name: string, value: Vector2): ProceduralTexture;
  16858. /**
  16859. * Set a vec3 in the shader from a Vector3.
  16860. * @param name Define the name of the uniform as defined in the shader
  16861. * @param value Define the value to give to the uniform
  16862. * @return the texture itself allowing "fluent" like uniform updates
  16863. */
  16864. setVector3(name: string, value: Vector3): ProceduralTexture;
  16865. /**
  16866. * Set a mat4 in the shader from a MAtrix.
  16867. * @param name Define the name of the uniform as defined in the shader
  16868. * @param value Define the value to give to the uniform
  16869. * @return the texture itself allowing "fluent" like uniform updates
  16870. */
  16871. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16872. /**
  16873. * Render the texture to its associated render target.
  16874. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16875. */
  16876. render(useCameraPostProcess?: boolean): void;
  16877. /**
  16878. * Clone the texture.
  16879. * @returns the cloned texture
  16880. */
  16881. clone(): ProceduralTexture;
  16882. /**
  16883. * Dispose the texture and release its asoociated resources.
  16884. */
  16885. dispose(): void;
  16886. }
  16887. }
  16888. declare module "babylonjs/Particles/baseParticleSystem" {
  16889. import { Nullable } from "babylonjs/types";
  16890. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16892. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16893. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16894. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16895. import { Scene } from "babylonjs/scene";
  16896. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16897. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16898. import { Texture } from "babylonjs/Materials/Textures/texture";
  16899. import { Color4 } from "babylonjs/Maths/math.color";
  16900. import { Animation } from "babylonjs/Animations/animation";
  16901. /**
  16902. * This represents the base class for particle system in Babylon.
  16903. * 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.
  16904. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16905. * @example https://doc.babylonjs.com/babylon101/particles
  16906. */
  16907. export class BaseParticleSystem {
  16908. /**
  16909. * Source color is added to the destination color without alpha affecting the result
  16910. */
  16911. static BLENDMODE_ONEONE: number;
  16912. /**
  16913. * Blend current color and particle color using particle’s alpha
  16914. */
  16915. static BLENDMODE_STANDARD: number;
  16916. /**
  16917. * Add current color and particle color multiplied by particle’s alpha
  16918. */
  16919. static BLENDMODE_ADD: number;
  16920. /**
  16921. * Multiply current color with particle color
  16922. */
  16923. static BLENDMODE_MULTIPLY: number;
  16924. /**
  16925. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16926. */
  16927. static BLENDMODE_MULTIPLYADD: number;
  16928. /**
  16929. * List of animations used by the particle system.
  16930. */
  16931. animations: Animation[];
  16932. /**
  16933. * The id of the Particle system.
  16934. */
  16935. id: string;
  16936. /**
  16937. * The friendly name of the Particle system.
  16938. */
  16939. name: string;
  16940. /**
  16941. * The rendering group used by the Particle system to chose when to render.
  16942. */
  16943. renderingGroupId: number;
  16944. /**
  16945. * The emitter represents the Mesh or position we are attaching the particle system to.
  16946. */
  16947. emitter: Nullable<AbstractMesh | Vector3>;
  16948. /**
  16949. * The maximum number of particles to emit per frame
  16950. */
  16951. emitRate: number;
  16952. /**
  16953. * If you want to launch only a few particles at once, that can be done, as well.
  16954. */
  16955. manualEmitCount: number;
  16956. /**
  16957. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16958. */
  16959. updateSpeed: number;
  16960. /**
  16961. * The amount of time the particle system is running (depends of the overall update speed).
  16962. */
  16963. targetStopDuration: number;
  16964. /**
  16965. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16966. */
  16967. disposeOnStop: boolean;
  16968. /**
  16969. * Minimum power of emitting particles.
  16970. */
  16971. minEmitPower: number;
  16972. /**
  16973. * Maximum power of emitting particles.
  16974. */
  16975. maxEmitPower: number;
  16976. /**
  16977. * Minimum life time of emitting particles.
  16978. */
  16979. minLifeTime: number;
  16980. /**
  16981. * Maximum life time of emitting particles.
  16982. */
  16983. maxLifeTime: number;
  16984. /**
  16985. * Minimum Size of emitting particles.
  16986. */
  16987. minSize: number;
  16988. /**
  16989. * Maximum Size of emitting particles.
  16990. */
  16991. maxSize: number;
  16992. /**
  16993. * Minimum scale of emitting particles on X axis.
  16994. */
  16995. minScaleX: number;
  16996. /**
  16997. * Maximum scale of emitting particles on X axis.
  16998. */
  16999. maxScaleX: number;
  17000. /**
  17001. * Minimum scale of emitting particles on Y axis.
  17002. */
  17003. minScaleY: number;
  17004. /**
  17005. * Maximum scale of emitting particles on Y axis.
  17006. */
  17007. maxScaleY: number;
  17008. /**
  17009. * Gets or sets the minimal initial rotation in radians.
  17010. */
  17011. minInitialRotation: number;
  17012. /**
  17013. * Gets or sets the maximal initial rotation in radians.
  17014. */
  17015. maxInitialRotation: number;
  17016. /**
  17017. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17018. */
  17019. minAngularSpeed: number;
  17020. /**
  17021. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17022. */
  17023. maxAngularSpeed: number;
  17024. /**
  17025. * The texture used to render each particle. (this can be a spritesheet)
  17026. */
  17027. particleTexture: Nullable<Texture>;
  17028. /**
  17029. * The layer mask we are rendering the particles through.
  17030. */
  17031. layerMask: number;
  17032. /**
  17033. * This can help using your own shader to render the particle system.
  17034. * The according effect will be created
  17035. */
  17036. customShader: any;
  17037. /**
  17038. * By default particle system starts as soon as they are created. This prevents the
  17039. * automatic start to happen and let you decide when to start emitting particles.
  17040. */
  17041. preventAutoStart: boolean;
  17042. private _noiseTexture;
  17043. /**
  17044. * Gets or sets a texture used to add random noise to particle positions
  17045. */
  17046. noiseTexture: Nullable<ProceduralTexture>;
  17047. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17048. noiseStrength: Vector3;
  17049. /**
  17050. * Callback triggered when the particle animation is ending.
  17051. */
  17052. onAnimationEnd: Nullable<() => void>;
  17053. /**
  17054. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17055. */
  17056. blendMode: number;
  17057. /**
  17058. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17059. * to override the particles.
  17060. */
  17061. forceDepthWrite: boolean;
  17062. /** 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 */
  17063. preWarmCycles: number;
  17064. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17065. preWarmStepOffset: number;
  17066. /**
  17067. * 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)
  17068. */
  17069. spriteCellChangeSpeed: number;
  17070. /**
  17071. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17072. */
  17073. startSpriteCellID: number;
  17074. /**
  17075. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17076. */
  17077. endSpriteCellID: number;
  17078. /**
  17079. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17080. */
  17081. spriteCellWidth: number;
  17082. /**
  17083. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17084. */
  17085. spriteCellHeight: number;
  17086. /**
  17087. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17088. */
  17089. spriteRandomStartCell: boolean;
  17090. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17091. translationPivot: Vector2;
  17092. /** @hidden */
  17093. protected _isAnimationSheetEnabled: boolean;
  17094. /**
  17095. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17096. */
  17097. beginAnimationOnStart: boolean;
  17098. /**
  17099. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17100. */
  17101. beginAnimationFrom: number;
  17102. /**
  17103. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17104. */
  17105. beginAnimationTo: number;
  17106. /**
  17107. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17108. */
  17109. beginAnimationLoop: boolean;
  17110. /**
  17111. * Gets or sets a world offset applied to all particles
  17112. */
  17113. worldOffset: Vector3;
  17114. /**
  17115. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17116. */
  17117. isAnimationSheetEnabled: boolean;
  17118. /**
  17119. * Get hosting scene
  17120. * @returns the scene
  17121. */
  17122. getScene(): Scene;
  17123. /**
  17124. * You can use gravity if you want to give an orientation to your particles.
  17125. */
  17126. gravity: Vector3;
  17127. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17128. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17129. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17130. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17131. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17132. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17133. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17134. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17135. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17136. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17137. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17138. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17139. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17140. /**
  17141. * Defines the delay in milliseconds before starting the system (0 by default)
  17142. */
  17143. startDelay: number;
  17144. /**
  17145. * Gets the current list of drag gradients.
  17146. * You must use addDragGradient and removeDragGradient to udpate this list
  17147. * @returns the list of drag gradients
  17148. */
  17149. getDragGradients(): Nullable<Array<FactorGradient>>;
  17150. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17151. limitVelocityDamping: number;
  17152. /**
  17153. * Gets the current list of limit velocity gradients.
  17154. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17155. * @returns the list of limit velocity gradients
  17156. */
  17157. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17158. /**
  17159. * Gets the current list of color gradients.
  17160. * You must use addColorGradient and removeColorGradient to udpate this list
  17161. * @returns the list of color gradients
  17162. */
  17163. getColorGradients(): Nullable<Array<ColorGradient>>;
  17164. /**
  17165. * Gets the current list of size gradients.
  17166. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17167. * @returns the list of size gradients
  17168. */
  17169. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17170. /**
  17171. * Gets the current list of color remap gradients.
  17172. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17173. * @returns the list of color remap gradients
  17174. */
  17175. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17176. /**
  17177. * Gets the current list of alpha remap gradients.
  17178. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17179. * @returns the list of alpha remap gradients
  17180. */
  17181. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17182. /**
  17183. * Gets the current list of life time gradients.
  17184. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17185. * @returns the list of life time gradients
  17186. */
  17187. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17188. /**
  17189. * Gets the current list of angular speed gradients.
  17190. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17191. * @returns the list of angular speed gradients
  17192. */
  17193. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17194. /**
  17195. * Gets the current list of velocity gradients.
  17196. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17197. * @returns the list of velocity gradients
  17198. */
  17199. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17200. /**
  17201. * Gets the current list of start size gradients.
  17202. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17203. * @returns the list of start size gradients
  17204. */
  17205. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17206. /**
  17207. * Gets the current list of emit rate gradients.
  17208. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17209. * @returns the list of emit rate gradients
  17210. */
  17211. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17212. /**
  17213. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17214. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17215. */
  17216. direction1: Vector3;
  17217. /**
  17218. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17219. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17220. */
  17221. direction2: Vector3;
  17222. /**
  17223. * 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.
  17224. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17225. */
  17226. minEmitBox: Vector3;
  17227. /**
  17228. * 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.
  17229. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17230. */
  17231. maxEmitBox: Vector3;
  17232. /**
  17233. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17234. */
  17235. color1: Color4;
  17236. /**
  17237. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17238. */
  17239. color2: Color4;
  17240. /**
  17241. * Color the particle will have at the end of its lifetime
  17242. */
  17243. colorDead: Color4;
  17244. /**
  17245. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17246. */
  17247. textureMask: Color4;
  17248. /**
  17249. * The particle emitter type defines the emitter used by the particle system.
  17250. * It can be for example box, sphere, or cone...
  17251. */
  17252. particleEmitterType: IParticleEmitterType;
  17253. /** @hidden */
  17254. _isSubEmitter: boolean;
  17255. /**
  17256. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17257. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17258. */
  17259. billboardMode: number;
  17260. protected _isBillboardBased: boolean;
  17261. /**
  17262. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17263. */
  17264. isBillboardBased: boolean;
  17265. /**
  17266. * The scene the particle system belongs to.
  17267. */
  17268. protected _scene: Scene;
  17269. /**
  17270. * Local cache of defines for image processing.
  17271. */
  17272. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17273. /**
  17274. * Default configuration related to image processing available in the standard Material.
  17275. */
  17276. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17277. /**
  17278. * Gets the image processing configuration used either in this material.
  17279. */
  17280. /**
  17281. * Sets the Default image processing configuration used either in the this material.
  17282. *
  17283. * If sets to null, the scene one is in use.
  17284. */
  17285. imageProcessingConfiguration: ImageProcessingConfiguration;
  17286. /**
  17287. * Attaches a new image processing configuration to the Standard Material.
  17288. * @param configuration
  17289. */
  17290. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17291. /** @hidden */
  17292. protected _reset(): void;
  17293. /** @hidden */
  17294. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17295. /**
  17296. * Instantiates a particle system.
  17297. * 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.
  17298. * @param name The name of the particle system
  17299. */
  17300. constructor(name: string);
  17301. /**
  17302. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17303. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17304. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17305. * @returns the emitter
  17306. */
  17307. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17308. /**
  17309. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17310. * @param radius The radius of the hemisphere to emit from
  17311. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17312. * @returns the emitter
  17313. */
  17314. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17315. /**
  17316. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17317. * @param radius The radius of the sphere to emit from
  17318. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17319. * @returns the emitter
  17320. */
  17321. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17322. /**
  17323. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17324. * @param radius The radius of the sphere to emit from
  17325. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17326. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17327. * @returns the emitter
  17328. */
  17329. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17330. /**
  17331. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17332. * @param radius The radius of the emission cylinder
  17333. * @param height The height of the emission cylinder
  17334. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17335. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17336. * @returns the emitter
  17337. */
  17338. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17339. /**
  17340. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17341. * @param radius The radius of the cylinder to emit from
  17342. * @param height The height of the emission cylinder
  17343. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17344. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17345. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17346. * @returns the emitter
  17347. */
  17348. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17349. /**
  17350. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17351. * @param radius The radius of the cone to emit from
  17352. * @param angle The base angle of the cone
  17353. * @returns the emitter
  17354. */
  17355. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17356. /**
  17357. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17358. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17359. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17360. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17361. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17362. * @returns the emitter
  17363. */
  17364. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17365. }
  17366. }
  17367. declare module "babylonjs/Particles/subEmitter" {
  17368. import { Scene } from "babylonjs/scene";
  17369. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17370. /**
  17371. * Type of sub emitter
  17372. */
  17373. export enum SubEmitterType {
  17374. /**
  17375. * Attached to the particle over it's lifetime
  17376. */
  17377. ATTACHED = 0,
  17378. /**
  17379. * Created when the particle dies
  17380. */
  17381. END = 1
  17382. }
  17383. /**
  17384. * Sub emitter class used to emit particles from an existing particle
  17385. */
  17386. export class SubEmitter {
  17387. /**
  17388. * the particle system to be used by the sub emitter
  17389. */
  17390. particleSystem: ParticleSystem;
  17391. /**
  17392. * Type of the submitter (Default: END)
  17393. */
  17394. type: SubEmitterType;
  17395. /**
  17396. * 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)
  17397. * Note: This only is supported when using an emitter of type Mesh
  17398. */
  17399. inheritDirection: boolean;
  17400. /**
  17401. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17402. */
  17403. inheritedVelocityAmount: number;
  17404. /**
  17405. * Creates a sub emitter
  17406. * @param particleSystem the particle system to be used by the sub emitter
  17407. */
  17408. constructor(
  17409. /**
  17410. * the particle system to be used by the sub emitter
  17411. */
  17412. particleSystem: ParticleSystem);
  17413. /**
  17414. * Clones the sub emitter
  17415. * @returns the cloned sub emitter
  17416. */
  17417. clone(): SubEmitter;
  17418. /**
  17419. * Serialize current object to a JSON object
  17420. * @returns the serialized object
  17421. */
  17422. serialize(): any;
  17423. /** @hidden */
  17424. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17425. /**
  17426. * Creates a new SubEmitter from a serialized JSON version
  17427. * @param serializationObject defines the JSON object to read from
  17428. * @param scene defines the hosting scene
  17429. * @param rootUrl defines the rootUrl for data loading
  17430. * @returns a new SubEmitter
  17431. */
  17432. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17433. /** Release associated resources */
  17434. dispose(): void;
  17435. }
  17436. }
  17437. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17438. /** @hidden */
  17439. export var clipPlaneFragmentDeclaration: {
  17440. name: string;
  17441. shader: string;
  17442. };
  17443. }
  17444. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17445. /** @hidden */
  17446. export var imageProcessingDeclaration: {
  17447. name: string;
  17448. shader: string;
  17449. };
  17450. }
  17451. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17452. /** @hidden */
  17453. export var imageProcessingFunctions: {
  17454. name: string;
  17455. shader: string;
  17456. };
  17457. }
  17458. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17459. /** @hidden */
  17460. export var clipPlaneFragment: {
  17461. name: string;
  17462. shader: string;
  17463. };
  17464. }
  17465. declare module "babylonjs/Shaders/particles.fragment" {
  17466. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17467. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17468. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17469. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17470. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17471. /** @hidden */
  17472. export var particlesPixelShader: {
  17473. name: string;
  17474. shader: string;
  17475. };
  17476. }
  17477. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17478. /** @hidden */
  17479. export var clipPlaneVertexDeclaration: {
  17480. name: string;
  17481. shader: string;
  17482. };
  17483. }
  17484. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17485. /** @hidden */
  17486. export var clipPlaneVertex: {
  17487. name: string;
  17488. shader: string;
  17489. };
  17490. }
  17491. declare module "babylonjs/Shaders/particles.vertex" {
  17492. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17493. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17494. /** @hidden */
  17495. export var particlesVertexShader: {
  17496. name: string;
  17497. shader: string;
  17498. };
  17499. }
  17500. declare module "babylonjs/Particles/particleSystem" {
  17501. import { Nullable } from "babylonjs/types";
  17502. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17503. import { Observable } from "babylonjs/Misc/observable";
  17504. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17505. import { Effect } from "babylonjs/Materials/effect";
  17506. import { Scene, IDisposable } from "babylonjs/scene";
  17507. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17508. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17509. import { Particle } from "babylonjs/Particles/particle";
  17510. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17511. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17512. import "babylonjs/Shaders/particles.fragment";
  17513. import "babylonjs/Shaders/particles.vertex";
  17514. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17515. /**
  17516. * This represents a particle system in Babylon.
  17517. * 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.
  17518. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17519. * @example https://doc.babylonjs.com/babylon101/particles
  17520. */
  17521. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17522. /**
  17523. * Billboard mode will only apply to Y axis
  17524. */
  17525. static readonly BILLBOARDMODE_Y: number;
  17526. /**
  17527. * Billboard mode will apply to all axes
  17528. */
  17529. static readonly BILLBOARDMODE_ALL: number;
  17530. /**
  17531. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17532. */
  17533. static readonly BILLBOARDMODE_STRETCHED: number;
  17534. /**
  17535. * This function can be defined to provide custom update for active particles.
  17536. * This function will be called instead of regular update (age, position, color, etc.).
  17537. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17538. */
  17539. updateFunction: (particles: Particle[]) => void;
  17540. private _emitterWorldMatrix;
  17541. /**
  17542. * This function can be defined to specify initial direction for every new particle.
  17543. * It by default use the emitterType defined function
  17544. */
  17545. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17546. /**
  17547. * This function can be defined to specify initial position for every new particle.
  17548. * It by default use the emitterType defined function
  17549. */
  17550. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17551. /**
  17552. * @hidden
  17553. */
  17554. _inheritedVelocityOffset: Vector3;
  17555. /**
  17556. * An event triggered when the system is disposed
  17557. */
  17558. onDisposeObservable: Observable<ParticleSystem>;
  17559. private _onDisposeObserver;
  17560. /**
  17561. * Sets a callback that will be triggered when the system is disposed
  17562. */
  17563. onDispose: () => void;
  17564. private _particles;
  17565. private _epsilon;
  17566. private _capacity;
  17567. private _stockParticles;
  17568. private _newPartsExcess;
  17569. private _vertexData;
  17570. private _vertexBuffer;
  17571. private _vertexBuffers;
  17572. private _spriteBuffer;
  17573. private _indexBuffer;
  17574. private _effect;
  17575. private _customEffect;
  17576. private _cachedDefines;
  17577. private _scaledColorStep;
  17578. private _colorDiff;
  17579. private _scaledDirection;
  17580. private _scaledGravity;
  17581. private _currentRenderId;
  17582. private _alive;
  17583. private _useInstancing;
  17584. private _started;
  17585. private _stopped;
  17586. private _actualFrame;
  17587. private _scaledUpdateSpeed;
  17588. private _vertexBufferSize;
  17589. /** @hidden */
  17590. _currentEmitRateGradient: Nullable<FactorGradient>;
  17591. /** @hidden */
  17592. _currentEmitRate1: number;
  17593. /** @hidden */
  17594. _currentEmitRate2: number;
  17595. /** @hidden */
  17596. _currentStartSizeGradient: Nullable<FactorGradient>;
  17597. /** @hidden */
  17598. _currentStartSize1: number;
  17599. /** @hidden */
  17600. _currentStartSize2: number;
  17601. private readonly _rawTextureWidth;
  17602. private _rampGradientsTexture;
  17603. private _useRampGradients;
  17604. /** Gets or sets a boolean indicating that ramp gradients must be used
  17605. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17606. */
  17607. useRampGradients: boolean;
  17608. /**
  17609. * 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.
  17610. * 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: [])
  17611. */
  17612. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17613. private _subEmitters;
  17614. /**
  17615. * @hidden
  17616. * If the particle systems emitter should be disposed when the particle system is disposed
  17617. */
  17618. _disposeEmitterOnDispose: boolean;
  17619. /**
  17620. * The current active Sub-systems, this property is used by the root particle system only.
  17621. */
  17622. activeSubSystems: Array<ParticleSystem>;
  17623. private _rootParticleSystem;
  17624. /**
  17625. * Gets the current list of active particles
  17626. */
  17627. readonly particles: Particle[];
  17628. /**
  17629. * Returns the string "ParticleSystem"
  17630. * @returns a string containing the class name
  17631. */
  17632. getClassName(): string;
  17633. /**
  17634. * Instantiates a particle system.
  17635. * 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.
  17636. * @param name The name of the particle system
  17637. * @param capacity The max number of particles alive at the same time
  17638. * @param scene The scene the particle system belongs to
  17639. * @param customEffect a custom effect used to change the way particles are rendered by default
  17640. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17641. * @param epsilon Offset used to render the particles
  17642. */
  17643. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17644. private _addFactorGradient;
  17645. private _removeFactorGradient;
  17646. /**
  17647. * Adds a new life time gradient
  17648. * @param gradient defines the gradient to use (between 0 and 1)
  17649. * @param factor defines the life time factor to affect to the specified gradient
  17650. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17651. * @returns the current particle system
  17652. */
  17653. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17654. /**
  17655. * Remove a specific life time gradient
  17656. * @param gradient defines the gradient to remove
  17657. * @returns the current particle system
  17658. */
  17659. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17660. /**
  17661. * Adds a new size gradient
  17662. * @param gradient defines the gradient to use (between 0 and 1)
  17663. * @param factor defines the size factor to affect to the specified gradient
  17664. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17665. * @returns the current particle system
  17666. */
  17667. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17668. /**
  17669. * Remove a specific size gradient
  17670. * @param gradient defines the gradient to remove
  17671. * @returns the current particle system
  17672. */
  17673. removeSizeGradient(gradient: number): IParticleSystem;
  17674. /**
  17675. * Adds a new color remap gradient
  17676. * @param gradient defines the gradient to use (between 0 and 1)
  17677. * @param min defines the color remap minimal range
  17678. * @param max defines the color remap maximal range
  17679. * @returns the current particle system
  17680. */
  17681. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17682. /**
  17683. * Remove a specific color remap gradient
  17684. * @param gradient defines the gradient to remove
  17685. * @returns the current particle system
  17686. */
  17687. removeColorRemapGradient(gradient: number): IParticleSystem;
  17688. /**
  17689. * Adds a new alpha remap gradient
  17690. * @param gradient defines the gradient to use (between 0 and 1)
  17691. * @param min defines the alpha remap minimal range
  17692. * @param max defines the alpha remap maximal range
  17693. * @returns the current particle system
  17694. */
  17695. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17696. /**
  17697. * Remove a specific alpha remap gradient
  17698. * @param gradient defines the gradient to remove
  17699. * @returns the current particle system
  17700. */
  17701. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17702. /**
  17703. * Adds a new angular speed gradient
  17704. * @param gradient defines the gradient to use (between 0 and 1)
  17705. * @param factor defines the angular speed to affect to the specified gradient
  17706. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17707. * @returns the current particle system
  17708. */
  17709. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17710. /**
  17711. * Remove a specific angular speed gradient
  17712. * @param gradient defines the gradient to remove
  17713. * @returns the current particle system
  17714. */
  17715. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17716. /**
  17717. * Adds a new velocity gradient
  17718. * @param gradient defines the gradient to use (between 0 and 1)
  17719. * @param factor defines the velocity to affect to the specified gradient
  17720. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17721. * @returns the current particle system
  17722. */
  17723. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17724. /**
  17725. * Remove a specific velocity gradient
  17726. * @param gradient defines the gradient to remove
  17727. * @returns the current particle system
  17728. */
  17729. removeVelocityGradient(gradient: number): IParticleSystem;
  17730. /**
  17731. * Adds a new limit velocity gradient
  17732. * @param gradient defines the gradient to use (between 0 and 1)
  17733. * @param factor defines the limit velocity value to affect to the specified gradient
  17734. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17735. * @returns the current particle system
  17736. */
  17737. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17738. /**
  17739. * Remove a specific limit velocity gradient
  17740. * @param gradient defines the gradient to remove
  17741. * @returns the current particle system
  17742. */
  17743. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17744. /**
  17745. * Adds a new drag gradient
  17746. * @param gradient defines the gradient to use (between 0 and 1)
  17747. * @param factor defines the drag value to affect to the specified gradient
  17748. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17749. * @returns the current particle system
  17750. */
  17751. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17752. /**
  17753. * Remove a specific drag gradient
  17754. * @param gradient defines the gradient to remove
  17755. * @returns the current particle system
  17756. */
  17757. removeDragGradient(gradient: number): IParticleSystem;
  17758. /**
  17759. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17760. * @param gradient defines the gradient to use (between 0 and 1)
  17761. * @param factor defines the emit rate value to affect to the specified gradient
  17762. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17763. * @returns the current particle system
  17764. */
  17765. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17766. /**
  17767. * Remove a specific emit rate gradient
  17768. * @param gradient defines the gradient to remove
  17769. * @returns the current particle system
  17770. */
  17771. removeEmitRateGradient(gradient: number): IParticleSystem;
  17772. /**
  17773. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17774. * @param gradient defines the gradient to use (between 0 and 1)
  17775. * @param factor defines the start size value to affect to the specified gradient
  17776. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17777. * @returns the current particle system
  17778. */
  17779. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17780. /**
  17781. * Remove a specific start size gradient
  17782. * @param gradient defines the gradient to remove
  17783. * @returns the current particle system
  17784. */
  17785. removeStartSizeGradient(gradient: number): IParticleSystem;
  17786. private _createRampGradientTexture;
  17787. /**
  17788. * Gets the current list of ramp gradients.
  17789. * You must use addRampGradient and removeRampGradient to udpate this list
  17790. * @returns the list of ramp gradients
  17791. */
  17792. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17793. /**
  17794. * Adds a new ramp gradient used to remap particle colors
  17795. * @param gradient defines the gradient to use (between 0 and 1)
  17796. * @param color defines the color to affect to the specified gradient
  17797. * @returns the current particle system
  17798. */
  17799. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17800. /**
  17801. * Remove a specific ramp gradient
  17802. * @param gradient defines the gradient to remove
  17803. * @returns the current particle system
  17804. */
  17805. removeRampGradient(gradient: number): ParticleSystem;
  17806. /**
  17807. * Adds a new color gradient
  17808. * @param gradient defines the gradient to use (between 0 and 1)
  17809. * @param color1 defines the color to affect to the specified gradient
  17810. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17811. * @returns this particle system
  17812. */
  17813. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17814. /**
  17815. * Remove a specific color gradient
  17816. * @param gradient defines the gradient to remove
  17817. * @returns this particle system
  17818. */
  17819. removeColorGradient(gradient: number): IParticleSystem;
  17820. private _fetchR;
  17821. protected _reset(): void;
  17822. private _resetEffect;
  17823. private _createVertexBuffers;
  17824. private _createIndexBuffer;
  17825. /**
  17826. * Gets the maximum number of particles active at the same time.
  17827. * @returns The max number of active particles.
  17828. */
  17829. getCapacity(): number;
  17830. /**
  17831. * Gets whether there are still active particles in the system.
  17832. * @returns True if it is alive, otherwise false.
  17833. */
  17834. isAlive(): boolean;
  17835. /**
  17836. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17837. * @returns True if it has been started, otherwise false.
  17838. */
  17839. isStarted(): boolean;
  17840. private _prepareSubEmitterInternalArray;
  17841. /**
  17842. * Starts the particle system and begins to emit
  17843. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17844. */
  17845. start(delay?: number): void;
  17846. /**
  17847. * Stops the particle system.
  17848. * @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.
  17849. */
  17850. stop(stopSubEmitters?: boolean): void;
  17851. /**
  17852. * Remove all active particles
  17853. */
  17854. reset(): void;
  17855. /**
  17856. * @hidden (for internal use only)
  17857. */
  17858. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17859. /**
  17860. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17861. * Its lifetime will start back at 0.
  17862. */
  17863. recycleParticle: (particle: Particle) => void;
  17864. private _stopSubEmitters;
  17865. private _createParticle;
  17866. private _removeFromRoot;
  17867. private _emitFromParticle;
  17868. private _update;
  17869. /** @hidden */
  17870. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17871. /** @hidden */
  17872. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17873. /** @hidden */
  17874. private _getEffect;
  17875. /**
  17876. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17877. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17878. */
  17879. animate(preWarmOnly?: boolean): void;
  17880. private _appendParticleVertices;
  17881. /**
  17882. * Rebuilds the particle system.
  17883. */
  17884. rebuild(): void;
  17885. /**
  17886. * Is this system ready to be used/rendered
  17887. * @return true if the system is ready
  17888. */
  17889. isReady(): boolean;
  17890. private _render;
  17891. /**
  17892. * Renders the particle system in its current state.
  17893. * @returns the current number of particles
  17894. */
  17895. render(): number;
  17896. /**
  17897. * Disposes the particle system and free the associated resources
  17898. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17899. */
  17900. dispose(disposeTexture?: boolean): void;
  17901. /**
  17902. * Clones the particle system.
  17903. * @param name The name of the cloned object
  17904. * @param newEmitter The new emitter to use
  17905. * @returns the cloned particle system
  17906. */
  17907. clone(name: string, newEmitter: any): ParticleSystem;
  17908. /**
  17909. * Serializes the particle system to a JSON object.
  17910. * @returns the JSON object
  17911. */
  17912. serialize(): any;
  17913. /** @hidden */
  17914. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17915. /** @hidden */
  17916. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17917. /**
  17918. * Parses a JSON object to create a particle system.
  17919. * @param parsedParticleSystem The JSON object to parse
  17920. * @param scene The scene to create the particle system in
  17921. * @param rootUrl The root url to use to load external dependencies like texture
  17922. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17923. * @returns the Parsed particle system
  17924. */
  17925. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17926. }
  17927. }
  17928. declare module "babylonjs/Particles/particle" {
  17929. import { Nullable } from "babylonjs/types";
  17930. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17931. import { Color4 } from "babylonjs/Maths/math.color";
  17932. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17933. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17934. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17935. /**
  17936. * A particle represents one of the element emitted by a particle system.
  17937. * This is mainly define by its coordinates, direction, velocity and age.
  17938. */
  17939. export class Particle {
  17940. /**
  17941. * The particle system the particle belongs to.
  17942. */
  17943. particleSystem: ParticleSystem;
  17944. private static _Count;
  17945. /**
  17946. * Unique ID of the particle
  17947. */
  17948. id: number;
  17949. /**
  17950. * The world position of the particle in the scene.
  17951. */
  17952. position: Vector3;
  17953. /**
  17954. * The world direction of the particle in the scene.
  17955. */
  17956. direction: Vector3;
  17957. /**
  17958. * The color of the particle.
  17959. */
  17960. color: Color4;
  17961. /**
  17962. * The color change of the particle per step.
  17963. */
  17964. colorStep: Color4;
  17965. /**
  17966. * Defines how long will the life of the particle be.
  17967. */
  17968. lifeTime: number;
  17969. /**
  17970. * The current age of the particle.
  17971. */
  17972. age: number;
  17973. /**
  17974. * The current size of the particle.
  17975. */
  17976. size: number;
  17977. /**
  17978. * The current scale of the particle.
  17979. */
  17980. scale: Vector2;
  17981. /**
  17982. * The current angle of the particle.
  17983. */
  17984. angle: number;
  17985. /**
  17986. * Defines how fast is the angle changing.
  17987. */
  17988. angularSpeed: number;
  17989. /**
  17990. * Defines the cell index used by the particle to be rendered from a sprite.
  17991. */
  17992. cellIndex: number;
  17993. /**
  17994. * The information required to support color remapping
  17995. */
  17996. remapData: Vector4;
  17997. /** @hidden */
  17998. _randomCellOffset?: number;
  17999. /** @hidden */
  18000. _initialDirection: Nullable<Vector3>;
  18001. /** @hidden */
  18002. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18003. /** @hidden */
  18004. _initialStartSpriteCellID: number;
  18005. /** @hidden */
  18006. _initialEndSpriteCellID: number;
  18007. /** @hidden */
  18008. _currentColorGradient: Nullable<ColorGradient>;
  18009. /** @hidden */
  18010. _currentColor1: Color4;
  18011. /** @hidden */
  18012. _currentColor2: Color4;
  18013. /** @hidden */
  18014. _currentSizeGradient: Nullable<FactorGradient>;
  18015. /** @hidden */
  18016. _currentSize1: number;
  18017. /** @hidden */
  18018. _currentSize2: number;
  18019. /** @hidden */
  18020. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18021. /** @hidden */
  18022. _currentAngularSpeed1: number;
  18023. /** @hidden */
  18024. _currentAngularSpeed2: number;
  18025. /** @hidden */
  18026. _currentVelocityGradient: Nullable<FactorGradient>;
  18027. /** @hidden */
  18028. _currentVelocity1: number;
  18029. /** @hidden */
  18030. _currentVelocity2: number;
  18031. /** @hidden */
  18032. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18033. /** @hidden */
  18034. _currentLimitVelocity1: number;
  18035. /** @hidden */
  18036. _currentLimitVelocity2: number;
  18037. /** @hidden */
  18038. _currentDragGradient: Nullable<FactorGradient>;
  18039. /** @hidden */
  18040. _currentDrag1: number;
  18041. /** @hidden */
  18042. _currentDrag2: number;
  18043. /** @hidden */
  18044. _randomNoiseCoordinates1: Vector3;
  18045. /** @hidden */
  18046. _randomNoiseCoordinates2: Vector3;
  18047. /**
  18048. * Creates a new instance Particle
  18049. * @param particleSystem the particle system the particle belongs to
  18050. */
  18051. constructor(
  18052. /**
  18053. * The particle system the particle belongs to.
  18054. */
  18055. particleSystem: ParticleSystem);
  18056. private updateCellInfoFromSystem;
  18057. /**
  18058. * Defines how the sprite cell index is updated for the particle
  18059. */
  18060. updateCellIndex(): void;
  18061. /** @hidden */
  18062. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18063. /** @hidden */
  18064. _inheritParticleInfoToSubEmitters(): void;
  18065. /** @hidden */
  18066. _reset(): void;
  18067. /**
  18068. * Copy the properties of particle to another one.
  18069. * @param other the particle to copy the information to.
  18070. */
  18071. copyTo(other: Particle): void;
  18072. }
  18073. }
  18074. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18075. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18076. import { Effect } from "babylonjs/Materials/effect";
  18077. import { Particle } from "babylonjs/Particles/particle";
  18078. /**
  18079. * Particle emitter represents a volume emitting particles.
  18080. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18081. */
  18082. export interface IParticleEmitterType {
  18083. /**
  18084. * Called by the particle System when the direction is computed for the created particle.
  18085. * @param worldMatrix is the world matrix of the particle system
  18086. * @param directionToUpdate is the direction vector to update with the result
  18087. * @param particle is the particle we are computed the direction for
  18088. */
  18089. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18090. /**
  18091. * Called by the particle System when the position is computed for the created particle.
  18092. * @param worldMatrix is the world matrix of the particle system
  18093. * @param positionToUpdate is the position vector to update with the result
  18094. * @param particle is the particle we are computed the position for
  18095. */
  18096. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18097. /**
  18098. * Clones the current emitter and returns a copy of it
  18099. * @returns the new emitter
  18100. */
  18101. clone(): IParticleEmitterType;
  18102. /**
  18103. * Called by the GPUParticleSystem to setup the update shader
  18104. * @param effect defines the update shader
  18105. */
  18106. applyToShader(effect: Effect): void;
  18107. /**
  18108. * Returns a string to use to update the GPU particles update shader
  18109. * @returns the effect defines string
  18110. */
  18111. getEffectDefines(): string;
  18112. /**
  18113. * Returns a string representing the class name
  18114. * @returns a string containing the class name
  18115. */
  18116. getClassName(): string;
  18117. /**
  18118. * Serializes the particle system to a JSON object.
  18119. * @returns the JSON object
  18120. */
  18121. serialize(): any;
  18122. /**
  18123. * Parse properties from a JSON object
  18124. * @param serializationObject defines the JSON object
  18125. */
  18126. parse(serializationObject: any): void;
  18127. }
  18128. }
  18129. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18130. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18131. import { Effect } from "babylonjs/Materials/effect";
  18132. import { Particle } from "babylonjs/Particles/particle";
  18133. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18134. /**
  18135. * Particle emitter emitting particles from the inside of a box.
  18136. * It emits the particles randomly between 2 given directions.
  18137. */
  18138. export class BoxParticleEmitter implements IParticleEmitterType {
  18139. /**
  18140. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18141. */
  18142. direction1: Vector3;
  18143. /**
  18144. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18145. */
  18146. direction2: Vector3;
  18147. /**
  18148. * 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.
  18149. */
  18150. minEmitBox: Vector3;
  18151. /**
  18152. * 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.
  18153. */
  18154. maxEmitBox: Vector3;
  18155. /**
  18156. * Creates a new instance BoxParticleEmitter
  18157. */
  18158. constructor();
  18159. /**
  18160. * Called by the particle System when the direction is computed for the created particle.
  18161. * @param worldMatrix is the world matrix of the particle system
  18162. * @param directionToUpdate is the direction vector to update with the result
  18163. * @param particle is the particle we are computed the direction for
  18164. */
  18165. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18166. /**
  18167. * Called by the particle System when the position is computed for the created particle.
  18168. * @param worldMatrix is the world matrix of the particle system
  18169. * @param positionToUpdate is the position vector to update with the result
  18170. * @param particle is the particle we are computed the position for
  18171. */
  18172. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18173. /**
  18174. * Clones the current emitter and returns a copy of it
  18175. * @returns the new emitter
  18176. */
  18177. clone(): BoxParticleEmitter;
  18178. /**
  18179. * Called by the GPUParticleSystem to setup the update shader
  18180. * @param effect defines the update shader
  18181. */
  18182. applyToShader(effect: Effect): void;
  18183. /**
  18184. * Returns a string to use to update the GPU particles update shader
  18185. * @returns a string containng the defines string
  18186. */
  18187. getEffectDefines(): string;
  18188. /**
  18189. * Returns the string "BoxParticleEmitter"
  18190. * @returns a string containing the class name
  18191. */
  18192. getClassName(): string;
  18193. /**
  18194. * Serializes the particle system to a JSON object.
  18195. * @returns the JSON object
  18196. */
  18197. serialize(): any;
  18198. /**
  18199. * Parse properties from a JSON object
  18200. * @param serializationObject defines the JSON object
  18201. */
  18202. parse(serializationObject: any): void;
  18203. }
  18204. }
  18205. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18206. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18207. import { Effect } from "babylonjs/Materials/effect";
  18208. import { Particle } from "babylonjs/Particles/particle";
  18209. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18210. /**
  18211. * Particle emitter emitting particles from the inside of a cone.
  18212. * It emits the particles alongside the cone volume from the base to the particle.
  18213. * The emission direction might be randomized.
  18214. */
  18215. export class ConeParticleEmitter implements IParticleEmitterType {
  18216. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18217. directionRandomizer: number;
  18218. private _radius;
  18219. private _angle;
  18220. private _height;
  18221. /**
  18222. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18223. */
  18224. radiusRange: number;
  18225. /**
  18226. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18227. */
  18228. heightRange: number;
  18229. /**
  18230. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18231. */
  18232. emitFromSpawnPointOnly: boolean;
  18233. /**
  18234. * Gets or sets the radius of the emission cone
  18235. */
  18236. radius: number;
  18237. /**
  18238. * Gets or sets the angle of the emission cone
  18239. */
  18240. angle: number;
  18241. private _buildHeight;
  18242. /**
  18243. * Creates a new instance ConeParticleEmitter
  18244. * @param radius the radius of the emission cone (1 by default)
  18245. * @param angle the cone base angle (PI by default)
  18246. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18247. */
  18248. constructor(radius?: number, angle?: number,
  18249. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18250. directionRandomizer?: number);
  18251. /**
  18252. * Called by the particle System when the direction is computed for the created particle.
  18253. * @param worldMatrix is the world matrix of the particle system
  18254. * @param directionToUpdate is the direction vector to update with the result
  18255. * @param particle is the particle we are computed the direction for
  18256. */
  18257. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18258. /**
  18259. * Called by the particle System when the position is computed for the created particle.
  18260. * @param worldMatrix is the world matrix of the particle system
  18261. * @param positionToUpdate is the position vector to update with the result
  18262. * @param particle is the particle we are computed the position for
  18263. */
  18264. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18265. /**
  18266. * Clones the current emitter and returns a copy of it
  18267. * @returns the new emitter
  18268. */
  18269. clone(): ConeParticleEmitter;
  18270. /**
  18271. * Called by the GPUParticleSystem to setup the update shader
  18272. * @param effect defines the update shader
  18273. */
  18274. applyToShader(effect: Effect): void;
  18275. /**
  18276. * Returns a string to use to update the GPU particles update shader
  18277. * @returns a string containng the defines string
  18278. */
  18279. getEffectDefines(): string;
  18280. /**
  18281. * Returns the string "ConeParticleEmitter"
  18282. * @returns a string containing the class name
  18283. */
  18284. getClassName(): string;
  18285. /**
  18286. * Serializes the particle system to a JSON object.
  18287. * @returns the JSON object
  18288. */
  18289. serialize(): any;
  18290. /**
  18291. * Parse properties from a JSON object
  18292. * @param serializationObject defines the JSON object
  18293. */
  18294. parse(serializationObject: any): void;
  18295. }
  18296. }
  18297. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18298. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18299. import { Effect } from "babylonjs/Materials/effect";
  18300. import { Particle } from "babylonjs/Particles/particle";
  18301. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18302. /**
  18303. * Particle emitter emitting particles from the inside of a cylinder.
  18304. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18305. */
  18306. export class CylinderParticleEmitter implements IParticleEmitterType {
  18307. /**
  18308. * The radius of the emission cylinder.
  18309. */
  18310. radius: number;
  18311. /**
  18312. * The height of the emission cylinder.
  18313. */
  18314. height: number;
  18315. /**
  18316. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18317. */
  18318. radiusRange: number;
  18319. /**
  18320. * How much to randomize the particle direction [0-1].
  18321. */
  18322. directionRandomizer: number;
  18323. /**
  18324. * Creates a new instance CylinderParticleEmitter
  18325. * @param radius the radius of the emission cylinder (1 by default)
  18326. * @param height the height of the emission cylinder (1 by default)
  18327. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18328. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18329. */
  18330. constructor(
  18331. /**
  18332. * The radius of the emission cylinder.
  18333. */
  18334. radius?: number,
  18335. /**
  18336. * The height of the emission cylinder.
  18337. */
  18338. height?: number,
  18339. /**
  18340. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18341. */
  18342. radiusRange?: number,
  18343. /**
  18344. * How much to randomize the particle direction [0-1].
  18345. */
  18346. directionRandomizer?: number);
  18347. /**
  18348. * Called by the particle System when the direction is computed for the created particle.
  18349. * @param worldMatrix is the world matrix of the particle system
  18350. * @param directionToUpdate is the direction vector to update with the result
  18351. * @param particle is the particle we are computed the direction for
  18352. */
  18353. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18354. /**
  18355. * Called by the particle System when the position is computed for the created particle.
  18356. * @param worldMatrix is the world matrix of the particle system
  18357. * @param positionToUpdate is the position vector to update with the result
  18358. * @param particle is the particle we are computed the position for
  18359. */
  18360. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18361. /**
  18362. * Clones the current emitter and returns a copy of it
  18363. * @returns the new emitter
  18364. */
  18365. clone(): CylinderParticleEmitter;
  18366. /**
  18367. * Called by the GPUParticleSystem to setup the update shader
  18368. * @param effect defines the update shader
  18369. */
  18370. applyToShader(effect: Effect): void;
  18371. /**
  18372. * Returns a string to use to update the GPU particles update shader
  18373. * @returns a string containng the defines string
  18374. */
  18375. getEffectDefines(): string;
  18376. /**
  18377. * Returns the string "CylinderParticleEmitter"
  18378. * @returns a string containing the class name
  18379. */
  18380. getClassName(): string;
  18381. /**
  18382. * Serializes the particle system to a JSON object.
  18383. * @returns the JSON object
  18384. */
  18385. serialize(): any;
  18386. /**
  18387. * Parse properties from a JSON object
  18388. * @param serializationObject defines the JSON object
  18389. */
  18390. parse(serializationObject: any): void;
  18391. }
  18392. /**
  18393. * Particle emitter emitting particles from the inside of a cylinder.
  18394. * It emits the particles randomly between two vectors.
  18395. */
  18396. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18397. /**
  18398. * The min limit of the emission direction.
  18399. */
  18400. direction1: Vector3;
  18401. /**
  18402. * The max limit of the emission direction.
  18403. */
  18404. direction2: Vector3;
  18405. /**
  18406. * Creates a new instance CylinderDirectedParticleEmitter
  18407. * @param radius the radius of the emission cylinder (1 by default)
  18408. * @param height the height of the emission cylinder (1 by default)
  18409. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18410. * @param direction1 the min limit of the emission direction (up vector by default)
  18411. * @param direction2 the max limit of the emission direction (up vector by default)
  18412. */
  18413. constructor(radius?: number, height?: number, radiusRange?: number,
  18414. /**
  18415. * The min limit of the emission direction.
  18416. */
  18417. direction1?: Vector3,
  18418. /**
  18419. * The max limit of the emission direction.
  18420. */
  18421. direction2?: Vector3);
  18422. /**
  18423. * Called by the particle System when the direction is computed for the created particle.
  18424. * @param worldMatrix is the world matrix of the particle system
  18425. * @param directionToUpdate is the direction vector to update with the result
  18426. * @param particle is the particle we are computed the direction for
  18427. */
  18428. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18429. /**
  18430. * Clones the current emitter and returns a copy of it
  18431. * @returns the new emitter
  18432. */
  18433. clone(): CylinderDirectedParticleEmitter;
  18434. /**
  18435. * Called by the GPUParticleSystem to setup the update shader
  18436. * @param effect defines the update shader
  18437. */
  18438. applyToShader(effect: Effect): void;
  18439. /**
  18440. * Returns a string to use to update the GPU particles update shader
  18441. * @returns a string containng the defines string
  18442. */
  18443. getEffectDefines(): string;
  18444. /**
  18445. * Returns the string "CylinderDirectedParticleEmitter"
  18446. * @returns a string containing the class name
  18447. */
  18448. getClassName(): string;
  18449. /**
  18450. * Serializes the particle system to a JSON object.
  18451. * @returns the JSON object
  18452. */
  18453. serialize(): any;
  18454. /**
  18455. * Parse properties from a JSON object
  18456. * @param serializationObject defines the JSON object
  18457. */
  18458. parse(serializationObject: any): void;
  18459. }
  18460. }
  18461. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18462. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18463. import { Effect } from "babylonjs/Materials/effect";
  18464. import { Particle } from "babylonjs/Particles/particle";
  18465. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18466. /**
  18467. * Particle emitter emitting particles from the inside of a hemisphere.
  18468. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18469. */
  18470. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18471. /**
  18472. * The radius of the emission hemisphere.
  18473. */
  18474. radius: number;
  18475. /**
  18476. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18477. */
  18478. radiusRange: number;
  18479. /**
  18480. * How much to randomize the particle direction [0-1].
  18481. */
  18482. directionRandomizer: number;
  18483. /**
  18484. * Creates a new instance HemisphericParticleEmitter
  18485. * @param radius the radius of the emission hemisphere (1 by default)
  18486. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18487. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18488. */
  18489. constructor(
  18490. /**
  18491. * The radius of the emission hemisphere.
  18492. */
  18493. radius?: number,
  18494. /**
  18495. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18496. */
  18497. radiusRange?: number,
  18498. /**
  18499. * How much to randomize the particle direction [0-1].
  18500. */
  18501. directionRandomizer?: number);
  18502. /**
  18503. * Called by the particle System when the direction is computed for the created particle.
  18504. * @param worldMatrix is the world matrix of the particle system
  18505. * @param directionToUpdate is the direction vector to update with the result
  18506. * @param particle is the particle we are computed the direction for
  18507. */
  18508. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18509. /**
  18510. * Called by the particle System when the position is computed for the created particle.
  18511. * @param worldMatrix is the world matrix of the particle system
  18512. * @param positionToUpdate is the position vector to update with the result
  18513. * @param particle is the particle we are computed the position for
  18514. */
  18515. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18516. /**
  18517. * Clones the current emitter and returns a copy of it
  18518. * @returns the new emitter
  18519. */
  18520. clone(): HemisphericParticleEmitter;
  18521. /**
  18522. * Called by the GPUParticleSystem to setup the update shader
  18523. * @param effect defines the update shader
  18524. */
  18525. applyToShader(effect: Effect): void;
  18526. /**
  18527. * Returns a string to use to update the GPU particles update shader
  18528. * @returns a string containng the defines string
  18529. */
  18530. getEffectDefines(): string;
  18531. /**
  18532. * Returns the string "HemisphericParticleEmitter"
  18533. * @returns a string containing the class name
  18534. */
  18535. getClassName(): string;
  18536. /**
  18537. * Serializes the particle system to a JSON object.
  18538. * @returns the JSON object
  18539. */
  18540. serialize(): any;
  18541. /**
  18542. * Parse properties from a JSON object
  18543. * @param serializationObject defines the JSON object
  18544. */
  18545. parse(serializationObject: any): void;
  18546. }
  18547. }
  18548. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18549. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18550. import { Effect } from "babylonjs/Materials/effect";
  18551. import { Particle } from "babylonjs/Particles/particle";
  18552. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18553. /**
  18554. * Particle emitter emitting particles from a point.
  18555. * It emits the particles randomly between 2 given directions.
  18556. */
  18557. export class PointParticleEmitter implements IParticleEmitterType {
  18558. /**
  18559. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18560. */
  18561. direction1: Vector3;
  18562. /**
  18563. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18564. */
  18565. direction2: Vector3;
  18566. /**
  18567. * Creates a new instance PointParticleEmitter
  18568. */
  18569. constructor();
  18570. /**
  18571. * Called by the particle System when the direction is computed for the created particle.
  18572. * @param worldMatrix is the world matrix of the particle system
  18573. * @param directionToUpdate is the direction vector to update with the result
  18574. * @param particle is the particle we are computed the direction for
  18575. */
  18576. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18577. /**
  18578. * Called by the particle System when the position is computed for the created particle.
  18579. * @param worldMatrix is the world matrix of the particle system
  18580. * @param positionToUpdate is the position vector to update with the result
  18581. * @param particle is the particle we are computed the position for
  18582. */
  18583. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18584. /**
  18585. * Clones the current emitter and returns a copy of it
  18586. * @returns the new emitter
  18587. */
  18588. clone(): PointParticleEmitter;
  18589. /**
  18590. * Called by the GPUParticleSystem to setup the update shader
  18591. * @param effect defines the update shader
  18592. */
  18593. applyToShader(effect: Effect): void;
  18594. /**
  18595. * Returns a string to use to update the GPU particles update shader
  18596. * @returns a string containng the defines string
  18597. */
  18598. getEffectDefines(): string;
  18599. /**
  18600. * Returns the string "PointParticleEmitter"
  18601. * @returns a string containing the class name
  18602. */
  18603. getClassName(): string;
  18604. /**
  18605. * Serializes the particle system to a JSON object.
  18606. * @returns the JSON object
  18607. */
  18608. serialize(): any;
  18609. /**
  18610. * Parse properties from a JSON object
  18611. * @param serializationObject defines the JSON object
  18612. */
  18613. parse(serializationObject: any): void;
  18614. }
  18615. }
  18616. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18617. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18618. import { Effect } from "babylonjs/Materials/effect";
  18619. import { Particle } from "babylonjs/Particles/particle";
  18620. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18621. /**
  18622. * Particle emitter emitting particles from the inside of a sphere.
  18623. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18624. */
  18625. export class SphereParticleEmitter implements IParticleEmitterType {
  18626. /**
  18627. * The radius of the emission sphere.
  18628. */
  18629. radius: number;
  18630. /**
  18631. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18632. */
  18633. radiusRange: number;
  18634. /**
  18635. * How much to randomize the particle direction [0-1].
  18636. */
  18637. directionRandomizer: number;
  18638. /**
  18639. * Creates a new instance SphereParticleEmitter
  18640. * @param radius the radius of the emission sphere (1 by default)
  18641. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18642. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18643. */
  18644. constructor(
  18645. /**
  18646. * The radius of the emission sphere.
  18647. */
  18648. radius?: number,
  18649. /**
  18650. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18651. */
  18652. radiusRange?: number,
  18653. /**
  18654. * How much to randomize the particle direction [0-1].
  18655. */
  18656. directionRandomizer?: number);
  18657. /**
  18658. * Called by the particle System when the direction is computed for the created particle.
  18659. * @param worldMatrix is the world matrix of the particle system
  18660. * @param directionToUpdate is the direction vector to update with the result
  18661. * @param particle is the particle we are computed the direction for
  18662. */
  18663. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18664. /**
  18665. * Called by the particle System when the position is computed for the created particle.
  18666. * @param worldMatrix is the world matrix of the particle system
  18667. * @param positionToUpdate is the position vector to update with the result
  18668. * @param particle is the particle we are computed the position for
  18669. */
  18670. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18671. /**
  18672. * Clones the current emitter and returns a copy of it
  18673. * @returns the new emitter
  18674. */
  18675. clone(): SphereParticleEmitter;
  18676. /**
  18677. * Called by the GPUParticleSystem to setup the update shader
  18678. * @param effect defines the update shader
  18679. */
  18680. applyToShader(effect: Effect): void;
  18681. /**
  18682. * Returns a string to use to update the GPU particles update shader
  18683. * @returns a string containng the defines string
  18684. */
  18685. getEffectDefines(): string;
  18686. /**
  18687. * Returns the string "SphereParticleEmitter"
  18688. * @returns a string containing the class name
  18689. */
  18690. getClassName(): string;
  18691. /**
  18692. * Serializes the particle system to a JSON object.
  18693. * @returns the JSON object
  18694. */
  18695. serialize(): any;
  18696. /**
  18697. * Parse properties from a JSON object
  18698. * @param serializationObject defines the JSON object
  18699. */
  18700. parse(serializationObject: any): void;
  18701. }
  18702. /**
  18703. * Particle emitter emitting particles from the inside of a sphere.
  18704. * It emits the particles randomly between two vectors.
  18705. */
  18706. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18707. /**
  18708. * The min limit of the emission direction.
  18709. */
  18710. direction1: Vector3;
  18711. /**
  18712. * The max limit of the emission direction.
  18713. */
  18714. direction2: Vector3;
  18715. /**
  18716. * Creates a new instance SphereDirectedParticleEmitter
  18717. * @param radius the radius of the emission sphere (1 by default)
  18718. * @param direction1 the min limit of the emission direction (up vector by default)
  18719. * @param direction2 the max limit of the emission direction (up vector by default)
  18720. */
  18721. constructor(radius?: number,
  18722. /**
  18723. * The min limit of the emission direction.
  18724. */
  18725. direction1?: Vector3,
  18726. /**
  18727. * The max limit of the emission direction.
  18728. */
  18729. direction2?: Vector3);
  18730. /**
  18731. * Called by the particle System when the direction is computed for the created particle.
  18732. * @param worldMatrix is the world matrix of the particle system
  18733. * @param directionToUpdate is the direction vector to update with the result
  18734. * @param particle is the particle we are computed the direction for
  18735. */
  18736. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18737. /**
  18738. * Clones the current emitter and returns a copy of it
  18739. * @returns the new emitter
  18740. */
  18741. clone(): SphereDirectedParticleEmitter;
  18742. /**
  18743. * Called by the GPUParticleSystem to setup the update shader
  18744. * @param effect defines the update shader
  18745. */
  18746. applyToShader(effect: Effect): void;
  18747. /**
  18748. * Returns a string to use to update the GPU particles update shader
  18749. * @returns a string containng the defines string
  18750. */
  18751. getEffectDefines(): string;
  18752. /**
  18753. * Returns the string "SphereDirectedParticleEmitter"
  18754. * @returns a string containing the class name
  18755. */
  18756. getClassName(): string;
  18757. /**
  18758. * Serializes the particle system to a JSON object.
  18759. * @returns the JSON object
  18760. */
  18761. serialize(): any;
  18762. /**
  18763. * Parse properties from a JSON object
  18764. * @param serializationObject defines the JSON object
  18765. */
  18766. parse(serializationObject: any): void;
  18767. }
  18768. }
  18769. declare module "babylonjs/Particles/EmitterTypes/index" {
  18770. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18771. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18772. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18773. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18774. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18775. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18776. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18777. }
  18778. declare module "babylonjs/Particles/IParticleSystem" {
  18779. import { Nullable } from "babylonjs/types";
  18780. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18781. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18782. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18783. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18784. import { Texture } from "babylonjs/Materials/Textures/texture";
  18785. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18786. import { Scene } from "babylonjs/scene";
  18787. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18788. import { Animation } from "babylonjs/Animations/animation";
  18789. /**
  18790. * Interface representing a particle system in Babylon.js.
  18791. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18792. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18793. */
  18794. export interface IParticleSystem {
  18795. /**
  18796. * List of animations used by the particle system.
  18797. */
  18798. animations: Animation[];
  18799. /**
  18800. * The id of the Particle system.
  18801. */
  18802. id: string;
  18803. /**
  18804. * The name of the Particle system.
  18805. */
  18806. name: string;
  18807. /**
  18808. * The emitter represents the Mesh or position we are attaching the particle system to.
  18809. */
  18810. emitter: Nullable<AbstractMesh | Vector3>;
  18811. /**
  18812. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18813. */
  18814. isBillboardBased: boolean;
  18815. /**
  18816. * The rendering group used by the Particle system to chose when to render.
  18817. */
  18818. renderingGroupId: number;
  18819. /**
  18820. * The layer mask we are rendering the particles through.
  18821. */
  18822. layerMask: number;
  18823. /**
  18824. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18825. */
  18826. updateSpeed: number;
  18827. /**
  18828. * The amount of time the particle system is running (depends of the overall update speed).
  18829. */
  18830. targetStopDuration: number;
  18831. /**
  18832. * The texture used to render each particle. (this can be a spritesheet)
  18833. */
  18834. particleTexture: Nullable<Texture>;
  18835. /**
  18836. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18837. */
  18838. blendMode: number;
  18839. /**
  18840. * Minimum life time of emitting particles.
  18841. */
  18842. minLifeTime: number;
  18843. /**
  18844. * Maximum life time of emitting particles.
  18845. */
  18846. maxLifeTime: number;
  18847. /**
  18848. * Minimum Size of emitting particles.
  18849. */
  18850. minSize: number;
  18851. /**
  18852. * Maximum Size of emitting particles.
  18853. */
  18854. maxSize: number;
  18855. /**
  18856. * Minimum scale of emitting particles on X axis.
  18857. */
  18858. minScaleX: number;
  18859. /**
  18860. * Maximum scale of emitting particles on X axis.
  18861. */
  18862. maxScaleX: number;
  18863. /**
  18864. * Minimum scale of emitting particles on Y axis.
  18865. */
  18866. minScaleY: number;
  18867. /**
  18868. * Maximum scale of emitting particles on Y axis.
  18869. */
  18870. maxScaleY: number;
  18871. /**
  18872. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18873. */
  18874. color1: Color4;
  18875. /**
  18876. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18877. */
  18878. color2: Color4;
  18879. /**
  18880. * Color the particle will have at the end of its lifetime.
  18881. */
  18882. colorDead: Color4;
  18883. /**
  18884. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18885. */
  18886. emitRate: number;
  18887. /**
  18888. * You can use gravity if you want to give an orientation to your particles.
  18889. */
  18890. gravity: Vector3;
  18891. /**
  18892. * Minimum power of emitting particles.
  18893. */
  18894. minEmitPower: number;
  18895. /**
  18896. * Maximum power of emitting particles.
  18897. */
  18898. maxEmitPower: number;
  18899. /**
  18900. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18901. */
  18902. minAngularSpeed: number;
  18903. /**
  18904. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18905. */
  18906. maxAngularSpeed: number;
  18907. /**
  18908. * Gets or sets the minimal initial rotation in radians.
  18909. */
  18910. minInitialRotation: number;
  18911. /**
  18912. * Gets or sets the maximal initial rotation in radians.
  18913. */
  18914. maxInitialRotation: number;
  18915. /**
  18916. * The particle emitter type defines the emitter used by the particle system.
  18917. * It can be for example box, sphere, or cone...
  18918. */
  18919. particleEmitterType: Nullable<IParticleEmitterType>;
  18920. /**
  18921. * Defines the delay in milliseconds before starting the system (0 by default)
  18922. */
  18923. startDelay: number;
  18924. /**
  18925. * 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
  18926. */
  18927. preWarmCycles: number;
  18928. /**
  18929. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18930. */
  18931. preWarmStepOffset: number;
  18932. /**
  18933. * 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)
  18934. */
  18935. spriteCellChangeSpeed: number;
  18936. /**
  18937. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18938. */
  18939. startSpriteCellID: number;
  18940. /**
  18941. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18942. */
  18943. endSpriteCellID: number;
  18944. /**
  18945. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18946. */
  18947. spriteCellWidth: number;
  18948. /**
  18949. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18950. */
  18951. spriteCellHeight: number;
  18952. /**
  18953. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18954. */
  18955. spriteRandomStartCell: boolean;
  18956. /**
  18957. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18958. */
  18959. isAnimationSheetEnabled: boolean;
  18960. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18961. translationPivot: Vector2;
  18962. /**
  18963. * Gets or sets a texture used to add random noise to particle positions
  18964. */
  18965. noiseTexture: Nullable<BaseTexture>;
  18966. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18967. noiseStrength: Vector3;
  18968. /**
  18969. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18970. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18971. */
  18972. billboardMode: number;
  18973. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18974. limitVelocityDamping: number;
  18975. /**
  18976. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18977. */
  18978. beginAnimationOnStart: boolean;
  18979. /**
  18980. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18981. */
  18982. beginAnimationFrom: number;
  18983. /**
  18984. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18985. */
  18986. beginAnimationTo: number;
  18987. /**
  18988. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18989. */
  18990. beginAnimationLoop: boolean;
  18991. /**
  18992. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18993. */
  18994. disposeOnStop: boolean;
  18995. /**
  18996. * Gets the maximum number of particles active at the same time.
  18997. * @returns The max number of active particles.
  18998. */
  18999. getCapacity(): number;
  19000. /**
  19001. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19002. * @returns True if it has been started, otherwise false.
  19003. */
  19004. isStarted(): boolean;
  19005. /**
  19006. * Animates the particle system for this frame.
  19007. */
  19008. animate(): void;
  19009. /**
  19010. * Renders the particle system in its current state.
  19011. * @returns the current number of particles
  19012. */
  19013. render(): number;
  19014. /**
  19015. * Dispose the particle system and frees its associated resources.
  19016. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19017. */
  19018. dispose(disposeTexture?: boolean): void;
  19019. /**
  19020. * Clones the particle system.
  19021. * @param name The name of the cloned object
  19022. * @param newEmitter The new emitter to use
  19023. * @returns the cloned particle system
  19024. */
  19025. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19026. /**
  19027. * Serializes the particle system to a JSON object.
  19028. * @returns the JSON object
  19029. */
  19030. serialize(): any;
  19031. /**
  19032. * Rebuild the particle system
  19033. */
  19034. rebuild(): void;
  19035. /**
  19036. * Starts the particle system and begins to emit
  19037. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19038. */
  19039. start(delay?: number): void;
  19040. /**
  19041. * Stops the particle system.
  19042. */
  19043. stop(): void;
  19044. /**
  19045. * Remove all active particles
  19046. */
  19047. reset(): void;
  19048. /**
  19049. * Is this system ready to be used/rendered
  19050. * @return true if the system is ready
  19051. */
  19052. isReady(): boolean;
  19053. /**
  19054. * Adds a new color gradient
  19055. * @param gradient defines the gradient to use (between 0 and 1)
  19056. * @param color1 defines the color to affect to the specified gradient
  19057. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19058. * @returns the current particle system
  19059. */
  19060. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19061. /**
  19062. * Remove a specific color gradient
  19063. * @param gradient defines the gradient to remove
  19064. * @returns the current particle system
  19065. */
  19066. removeColorGradient(gradient: number): IParticleSystem;
  19067. /**
  19068. * Adds a new size gradient
  19069. * @param gradient defines the gradient to use (between 0 and 1)
  19070. * @param factor defines the size factor to affect to the specified gradient
  19071. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19072. * @returns the current particle system
  19073. */
  19074. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19075. /**
  19076. * Remove a specific size gradient
  19077. * @param gradient defines the gradient to remove
  19078. * @returns the current particle system
  19079. */
  19080. removeSizeGradient(gradient: number): IParticleSystem;
  19081. /**
  19082. * Gets the current list of color gradients.
  19083. * You must use addColorGradient and removeColorGradient to udpate this list
  19084. * @returns the list of color gradients
  19085. */
  19086. getColorGradients(): Nullable<Array<ColorGradient>>;
  19087. /**
  19088. * Gets the current list of size gradients.
  19089. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19090. * @returns the list of size gradients
  19091. */
  19092. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19093. /**
  19094. * Gets the current list of angular speed gradients.
  19095. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19096. * @returns the list of angular speed gradients
  19097. */
  19098. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19099. /**
  19100. * Adds a new angular speed gradient
  19101. * @param gradient defines the gradient to use (between 0 and 1)
  19102. * @param factor defines the angular speed to affect to the specified gradient
  19103. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19104. * @returns the current particle system
  19105. */
  19106. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19107. /**
  19108. * Remove a specific angular speed gradient
  19109. * @param gradient defines the gradient to remove
  19110. * @returns the current particle system
  19111. */
  19112. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19113. /**
  19114. * Gets the current list of velocity gradients.
  19115. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19116. * @returns the list of velocity gradients
  19117. */
  19118. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19119. /**
  19120. * Adds a new velocity gradient
  19121. * @param gradient defines the gradient to use (between 0 and 1)
  19122. * @param factor defines the velocity to affect to the specified gradient
  19123. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19124. * @returns the current particle system
  19125. */
  19126. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19127. /**
  19128. * Remove a specific velocity gradient
  19129. * @param gradient defines the gradient to remove
  19130. * @returns the current particle system
  19131. */
  19132. removeVelocityGradient(gradient: number): IParticleSystem;
  19133. /**
  19134. * Gets the current list of limit velocity gradients.
  19135. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19136. * @returns the list of limit velocity gradients
  19137. */
  19138. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19139. /**
  19140. * Adds a new limit velocity gradient
  19141. * @param gradient defines the gradient to use (between 0 and 1)
  19142. * @param factor defines the limit velocity to affect to the specified gradient
  19143. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19144. * @returns the current particle system
  19145. */
  19146. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19147. /**
  19148. * Remove a specific limit velocity gradient
  19149. * @param gradient defines the gradient to remove
  19150. * @returns the current particle system
  19151. */
  19152. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19153. /**
  19154. * Adds a new drag gradient
  19155. * @param gradient defines the gradient to use (between 0 and 1)
  19156. * @param factor defines the drag to affect to the specified gradient
  19157. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19158. * @returns the current particle system
  19159. */
  19160. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19161. /**
  19162. * Remove a specific drag gradient
  19163. * @param gradient defines the gradient to remove
  19164. * @returns the current particle system
  19165. */
  19166. removeDragGradient(gradient: number): IParticleSystem;
  19167. /**
  19168. * Gets the current list of drag gradients.
  19169. * You must use addDragGradient and removeDragGradient to udpate this list
  19170. * @returns the list of drag gradients
  19171. */
  19172. getDragGradients(): Nullable<Array<FactorGradient>>;
  19173. /**
  19174. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19175. * @param gradient defines the gradient to use (between 0 and 1)
  19176. * @param factor defines the emit rate to affect to the specified gradient
  19177. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19178. * @returns the current particle system
  19179. */
  19180. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19181. /**
  19182. * Remove a specific emit rate gradient
  19183. * @param gradient defines the gradient to remove
  19184. * @returns the current particle system
  19185. */
  19186. removeEmitRateGradient(gradient: number): IParticleSystem;
  19187. /**
  19188. * Gets the current list of emit rate gradients.
  19189. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19190. * @returns the list of emit rate gradients
  19191. */
  19192. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19193. /**
  19194. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19195. * @param gradient defines the gradient to use (between 0 and 1)
  19196. * @param factor defines the start size to affect to the specified gradient
  19197. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19198. * @returns the current particle system
  19199. */
  19200. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19201. /**
  19202. * Remove a specific start size gradient
  19203. * @param gradient defines the gradient to remove
  19204. * @returns the current particle system
  19205. */
  19206. removeStartSizeGradient(gradient: number): IParticleSystem;
  19207. /**
  19208. * Gets the current list of start size gradients.
  19209. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19210. * @returns the list of start size gradients
  19211. */
  19212. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19213. /**
  19214. * Adds a new life time gradient
  19215. * @param gradient defines the gradient to use (between 0 and 1)
  19216. * @param factor defines the life time factor to affect to the specified gradient
  19217. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19218. * @returns the current particle system
  19219. */
  19220. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19221. /**
  19222. * Remove a specific life time gradient
  19223. * @param gradient defines the gradient to remove
  19224. * @returns the current particle system
  19225. */
  19226. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19227. /**
  19228. * Gets the current list of life time gradients.
  19229. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19230. * @returns the list of life time gradients
  19231. */
  19232. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19233. /**
  19234. * Gets the current list of color gradients.
  19235. * You must use addColorGradient and removeColorGradient to udpate this list
  19236. * @returns the list of color gradients
  19237. */
  19238. getColorGradients(): Nullable<Array<ColorGradient>>;
  19239. /**
  19240. * Adds a new ramp gradient used to remap particle colors
  19241. * @param gradient defines the gradient to use (between 0 and 1)
  19242. * @param color defines the color to affect to the specified gradient
  19243. * @returns the current particle system
  19244. */
  19245. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19246. /**
  19247. * Gets the current list of ramp gradients.
  19248. * You must use addRampGradient and removeRampGradient to udpate this list
  19249. * @returns the list of ramp gradients
  19250. */
  19251. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19252. /** Gets or sets a boolean indicating that ramp gradients must be used
  19253. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19254. */
  19255. useRampGradients: boolean;
  19256. /**
  19257. * Adds a new color remap gradient
  19258. * @param gradient defines the gradient to use (between 0 and 1)
  19259. * @param min defines the color remap minimal range
  19260. * @param max defines the color remap maximal range
  19261. * @returns the current particle system
  19262. */
  19263. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19264. /**
  19265. * Gets the current list of color remap gradients.
  19266. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19267. * @returns the list of color remap gradients
  19268. */
  19269. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19270. /**
  19271. * Adds a new alpha remap gradient
  19272. * @param gradient defines the gradient to use (between 0 and 1)
  19273. * @param min defines the alpha remap minimal range
  19274. * @param max defines the alpha remap maximal range
  19275. * @returns the current particle system
  19276. */
  19277. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19278. /**
  19279. * Gets the current list of alpha remap gradients.
  19280. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19281. * @returns the list of alpha remap gradients
  19282. */
  19283. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19284. /**
  19285. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19286. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19287. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19288. * @returns the emitter
  19289. */
  19290. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19291. /**
  19292. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19293. * @param radius The radius of the hemisphere to emit from
  19294. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19295. * @returns the emitter
  19296. */
  19297. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19298. /**
  19299. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19300. * @param radius The radius of the sphere to emit from
  19301. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19302. * @returns the emitter
  19303. */
  19304. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19305. /**
  19306. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19307. * @param radius The radius of the sphere to emit from
  19308. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19309. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19310. * @returns the emitter
  19311. */
  19312. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19313. /**
  19314. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19315. * @param radius The radius of the emission cylinder
  19316. * @param height The height of the emission cylinder
  19317. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19318. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19319. * @returns the emitter
  19320. */
  19321. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19322. /**
  19323. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19324. * @param radius The radius of the cylinder to emit from
  19325. * @param height The height of the emission cylinder
  19326. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19327. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19328. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19329. * @returns the emitter
  19330. */
  19331. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19332. /**
  19333. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19334. * @param radius The radius of the cone to emit from
  19335. * @param angle The base angle of the cone
  19336. * @returns the emitter
  19337. */
  19338. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19339. /**
  19340. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19341. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19342. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19343. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19344. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19345. * @returns the emitter
  19346. */
  19347. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19348. /**
  19349. * Get hosting scene
  19350. * @returns the scene
  19351. */
  19352. getScene(): Scene;
  19353. }
  19354. }
  19355. declare module "babylonjs/Meshes/instancedMesh" {
  19356. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19357. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19358. import { Camera } from "babylonjs/Cameras/camera";
  19359. import { Node } from "babylonjs/node";
  19360. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19361. import { Mesh } from "babylonjs/Meshes/mesh";
  19362. import { Material } from "babylonjs/Materials/material";
  19363. import { Skeleton } from "babylonjs/Bones/skeleton";
  19364. import { Light } from "babylonjs/Lights/light";
  19365. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19366. /**
  19367. * Creates an instance based on a source mesh.
  19368. */
  19369. export class InstancedMesh extends AbstractMesh {
  19370. private _sourceMesh;
  19371. private _currentLOD;
  19372. /** @hidden */
  19373. _indexInSourceMeshInstanceArray: number;
  19374. constructor(name: string, source: Mesh);
  19375. /**
  19376. * Returns the string "InstancedMesh".
  19377. */
  19378. getClassName(): string;
  19379. /** Gets the list of lights affecting that mesh */
  19380. readonly lightSources: Light[];
  19381. _resyncLightSources(): void;
  19382. _resyncLighSource(light: Light): void;
  19383. _removeLightSource(light: Light, dispose: boolean): void;
  19384. /**
  19385. * If the source mesh receives shadows
  19386. */
  19387. readonly receiveShadows: boolean;
  19388. /**
  19389. * The material of the source mesh
  19390. */
  19391. readonly material: Nullable<Material>;
  19392. /**
  19393. * Visibility of the source mesh
  19394. */
  19395. readonly visibility: number;
  19396. /**
  19397. * Skeleton of the source mesh
  19398. */
  19399. readonly skeleton: Nullable<Skeleton>;
  19400. /**
  19401. * Rendering ground id of the source mesh
  19402. */
  19403. renderingGroupId: number;
  19404. /**
  19405. * Returns the total number of vertices (integer).
  19406. */
  19407. getTotalVertices(): number;
  19408. /**
  19409. * Returns a positive integer : the total number of indices in this mesh geometry.
  19410. * @returns the numner of indices or zero if the mesh has no geometry.
  19411. */
  19412. getTotalIndices(): number;
  19413. /**
  19414. * The source mesh of the instance
  19415. */
  19416. readonly sourceMesh: Mesh;
  19417. /**
  19418. * Is this node ready to be used/rendered
  19419. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19420. * @return {boolean} is it ready
  19421. */
  19422. isReady(completeCheck?: boolean): boolean;
  19423. /**
  19424. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19425. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19426. * @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.
  19427. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19428. */
  19429. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19430. /**
  19431. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19432. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19433. * The `data` are either a numeric array either a Float32Array.
  19434. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19435. * 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).
  19436. * Note that a new underlying VertexBuffer object is created each call.
  19437. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19438. *
  19439. * Possible `kind` values :
  19440. * - VertexBuffer.PositionKind
  19441. * - VertexBuffer.UVKind
  19442. * - VertexBuffer.UV2Kind
  19443. * - VertexBuffer.UV3Kind
  19444. * - VertexBuffer.UV4Kind
  19445. * - VertexBuffer.UV5Kind
  19446. * - VertexBuffer.UV6Kind
  19447. * - VertexBuffer.ColorKind
  19448. * - VertexBuffer.MatricesIndicesKind
  19449. * - VertexBuffer.MatricesIndicesExtraKind
  19450. * - VertexBuffer.MatricesWeightsKind
  19451. * - VertexBuffer.MatricesWeightsExtraKind
  19452. *
  19453. * Returns the Mesh.
  19454. */
  19455. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19456. /**
  19457. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19458. * If the mesh has no geometry, it is simply returned as it is.
  19459. * The `data` are either a numeric array either a Float32Array.
  19460. * No new underlying VertexBuffer object is created.
  19461. * 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.
  19462. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19463. *
  19464. * Possible `kind` values :
  19465. * - VertexBuffer.PositionKind
  19466. * - VertexBuffer.UVKind
  19467. * - VertexBuffer.UV2Kind
  19468. * - VertexBuffer.UV3Kind
  19469. * - VertexBuffer.UV4Kind
  19470. * - VertexBuffer.UV5Kind
  19471. * - VertexBuffer.UV6Kind
  19472. * - VertexBuffer.ColorKind
  19473. * - VertexBuffer.MatricesIndicesKind
  19474. * - VertexBuffer.MatricesIndicesExtraKind
  19475. * - VertexBuffer.MatricesWeightsKind
  19476. * - VertexBuffer.MatricesWeightsExtraKind
  19477. *
  19478. * Returns the Mesh.
  19479. */
  19480. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19481. /**
  19482. * Sets the mesh indices.
  19483. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19484. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19485. * This method creates a new index buffer each call.
  19486. * Returns the Mesh.
  19487. */
  19488. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19489. /**
  19490. * Boolean : True if the mesh owns the requested kind of data.
  19491. */
  19492. isVerticesDataPresent(kind: string): boolean;
  19493. /**
  19494. * Returns an array of indices (IndicesArray).
  19495. */
  19496. getIndices(): Nullable<IndicesArray>;
  19497. readonly _positions: Nullable<Vector3[]>;
  19498. /**
  19499. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19500. * This means the mesh underlying bounding box and sphere are recomputed.
  19501. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19502. * @returns the current mesh
  19503. */
  19504. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19505. /** @hidden */
  19506. _preActivate(): InstancedMesh;
  19507. /** @hidden */
  19508. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19509. /** @hidden */
  19510. _postActivate(): void;
  19511. getWorldMatrix(): Matrix;
  19512. readonly isAnInstance: boolean;
  19513. /**
  19514. * Returns the current associated LOD AbstractMesh.
  19515. */
  19516. getLOD(camera: Camera): AbstractMesh;
  19517. /** @hidden */
  19518. _syncSubMeshes(): InstancedMesh;
  19519. /** @hidden */
  19520. _generatePointsArray(): boolean;
  19521. /**
  19522. * Creates a new InstancedMesh from the current mesh.
  19523. * - name (string) : the cloned mesh name
  19524. * - newParent (optional Node) : the optional Node to parent the clone to.
  19525. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19526. *
  19527. * Returns the clone.
  19528. */
  19529. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19530. /**
  19531. * Disposes the InstancedMesh.
  19532. * Returns nothing.
  19533. */
  19534. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19535. }
  19536. module "babylonjs/Meshes/mesh" {
  19537. interface Mesh {
  19538. /**
  19539. * Register a custom buffer that will be instanced
  19540. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19541. * @param kind defines the buffer kind
  19542. * @param stride defines the stride in floats
  19543. */
  19544. registerInstancedBuffer(kind: string, stride: number): void;
  19545. /** @hidden */
  19546. _userInstancedBuffersStorage: {
  19547. data: {
  19548. [key: string]: Float32Array;
  19549. };
  19550. sizes: {
  19551. [key: string]: number;
  19552. };
  19553. vertexBuffers: {
  19554. [key: string]: Nullable<VertexBuffer>;
  19555. };
  19556. strides: {
  19557. [key: string]: number;
  19558. };
  19559. };
  19560. }
  19561. }
  19562. module "babylonjs/Meshes/abstractMesh" {
  19563. interface AbstractMesh {
  19564. /**
  19565. * Object used to store instanced buffers defined by user
  19566. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19567. */
  19568. instancedBuffers: {
  19569. [key: string]: any;
  19570. };
  19571. }
  19572. }
  19573. }
  19574. declare module "babylonjs/Materials/shaderMaterial" {
  19575. import { Scene } from "babylonjs/scene";
  19576. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19577. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19578. import { Mesh } from "babylonjs/Meshes/mesh";
  19579. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19580. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19581. import { Texture } from "babylonjs/Materials/Textures/texture";
  19582. import { Material } from "babylonjs/Materials/material";
  19583. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19584. /**
  19585. * Defines the options associated with the creation of a shader material.
  19586. */
  19587. export interface IShaderMaterialOptions {
  19588. /**
  19589. * Does the material work in alpha blend mode
  19590. */
  19591. needAlphaBlending: boolean;
  19592. /**
  19593. * Does the material work in alpha test mode
  19594. */
  19595. needAlphaTesting: boolean;
  19596. /**
  19597. * The list of attribute names used in the shader
  19598. */
  19599. attributes: string[];
  19600. /**
  19601. * The list of unifrom names used in the shader
  19602. */
  19603. uniforms: string[];
  19604. /**
  19605. * The list of UBO names used in the shader
  19606. */
  19607. uniformBuffers: string[];
  19608. /**
  19609. * The list of sampler names used in the shader
  19610. */
  19611. samplers: string[];
  19612. /**
  19613. * The list of defines used in the shader
  19614. */
  19615. defines: string[];
  19616. }
  19617. /**
  19618. * 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.
  19619. *
  19620. * This returned material effects how the mesh will look based on the code in the shaders.
  19621. *
  19622. * @see http://doc.babylonjs.com/how_to/shader_material
  19623. */
  19624. export class ShaderMaterial extends Material {
  19625. private _shaderPath;
  19626. private _options;
  19627. private _textures;
  19628. private _textureArrays;
  19629. private _floats;
  19630. private _ints;
  19631. private _floatsArrays;
  19632. private _colors3;
  19633. private _colors3Arrays;
  19634. private _colors4;
  19635. private _colors4Arrays;
  19636. private _vectors2;
  19637. private _vectors3;
  19638. private _vectors4;
  19639. private _matrices;
  19640. private _matrices3x3;
  19641. private _matrices2x2;
  19642. private _vectors2Arrays;
  19643. private _vectors3Arrays;
  19644. private _vectors4Arrays;
  19645. private _cachedWorldViewMatrix;
  19646. private _cachedWorldViewProjectionMatrix;
  19647. private _renderId;
  19648. /**
  19649. * Instantiate a new shader material.
  19650. * 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.
  19651. * This returned material effects how the mesh will look based on the code in the shaders.
  19652. * @see http://doc.babylonjs.com/how_to/shader_material
  19653. * @param name Define the name of the material in the scene
  19654. * @param scene Define the scene the material belongs to
  19655. * @param shaderPath Defines the route to the shader code in one of three ways:
  19656. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19657. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19658. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19659. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19660. * @param options Define the options used to create the shader
  19661. */
  19662. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19663. /**
  19664. * Gets the options used to compile the shader.
  19665. * They can be modified to trigger a new compilation
  19666. */
  19667. readonly options: IShaderMaterialOptions;
  19668. /**
  19669. * Gets the current class name of the material e.g. "ShaderMaterial"
  19670. * Mainly use in serialization.
  19671. * @returns the class name
  19672. */
  19673. getClassName(): string;
  19674. /**
  19675. * Specifies if the material will require alpha blending
  19676. * @returns a boolean specifying if alpha blending is needed
  19677. */
  19678. needAlphaBlending(): boolean;
  19679. /**
  19680. * Specifies if this material should be rendered in alpha test mode
  19681. * @returns a boolean specifying if an alpha test is needed.
  19682. */
  19683. needAlphaTesting(): boolean;
  19684. private _checkUniform;
  19685. /**
  19686. * Set a texture in the shader.
  19687. * @param name Define the name of the uniform samplers as defined in the shader
  19688. * @param texture Define the texture to bind to this sampler
  19689. * @return the material itself allowing "fluent" like uniform updates
  19690. */
  19691. setTexture(name: string, texture: Texture): ShaderMaterial;
  19692. /**
  19693. * Set a texture array in the shader.
  19694. * @param name Define the name of the uniform sampler array as defined in the shader
  19695. * @param textures Define the list of textures to bind to this sampler
  19696. * @return the material itself allowing "fluent" like uniform updates
  19697. */
  19698. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19699. /**
  19700. * Set a float in the shader.
  19701. * @param name Define the name of the uniform as defined in the shader
  19702. * @param value Define the value to give to the uniform
  19703. * @return the material itself allowing "fluent" like uniform updates
  19704. */
  19705. setFloat(name: string, value: number): ShaderMaterial;
  19706. /**
  19707. * Set a int in the shader.
  19708. * @param name Define the name of the uniform as defined in the shader
  19709. * @param value Define the value to give to the uniform
  19710. * @return the material itself allowing "fluent" like uniform updates
  19711. */
  19712. setInt(name: string, value: number): ShaderMaterial;
  19713. /**
  19714. * Set an array of floats in the shader.
  19715. * @param name Define the name of the uniform as defined in the shader
  19716. * @param value Define the value to give to the uniform
  19717. * @return the material itself allowing "fluent" like uniform updates
  19718. */
  19719. setFloats(name: string, value: number[]): ShaderMaterial;
  19720. /**
  19721. * Set a vec3 in the shader from a Color3.
  19722. * @param name Define the name of the uniform as defined in the shader
  19723. * @param value Define the value to give to the uniform
  19724. * @return the material itself allowing "fluent" like uniform updates
  19725. */
  19726. setColor3(name: string, value: Color3): ShaderMaterial;
  19727. /**
  19728. * Set a vec3 array in the shader from a Color3 array.
  19729. * @param name Define the name of the uniform as defined in the shader
  19730. * @param value Define the value to give to the uniform
  19731. * @return the material itself allowing "fluent" like uniform updates
  19732. */
  19733. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19734. /**
  19735. * Set a vec4 in the shader from a Color4.
  19736. * @param name Define the name of the uniform as defined in the shader
  19737. * @param value Define the value to give to the uniform
  19738. * @return the material itself allowing "fluent" like uniform updates
  19739. */
  19740. setColor4(name: string, value: Color4): ShaderMaterial;
  19741. /**
  19742. * Set a vec4 array in the shader from a Color4 array.
  19743. * @param name Define the name of the uniform as defined in the shader
  19744. * @param value Define the value to give to the uniform
  19745. * @return the material itself allowing "fluent" like uniform updates
  19746. */
  19747. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19748. /**
  19749. * Set a vec2 in the shader from a Vector2.
  19750. * @param name Define the name of the uniform as defined in the shader
  19751. * @param value Define the value to give to the uniform
  19752. * @return the material itself allowing "fluent" like uniform updates
  19753. */
  19754. setVector2(name: string, value: Vector2): ShaderMaterial;
  19755. /**
  19756. * Set a vec3 in the shader from a Vector3.
  19757. * @param name Define the name of the uniform as defined in the shader
  19758. * @param value Define the value to give to the uniform
  19759. * @return the material itself allowing "fluent" like uniform updates
  19760. */
  19761. setVector3(name: string, value: Vector3): ShaderMaterial;
  19762. /**
  19763. * Set a vec4 in the shader from a Vector4.
  19764. * @param name Define the name of the uniform as defined in the shader
  19765. * @param value Define the value to give to the uniform
  19766. * @return the material itself allowing "fluent" like uniform updates
  19767. */
  19768. setVector4(name: string, value: Vector4): ShaderMaterial;
  19769. /**
  19770. * Set a mat4 in the shader from a Matrix.
  19771. * @param name Define the name of the uniform as defined in the shader
  19772. * @param value Define the value to give to the uniform
  19773. * @return the material itself allowing "fluent" like uniform updates
  19774. */
  19775. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19776. /**
  19777. * Set a mat3 in the shader from a Float32Array.
  19778. * @param name Define the name of the uniform as defined in the shader
  19779. * @param value Define the value to give to the uniform
  19780. * @return the material itself allowing "fluent" like uniform updates
  19781. */
  19782. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19783. /**
  19784. * Set a mat2 in the shader from a Float32Array.
  19785. * @param name Define the name of the uniform as defined in the shader
  19786. * @param value Define the value to give to the uniform
  19787. * @return the material itself allowing "fluent" like uniform updates
  19788. */
  19789. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19790. /**
  19791. * Set a vec2 array in the shader from a number array.
  19792. * @param name Define the name of the uniform as defined in the shader
  19793. * @param value Define the value to give to the uniform
  19794. * @return the material itself allowing "fluent" like uniform updates
  19795. */
  19796. setArray2(name: string, value: number[]): ShaderMaterial;
  19797. /**
  19798. * Set a vec3 array in the shader from a number array.
  19799. * @param name Define the name of the uniform as defined in the shader
  19800. * @param value Define the value to give to the uniform
  19801. * @return the material itself allowing "fluent" like uniform updates
  19802. */
  19803. setArray3(name: string, value: number[]): ShaderMaterial;
  19804. /**
  19805. * Set a vec4 array in the shader from a number array.
  19806. * @param name Define the name of the uniform as defined in the shader
  19807. * @param value Define the value to give to the uniform
  19808. * @return the material itself allowing "fluent" like uniform updates
  19809. */
  19810. setArray4(name: string, value: number[]): ShaderMaterial;
  19811. private _checkCache;
  19812. /**
  19813. * Specifies that the submesh is ready to be used
  19814. * @param mesh defines the mesh to check
  19815. * @param subMesh defines which submesh to check
  19816. * @param useInstances specifies that instances should be used
  19817. * @returns a boolean indicating that the submesh is ready or not
  19818. */
  19819. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19820. /**
  19821. * Checks if the material is ready to render the requested mesh
  19822. * @param mesh Define the mesh to render
  19823. * @param useInstances Define whether or not the material is used with instances
  19824. * @returns true if ready, otherwise false
  19825. */
  19826. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19827. /**
  19828. * Binds the world matrix to the material
  19829. * @param world defines the world transformation matrix
  19830. */
  19831. bindOnlyWorldMatrix(world: Matrix): void;
  19832. /**
  19833. * Binds the material to the mesh
  19834. * @param world defines the world transformation matrix
  19835. * @param mesh defines the mesh to bind the material to
  19836. */
  19837. bind(world: Matrix, mesh?: Mesh): void;
  19838. /**
  19839. * Gets the active textures from the material
  19840. * @returns an array of textures
  19841. */
  19842. getActiveTextures(): BaseTexture[];
  19843. /**
  19844. * Specifies if the material uses a texture
  19845. * @param texture defines the texture to check against the material
  19846. * @returns a boolean specifying if the material uses the texture
  19847. */
  19848. hasTexture(texture: BaseTexture): boolean;
  19849. /**
  19850. * Makes a duplicate of the material, and gives it a new name
  19851. * @param name defines the new name for the duplicated material
  19852. * @returns the cloned material
  19853. */
  19854. clone(name: string): ShaderMaterial;
  19855. /**
  19856. * Disposes the material
  19857. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19858. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19859. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19860. */
  19861. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19862. /**
  19863. * Serializes this material in a JSON representation
  19864. * @returns the serialized material object
  19865. */
  19866. serialize(): any;
  19867. /**
  19868. * Creates a shader material from parsed shader material data
  19869. * @param source defines the JSON represnetation of the material
  19870. * @param scene defines the hosting scene
  19871. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19872. * @returns a new material
  19873. */
  19874. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19875. }
  19876. }
  19877. declare module "babylonjs/Shaders/color.fragment" {
  19878. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19879. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19880. /** @hidden */
  19881. export var colorPixelShader: {
  19882. name: string;
  19883. shader: string;
  19884. };
  19885. }
  19886. declare module "babylonjs/Shaders/color.vertex" {
  19887. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19888. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19889. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19890. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19891. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19892. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19893. /** @hidden */
  19894. export var colorVertexShader: {
  19895. name: string;
  19896. shader: string;
  19897. };
  19898. }
  19899. declare module "babylonjs/Meshes/linesMesh" {
  19900. import { Nullable } from "babylonjs/types";
  19901. import { Scene } from "babylonjs/scene";
  19902. import { Color3 } from "babylonjs/Maths/math.color";
  19903. import { Node } from "babylonjs/node";
  19904. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19905. import { Mesh } from "babylonjs/Meshes/mesh";
  19906. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19907. import { Effect } from "babylonjs/Materials/effect";
  19908. import { Material } from "babylonjs/Materials/material";
  19909. import "babylonjs/Shaders/color.fragment";
  19910. import "babylonjs/Shaders/color.vertex";
  19911. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19912. /**
  19913. * Line mesh
  19914. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19915. */
  19916. export class LinesMesh extends Mesh {
  19917. /**
  19918. * If vertex color should be applied to the mesh
  19919. */
  19920. readonly useVertexColor?: boolean | undefined;
  19921. /**
  19922. * If vertex alpha should be applied to the mesh
  19923. */
  19924. readonly useVertexAlpha?: boolean | undefined;
  19925. /**
  19926. * Color of the line (Default: White)
  19927. */
  19928. color: Color3;
  19929. /**
  19930. * Alpha of the line (Default: 1)
  19931. */
  19932. alpha: number;
  19933. /**
  19934. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19935. * This margin is expressed in world space coordinates, so its value may vary.
  19936. * Default value is 0.1
  19937. */
  19938. intersectionThreshold: number;
  19939. private _colorShader;
  19940. private color4;
  19941. /**
  19942. * Creates a new LinesMesh
  19943. * @param name defines the name
  19944. * @param scene defines the hosting scene
  19945. * @param parent defines the parent mesh if any
  19946. * @param source defines the optional source LinesMesh used to clone data from
  19947. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19948. * When false, achieved by calling a clone(), also passing False.
  19949. * This will make creation of children, recursive.
  19950. * @param useVertexColor defines if this LinesMesh supports vertex color
  19951. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19952. */
  19953. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19954. /**
  19955. * If vertex color should be applied to the mesh
  19956. */
  19957. useVertexColor?: boolean | undefined,
  19958. /**
  19959. * If vertex alpha should be applied to the mesh
  19960. */
  19961. useVertexAlpha?: boolean | undefined);
  19962. private _addClipPlaneDefine;
  19963. private _removeClipPlaneDefine;
  19964. isReady(): boolean;
  19965. /**
  19966. * Returns the string "LineMesh"
  19967. */
  19968. getClassName(): string;
  19969. /**
  19970. * @hidden
  19971. */
  19972. /**
  19973. * @hidden
  19974. */
  19975. material: Material;
  19976. /**
  19977. * @hidden
  19978. */
  19979. readonly checkCollisions: boolean;
  19980. /** @hidden */
  19981. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19982. /** @hidden */
  19983. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19984. /**
  19985. * Disposes of the line mesh
  19986. * @param doNotRecurse If children should be disposed
  19987. */
  19988. dispose(doNotRecurse?: boolean): void;
  19989. /**
  19990. * Returns a new LineMesh object cloned from the current one.
  19991. */
  19992. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19993. /**
  19994. * Creates a new InstancedLinesMesh object from the mesh model.
  19995. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19996. * @param name defines the name of the new instance
  19997. * @returns a new InstancedLinesMesh
  19998. */
  19999. createInstance(name: string): InstancedLinesMesh;
  20000. }
  20001. /**
  20002. * Creates an instance based on a source LinesMesh
  20003. */
  20004. export class InstancedLinesMesh extends InstancedMesh {
  20005. /**
  20006. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20007. * This margin is expressed in world space coordinates, so its value may vary.
  20008. * Initilized with the intersectionThreshold value of the source LinesMesh
  20009. */
  20010. intersectionThreshold: number;
  20011. constructor(name: string, source: LinesMesh);
  20012. /**
  20013. * Returns the string "InstancedLinesMesh".
  20014. */
  20015. getClassName(): string;
  20016. }
  20017. }
  20018. declare module "babylonjs/Shaders/line.fragment" {
  20019. /** @hidden */
  20020. export var linePixelShader: {
  20021. name: string;
  20022. shader: string;
  20023. };
  20024. }
  20025. declare module "babylonjs/Shaders/line.vertex" {
  20026. /** @hidden */
  20027. export var lineVertexShader: {
  20028. name: string;
  20029. shader: string;
  20030. };
  20031. }
  20032. declare module "babylonjs/Rendering/edgesRenderer" {
  20033. import { Nullable } from "babylonjs/types";
  20034. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20035. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20036. import { Vector3 } from "babylonjs/Maths/math.vector";
  20037. import { IDisposable } from "babylonjs/scene";
  20038. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20039. import "babylonjs/Shaders/line.fragment";
  20040. import "babylonjs/Shaders/line.vertex";
  20041. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20042. module "babylonjs/Meshes/abstractMesh" {
  20043. interface AbstractMesh {
  20044. /**
  20045. * Gets the edgesRenderer associated with the mesh
  20046. */
  20047. edgesRenderer: Nullable<EdgesRenderer>;
  20048. }
  20049. }
  20050. module "babylonjs/Meshes/linesMesh" {
  20051. interface LinesMesh {
  20052. /**
  20053. * Enables the edge rendering mode on the mesh.
  20054. * This mode makes the mesh edges visible
  20055. * @param epsilon defines the maximal distance between two angles to detect a face
  20056. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20057. * @returns the currentAbstractMesh
  20058. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20059. */
  20060. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20061. }
  20062. }
  20063. module "babylonjs/Meshes/linesMesh" {
  20064. interface InstancedLinesMesh {
  20065. /**
  20066. * Enables the edge rendering mode on the mesh.
  20067. * This mode makes the mesh edges visible
  20068. * @param epsilon defines the maximal distance between two angles to detect a face
  20069. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20070. * @returns the current InstancedLinesMesh
  20071. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20072. */
  20073. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20074. }
  20075. }
  20076. /**
  20077. * Defines the minimum contract an Edges renderer should follow.
  20078. */
  20079. export interface IEdgesRenderer extends IDisposable {
  20080. /**
  20081. * Gets or sets a boolean indicating if the edgesRenderer is active
  20082. */
  20083. isEnabled: boolean;
  20084. /**
  20085. * Renders the edges of the attached mesh,
  20086. */
  20087. render(): void;
  20088. /**
  20089. * Checks wether or not the edges renderer is ready to render.
  20090. * @return true if ready, otherwise false.
  20091. */
  20092. isReady(): boolean;
  20093. }
  20094. /**
  20095. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20096. */
  20097. export class EdgesRenderer implements IEdgesRenderer {
  20098. /**
  20099. * Define the size of the edges with an orthographic camera
  20100. */
  20101. edgesWidthScalerForOrthographic: number;
  20102. /**
  20103. * Define the size of the edges with a perspective camera
  20104. */
  20105. edgesWidthScalerForPerspective: number;
  20106. protected _source: AbstractMesh;
  20107. protected _linesPositions: number[];
  20108. protected _linesNormals: number[];
  20109. protected _linesIndices: number[];
  20110. protected _epsilon: number;
  20111. protected _indicesCount: number;
  20112. protected _lineShader: ShaderMaterial;
  20113. protected _ib: DataBuffer;
  20114. protected _buffers: {
  20115. [key: string]: Nullable<VertexBuffer>;
  20116. };
  20117. protected _checkVerticesInsteadOfIndices: boolean;
  20118. private _meshRebuildObserver;
  20119. private _meshDisposeObserver;
  20120. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20121. isEnabled: boolean;
  20122. /**
  20123. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20124. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20125. * @param source Mesh used to create edges
  20126. * @param epsilon sum of angles in adjacency to check for edge
  20127. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20128. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20129. */
  20130. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20131. protected _prepareRessources(): void;
  20132. /** @hidden */
  20133. _rebuild(): void;
  20134. /**
  20135. * Releases the required resources for the edges renderer
  20136. */
  20137. dispose(): void;
  20138. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20139. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20140. /**
  20141. * Checks if the pair of p0 and p1 is en edge
  20142. * @param faceIndex
  20143. * @param edge
  20144. * @param faceNormals
  20145. * @param p0
  20146. * @param p1
  20147. * @private
  20148. */
  20149. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20150. /**
  20151. * push line into the position, normal and index buffer
  20152. * @protected
  20153. */
  20154. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20155. /**
  20156. * Generates lines edges from adjacencjes
  20157. * @private
  20158. */
  20159. _generateEdgesLines(): void;
  20160. /**
  20161. * Checks wether or not the edges renderer is ready to render.
  20162. * @return true if ready, otherwise false.
  20163. */
  20164. isReady(): boolean;
  20165. /**
  20166. * Renders the edges of the attached mesh,
  20167. */
  20168. render(): void;
  20169. }
  20170. /**
  20171. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20172. */
  20173. export class LineEdgesRenderer extends EdgesRenderer {
  20174. /**
  20175. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20176. * @param source LineMesh used to generate edges
  20177. * @param epsilon not important (specified angle for edge detection)
  20178. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20179. */
  20180. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20181. /**
  20182. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20183. */
  20184. _generateEdgesLines(): void;
  20185. }
  20186. }
  20187. declare module "babylonjs/Rendering/renderingGroup" {
  20188. import { SmartArray } from "babylonjs/Misc/smartArray";
  20189. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20191. import { Nullable } from "babylonjs/types";
  20192. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20193. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20194. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20195. import { Material } from "babylonjs/Materials/material";
  20196. import { Scene } from "babylonjs/scene";
  20197. /**
  20198. * This represents the object necessary to create a rendering group.
  20199. * This is exclusively used and created by the rendering manager.
  20200. * To modify the behavior, you use the available helpers in your scene or meshes.
  20201. * @hidden
  20202. */
  20203. export class RenderingGroup {
  20204. index: number;
  20205. private static _zeroVector;
  20206. private _scene;
  20207. private _opaqueSubMeshes;
  20208. private _transparentSubMeshes;
  20209. private _alphaTestSubMeshes;
  20210. private _depthOnlySubMeshes;
  20211. private _particleSystems;
  20212. private _spriteManagers;
  20213. private _opaqueSortCompareFn;
  20214. private _alphaTestSortCompareFn;
  20215. private _transparentSortCompareFn;
  20216. private _renderOpaque;
  20217. private _renderAlphaTest;
  20218. private _renderTransparent;
  20219. /** @hidden */
  20220. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20221. onBeforeTransparentRendering: () => void;
  20222. /**
  20223. * Set the opaque sort comparison function.
  20224. * If null the sub meshes will be render in the order they were created
  20225. */
  20226. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20227. /**
  20228. * Set the alpha test sort comparison function.
  20229. * If null the sub meshes will be render in the order they were created
  20230. */
  20231. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20232. /**
  20233. * Set the transparent sort comparison function.
  20234. * If null the sub meshes will be render in the order they were created
  20235. */
  20236. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20237. /**
  20238. * Creates a new rendering group.
  20239. * @param index The rendering group index
  20240. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20241. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20242. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20243. */
  20244. 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>);
  20245. /**
  20246. * Render all the sub meshes contained in the group.
  20247. * @param customRenderFunction Used to override the default render behaviour of the group.
  20248. * @returns true if rendered some submeshes.
  20249. */
  20250. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20251. /**
  20252. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20253. * @param subMeshes The submeshes to render
  20254. */
  20255. private renderOpaqueSorted;
  20256. /**
  20257. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20258. * @param subMeshes The submeshes to render
  20259. */
  20260. private renderAlphaTestSorted;
  20261. /**
  20262. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20263. * @param subMeshes The submeshes to render
  20264. */
  20265. private renderTransparentSorted;
  20266. /**
  20267. * Renders the submeshes in a specified order.
  20268. * @param subMeshes The submeshes to sort before render
  20269. * @param sortCompareFn The comparison function use to sort
  20270. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20271. * @param transparent Specifies to activate blending if true
  20272. */
  20273. private static renderSorted;
  20274. /**
  20275. * Renders the submeshes in the order they were dispatched (no sort applied).
  20276. * @param subMeshes The submeshes to render
  20277. */
  20278. private static renderUnsorted;
  20279. /**
  20280. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20281. * are rendered back to front if in the same alpha index.
  20282. *
  20283. * @param a The first submesh
  20284. * @param b The second submesh
  20285. * @returns The result of the comparison
  20286. */
  20287. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20288. /**
  20289. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20290. * are rendered back to front.
  20291. *
  20292. * @param a The first submesh
  20293. * @param b The second submesh
  20294. * @returns The result of the comparison
  20295. */
  20296. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20297. /**
  20298. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20299. * are rendered front to back (prevent overdraw).
  20300. *
  20301. * @param a The first submesh
  20302. * @param b The second submesh
  20303. * @returns The result of the comparison
  20304. */
  20305. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20306. /**
  20307. * Resets the different lists of submeshes to prepare a new frame.
  20308. */
  20309. prepare(): void;
  20310. dispose(): void;
  20311. /**
  20312. * Inserts the submesh in its correct queue depending on its material.
  20313. * @param subMesh The submesh to dispatch
  20314. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20315. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20316. */
  20317. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20318. dispatchSprites(spriteManager: ISpriteManager): void;
  20319. dispatchParticles(particleSystem: IParticleSystem): void;
  20320. private _renderParticles;
  20321. private _renderSprites;
  20322. }
  20323. }
  20324. declare module "babylonjs/Rendering/renderingManager" {
  20325. import { Nullable } from "babylonjs/types";
  20326. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20327. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20328. import { SmartArray } from "babylonjs/Misc/smartArray";
  20329. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20330. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20331. import { Material } from "babylonjs/Materials/material";
  20332. import { Scene } from "babylonjs/scene";
  20333. import { Camera } from "babylonjs/Cameras/camera";
  20334. /**
  20335. * Interface describing the different options available in the rendering manager
  20336. * regarding Auto Clear between groups.
  20337. */
  20338. export interface IRenderingManagerAutoClearSetup {
  20339. /**
  20340. * Defines whether or not autoclear is enable.
  20341. */
  20342. autoClear: boolean;
  20343. /**
  20344. * Defines whether or not to autoclear the depth buffer.
  20345. */
  20346. depth: boolean;
  20347. /**
  20348. * Defines whether or not to autoclear the stencil buffer.
  20349. */
  20350. stencil: boolean;
  20351. }
  20352. /**
  20353. * This class is used by the onRenderingGroupObservable
  20354. */
  20355. export class RenderingGroupInfo {
  20356. /**
  20357. * The Scene that being rendered
  20358. */
  20359. scene: Scene;
  20360. /**
  20361. * The camera currently used for the rendering pass
  20362. */
  20363. camera: Nullable<Camera>;
  20364. /**
  20365. * The ID of the renderingGroup being processed
  20366. */
  20367. renderingGroupId: number;
  20368. }
  20369. /**
  20370. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20371. * It is enable to manage the different groups as well as the different necessary sort functions.
  20372. * This should not be used directly aside of the few static configurations
  20373. */
  20374. export class RenderingManager {
  20375. /**
  20376. * The max id used for rendering groups (not included)
  20377. */
  20378. static MAX_RENDERINGGROUPS: number;
  20379. /**
  20380. * The min id used for rendering groups (included)
  20381. */
  20382. static MIN_RENDERINGGROUPS: number;
  20383. /**
  20384. * Used to globally prevent autoclearing scenes.
  20385. */
  20386. static AUTOCLEAR: boolean;
  20387. /**
  20388. * @hidden
  20389. */
  20390. _useSceneAutoClearSetup: boolean;
  20391. private _scene;
  20392. private _renderingGroups;
  20393. private _depthStencilBufferAlreadyCleaned;
  20394. private _autoClearDepthStencil;
  20395. private _customOpaqueSortCompareFn;
  20396. private _customAlphaTestSortCompareFn;
  20397. private _customTransparentSortCompareFn;
  20398. private _renderingGroupInfo;
  20399. /**
  20400. * Instantiates a new rendering group for a particular scene
  20401. * @param scene Defines the scene the groups belongs to
  20402. */
  20403. constructor(scene: Scene);
  20404. private _clearDepthStencilBuffer;
  20405. /**
  20406. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20407. * @hidden
  20408. */
  20409. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20410. /**
  20411. * Resets the different information of the group to prepare a new frame
  20412. * @hidden
  20413. */
  20414. reset(): void;
  20415. /**
  20416. * Dispose and release the group and its associated resources.
  20417. * @hidden
  20418. */
  20419. dispose(): void;
  20420. /**
  20421. * Clear the info related to rendering groups preventing retention points during dispose.
  20422. */
  20423. freeRenderingGroups(): void;
  20424. private _prepareRenderingGroup;
  20425. /**
  20426. * Add a sprite manager to the rendering manager in order to render it this frame.
  20427. * @param spriteManager Define the sprite manager to render
  20428. */
  20429. dispatchSprites(spriteManager: ISpriteManager): void;
  20430. /**
  20431. * Add a particle system to the rendering manager in order to render it this frame.
  20432. * @param particleSystem Define the particle system to render
  20433. */
  20434. dispatchParticles(particleSystem: IParticleSystem): void;
  20435. /**
  20436. * Add a submesh to the manager in order to render it this frame
  20437. * @param subMesh The submesh to dispatch
  20438. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20439. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20440. */
  20441. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20442. /**
  20443. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20444. * This allowed control for front to back rendering or reversly depending of the special needs.
  20445. *
  20446. * @param renderingGroupId The rendering group id corresponding to its index
  20447. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20448. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20449. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20450. */
  20451. 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;
  20452. /**
  20453. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20454. *
  20455. * @param renderingGroupId The rendering group id corresponding to its index
  20456. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20457. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20458. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20459. */
  20460. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20461. /**
  20462. * Gets the current auto clear configuration for one rendering group of the rendering
  20463. * manager.
  20464. * @param index the rendering group index to get the information for
  20465. * @returns The auto clear setup for the requested rendering group
  20466. */
  20467. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20468. }
  20469. }
  20470. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20471. import { Observable } from "babylonjs/Misc/observable";
  20472. import { SmartArray } from "babylonjs/Misc/smartArray";
  20473. import { Nullable } from "babylonjs/types";
  20474. import { Camera } from "babylonjs/Cameras/camera";
  20475. import { Scene } from "babylonjs/scene";
  20476. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20477. import { Color4 } from "babylonjs/Maths/math.color";
  20478. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20479. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20480. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20481. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20482. import { Texture } from "babylonjs/Materials/Textures/texture";
  20483. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20484. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20485. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20486. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20487. import { Engine } from "babylonjs/Engines/engine";
  20488. /**
  20489. * This Helps creating a texture that will be created from a camera in your scene.
  20490. * It is basically a dynamic texture that could be used to create special effects for instance.
  20491. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20492. */
  20493. export class RenderTargetTexture extends Texture {
  20494. isCube: boolean;
  20495. /**
  20496. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20497. */
  20498. static readonly REFRESHRATE_RENDER_ONCE: number;
  20499. /**
  20500. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20501. */
  20502. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20503. /**
  20504. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20505. * the central point of your effect and can save a lot of performances.
  20506. */
  20507. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20508. /**
  20509. * Use this predicate to dynamically define the list of mesh you want to render.
  20510. * If set, the renderList property will be overwritten.
  20511. */
  20512. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20513. private _renderList;
  20514. /**
  20515. * Use this list to define the list of mesh you want to render.
  20516. */
  20517. renderList: Nullable<Array<AbstractMesh>>;
  20518. private _hookArray;
  20519. /**
  20520. * Define if particles should be rendered in your texture.
  20521. */
  20522. renderParticles: boolean;
  20523. /**
  20524. * Define if sprites should be rendered in your texture.
  20525. */
  20526. renderSprites: boolean;
  20527. /**
  20528. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20529. */
  20530. coordinatesMode: number;
  20531. /**
  20532. * Define the camera used to render the texture.
  20533. */
  20534. activeCamera: Nullable<Camera>;
  20535. /**
  20536. * Override the render function of the texture with your own one.
  20537. */
  20538. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20539. /**
  20540. * Define if camera post processes should be use while rendering the texture.
  20541. */
  20542. useCameraPostProcesses: boolean;
  20543. /**
  20544. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20545. */
  20546. ignoreCameraViewport: boolean;
  20547. private _postProcessManager;
  20548. private _postProcesses;
  20549. private _resizeObserver;
  20550. /**
  20551. * An event triggered when the texture is unbind.
  20552. */
  20553. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20554. /**
  20555. * An event triggered when the texture is unbind.
  20556. */
  20557. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20558. private _onAfterUnbindObserver;
  20559. /**
  20560. * Set a after unbind callback in the texture.
  20561. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20562. */
  20563. onAfterUnbind: () => void;
  20564. /**
  20565. * An event triggered before rendering the texture
  20566. */
  20567. onBeforeRenderObservable: Observable<number>;
  20568. private _onBeforeRenderObserver;
  20569. /**
  20570. * Set a before render callback in the texture.
  20571. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20572. */
  20573. onBeforeRender: (faceIndex: number) => void;
  20574. /**
  20575. * An event triggered after rendering the texture
  20576. */
  20577. onAfterRenderObservable: Observable<number>;
  20578. private _onAfterRenderObserver;
  20579. /**
  20580. * Set a after render callback in the texture.
  20581. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20582. */
  20583. onAfterRender: (faceIndex: number) => void;
  20584. /**
  20585. * An event triggered after the texture clear
  20586. */
  20587. onClearObservable: Observable<Engine>;
  20588. private _onClearObserver;
  20589. /**
  20590. * Set a clear callback in the texture.
  20591. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20592. */
  20593. onClear: (Engine: Engine) => void;
  20594. /**
  20595. * An event triggered when the texture is resized.
  20596. */
  20597. onResizeObservable: Observable<RenderTargetTexture>;
  20598. /**
  20599. * Define the clear color of the Render Target if it should be different from the scene.
  20600. */
  20601. clearColor: Color4;
  20602. protected _size: number | {
  20603. width: number;
  20604. height: number;
  20605. };
  20606. protected _initialSizeParameter: number | {
  20607. width: number;
  20608. height: number;
  20609. } | {
  20610. ratio: number;
  20611. };
  20612. protected _sizeRatio: Nullable<number>;
  20613. /** @hidden */
  20614. _generateMipMaps: boolean;
  20615. protected _renderingManager: RenderingManager;
  20616. /** @hidden */
  20617. _waitingRenderList: string[];
  20618. protected _doNotChangeAspectRatio: boolean;
  20619. protected _currentRefreshId: number;
  20620. protected _refreshRate: number;
  20621. protected _textureMatrix: Matrix;
  20622. protected _samples: number;
  20623. protected _renderTargetOptions: RenderTargetCreationOptions;
  20624. /**
  20625. * Gets render target creation options that were used.
  20626. */
  20627. readonly renderTargetOptions: RenderTargetCreationOptions;
  20628. protected _engine: Engine;
  20629. protected _onRatioRescale(): void;
  20630. /**
  20631. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20632. * It must define where the camera used to render the texture is set
  20633. */
  20634. boundingBoxPosition: Vector3;
  20635. private _boundingBoxSize;
  20636. /**
  20637. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20638. * When defined, the cubemap will switch to local mode
  20639. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20640. * @example https://www.babylonjs-playground.com/#RNASML
  20641. */
  20642. boundingBoxSize: Vector3;
  20643. /**
  20644. * In case the RTT has been created with a depth texture, get the associated
  20645. * depth texture.
  20646. * Otherwise, return null.
  20647. */
  20648. depthStencilTexture: Nullable<InternalTexture>;
  20649. /**
  20650. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20651. * or used a shadow, depth texture...
  20652. * @param name The friendly name of the texture
  20653. * @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)
  20654. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20655. * @param generateMipMaps True if mip maps need to be generated after render.
  20656. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20657. * @param type The type of the buffer in the RTT (int, half float, float...)
  20658. * @param isCube True if a cube texture needs to be created
  20659. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20660. * @param generateDepthBuffer True to generate a depth buffer
  20661. * @param generateStencilBuffer True to generate a stencil buffer
  20662. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20663. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20664. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20665. */
  20666. constructor(name: string, size: number | {
  20667. width: number;
  20668. height: number;
  20669. } | {
  20670. ratio: number;
  20671. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20672. /**
  20673. * Creates a depth stencil texture.
  20674. * This is only available in WebGL 2 or with the depth texture extension available.
  20675. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20676. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20677. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20678. */
  20679. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20680. private _processSizeParameter;
  20681. /**
  20682. * Define the number of samples to use in case of MSAA.
  20683. * It defaults to one meaning no MSAA has been enabled.
  20684. */
  20685. samples: number;
  20686. /**
  20687. * Resets the refresh counter of the texture and start bak from scratch.
  20688. * Could be useful to regenerate the texture if it is setup to render only once.
  20689. */
  20690. resetRefreshCounter(): void;
  20691. /**
  20692. * Define the refresh rate of the texture or the rendering frequency.
  20693. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20694. */
  20695. refreshRate: number;
  20696. /**
  20697. * Adds a post process to the render target rendering passes.
  20698. * @param postProcess define the post process to add
  20699. */
  20700. addPostProcess(postProcess: PostProcess): void;
  20701. /**
  20702. * Clear all the post processes attached to the render target
  20703. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20704. */
  20705. clearPostProcesses(dispose?: boolean): void;
  20706. /**
  20707. * Remove one of the post process from the list of attached post processes to the texture
  20708. * @param postProcess define the post process to remove from the list
  20709. */
  20710. removePostProcess(postProcess: PostProcess): void;
  20711. /** @hidden */
  20712. _shouldRender(): boolean;
  20713. /**
  20714. * Gets the actual render size of the texture.
  20715. * @returns the width of the render size
  20716. */
  20717. getRenderSize(): number;
  20718. /**
  20719. * Gets the actual render width of the texture.
  20720. * @returns the width of the render size
  20721. */
  20722. getRenderWidth(): number;
  20723. /**
  20724. * Gets the actual render height of the texture.
  20725. * @returns the height of the render size
  20726. */
  20727. getRenderHeight(): number;
  20728. /**
  20729. * Get if the texture can be rescaled or not.
  20730. */
  20731. readonly canRescale: boolean;
  20732. /**
  20733. * Resize the texture using a ratio.
  20734. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20735. */
  20736. scale(ratio: number): void;
  20737. /**
  20738. * Get the texture reflection matrix used to rotate/transform the reflection.
  20739. * @returns the reflection matrix
  20740. */
  20741. getReflectionTextureMatrix(): Matrix;
  20742. /**
  20743. * Resize the texture to a new desired size.
  20744. * Be carrefull as it will recreate all the data in the new texture.
  20745. * @param size Define the new size. It can be:
  20746. * - a number for squared texture,
  20747. * - an object containing { width: number, height: number }
  20748. * - or an object containing a ratio { ratio: number }
  20749. */
  20750. resize(size: number | {
  20751. width: number;
  20752. height: number;
  20753. } | {
  20754. ratio: number;
  20755. }): void;
  20756. /**
  20757. * Renders all the objects from the render list into the texture.
  20758. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20759. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20760. */
  20761. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20762. private _bestReflectionRenderTargetDimension;
  20763. /**
  20764. * @hidden
  20765. * @param faceIndex face index to bind to if this is a cubetexture
  20766. */
  20767. _bindFrameBuffer(faceIndex?: number): void;
  20768. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20769. private renderToTarget;
  20770. /**
  20771. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20772. * This allowed control for front to back rendering or reversly depending of the special needs.
  20773. *
  20774. * @param renderingGroupId The rendering group id corresponding to its index
  20775. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20776. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20777. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20778. */
  20779. 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;
  20780. /**
  20781. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20782. *
  20783. * @param renderingGroupId The rendering group id corresponding to its index
  20784. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20785. */
  20786. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20787. /**
  20788. * Clones the texture.
  20789. * @returns the cloned texture
  20790. */
  20791. clone(): RenderTargetTexture;
  20792. /**
  20793. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20794. * @returns The JSON representation of the texture
  20795. */
  20796. serialize(): any;
  20797. /**
  20798. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20799. */
  20800. disposeFramebufferObjects(): void;
  20801. /**
  20802. * Dispose the texture and release its associated resources.
  20803. */
  20804. dispose(): void;
  20805. /** @hidden */
  20806. _rebuild(): void;
  20807. /**
  20808. * Clear the info related to rendering groups preventing retention point in material dispose.
  20809. */
  20810. freeRenderingGroups(): void;
  20811. /**
  20812. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20813. * @returns the view count
  20814. */
  20815. getViewCount(): number;
  20816. }
  20817. }
  20818. declare module "babylonjs/Materials/material" {
  20819. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20820. import { SmartArray } from "babylonjs/Misc/smartArray";
  20821. import { Observable } from "babylonjs/Misc/observable";
  20822. import { Nullable } from "babylonjs/types";
  20823. import { Scene } from "babylonjs/scene";
  20824. import { Matrix } from "babylonjs/Maths/math.vector";
  20825. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20826. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20827. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20828. import { Effect } from "babylonjs/Materials/effect";
  20829. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20831. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20832. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20833. import { Mesh } from "babylonjs/Meshes/mesh";
  20834. import { Animation } from "babylonjs/Animations/animation";
  20835. /**
  20836. * Options for compiling materials.
  20837. */
  20838. export interface IMaterialCompilationOptions {
  20839. /**
  20840. * Defines whether clip planes are enabled.
  20841. */
  20842. clipPlane: boolean;
  20843. /**
  20844. * Defines whether instances are enabled.
  20845. */
  20846. useInstances: boolean;
  20847. }
  20848. /**
  20849. * Base class for the main features of a material in Babylon.js
  20850. */
  20851. export class Material implements IAnimatable {
  20852. /**
  20853. * Returns the triangle fill mode
  20854. */
  20855. static readonly TriangleFillMode: number;
  20856. /**
  20857. * Returns the wireframe mode
  20858. */
  20859. static readonly WireFrameFillMode: number;
  20860. /**
  20861. * Returns the point fill mode
  20862. */
  20863. static readonly PointFillMode: number;
  20864. /**
  20865. * Returns the point list draw mode
  20866. */
  20867. static readonly PointListDrawMode: number;
  20868. /**
  20869. * Returns the line list draw mode
  20870. */
  20871. static readonly LineListDrawMode: number;
  20872. /**
  20873. * Returns the line loop draw mode
  20874. */
  20875. static readonly LineLoopDrawMode: number;
  20876. /**
  20877. * Returns the line strip draw mode
  20878. */
  20879. static readonly LineStripDrawMode: number;
  20880. /**
  20881. * Returns the triangle strip draw mode
  20882. */
  20883. static readonly TriangleStripDrawMode: number;
  20884. /**
  20885. * Returns the triangle fan draw mode
  20886. */
  20887. static readonly TriangleFanDrawMode: number;
  20888. /**
  20889. * Stores the clock-wise side orientation
  20890. */
  20891. static readonly ClockWiseSideOrientation: number;
  20892. /**
  20893. * Stores the counter clock-wise side orientation
  20894. */
  20895. static readonly CounterClockWiseSideOrientation: number;
  20896. /**
  20897. * The dirty texture flag value
  20898. */
  20899. static readonly TextureDirtyFlag: number;
  20900. /**
  20901. * The dirty light flag value
  20902. */
  20903. static readonly LightDirtyFlag: number;
  20904. /**
  20905. * The dirty fresnel flag value
  20906. */
  20907. static readonly FresnelDirtyFlag: number;
  20908. /**
  20909. * The dirty attribute flag value
  20910. */
  20911. static readonly AttributesDirtyFlag: number;
  20912. /**
  20913. * The dirty misc flag value
  20914. */
  20915. static readonly MiscDirtyFlag: number;
  20916. /**
  20917. * The all dirty flag value
  20918. */
  20919. static readonly AllDirtyFlag: number;
  20920. /**
  20921. * The ID of the material
  20922. */
  20923. id: string;
  20924. /**
  20925. * Gets or sets the unique id of the material
  20926. */
  20927. uniqueId: number;
  20928. /**
  20929. * The name of the material
  20930. */
  20931. name: string;
  20932. /**
  20933. * Gets or sets user defined metadata
  20934. */
  20935. metadata: any;
  20936. /**
  20937. * For internal use only. Please do not use.
  20938. */
  20939. reservedDataStore: any;
  20940. /**
  20941. * Specifies if the ready state should be checked on each call
  20942. */
  20943. checkReadyOnEveryCall: boolean;
  20944. /**
  20945. * Specifies if the ready state should be checked once
  20946. */
  20947. checkReadyOnlyOnce: boolean;
  20948. /**
  20949. * The state of the material
  20950. */
  20951. state: string;
  20952. /**
  20953. * The alpha value of the material
  20954. */
  20955. protected _alpha: number;
  20956. /**
  20957. * List of inspectable custom properties (used by the Inspector)
  20958. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20959. */
  20960. inspectableCustomProperties: IInspectable[];
  20961. /**
  20962. * Sets the alpha value of the material
  20963. */
  20964. /**
  20965. * Gets the alpha value of the material
  20966. */
  20967. alpha: number;
  20968. /**
  20969. * Specifies if back face culling is enabled
  20970. */
  20971. protected _backFaceCulling: boolean;
  20972. /**
  20973. * Sets the back-face culling state
  20974. */
  20975. /**
  20976. * Gets the back-face culling state
  20977. */
  20978. backFaceCulling: boolean;
  20979. /**
  20980. * Stores the value for side orientation
  20981. */
  20982. sideOrientation: number;
  20983. /**
  20984. * Callback triggered when the material is compiled
  20985. */
  20986. onCompiled: Nullable<(effect: Effect) => void>;
  20987. /**
  20988. * Callback triggered when an error occurs
  20989. */
  20990. onError: Nullable<(effect: Effect, errors: string) => void>;
  20991. /**
  20992. * Callback triggered to get the render target textures
  20993. */
  20994. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20995. /**
  20996. * Gets a boolean indicating that current material needs to register RTT
  20997. */
  20998. readonly hasRenderTargetTextures: boolean;
  20999. /**
  21000. * Specifies if the material should be serialized
  21001. */
  21002. doNotSerialize: boolean;
  21003. /**
  21004. * @hidden
  21005. */
  21006. _storeEffectOnSubMeshes: boolean;
  21007. /**
  21008. * Stores the animations for the material
  21009. */
  21010. animations: Nullable<Array<Animation>>;
  21011. /**
  21012. * An event triggered when the material is disposed
  21013. */
  21014. onDisposeObservable: Observable<Material>;
  21015. /**
  21016. * An observer which watches for dispose events
  21017. */
  21018. private _onDisposeObserver;
  21019. private _onUnBindObservable;
  21020. /**
  21021. * Called during a dispose event
  21022. */
  21023. onDispose: () => void;
  21024. private _onBindObservable;
  21025. /**
  21026. * An event triggered when the material is bound
  21027. */
  21028. readonly onBindObservable: Observable<AbstractMesh>;
  21029. /**
  21030. * An observer which watches for bind events
  21031. */
  21032. private _onBindObserver;
  21033. /**
  21034. * Called during a bind event
  21035. */
  21036. onBind: (Mesh: AbstractMesh) => void;
  21037. /**
  21038. * An event triggered when the material is unbound
  21039. */
  21040. readonly onUnBindObservable: Observable<Material>;
  21041. /**
  21042. * Stores the value of the alpha mode
  21043. */
  21044. private _alphaMode;
  21045. /**
  21046. * Sets the value of the alpha mode.
  21047. *
  21048. * | Value | Type | Description |
  21049. * | --- | --- | --- |
  21050. * | 0 | ALPHA_DISABLE | |
  21051. * | 1 | ALPHA_ADD | |
  21052. * | 2 | ALPHA_COMBINE | |
  21053. * | 3 | ALPHA_SUBTRACT | |
  21054. * | 4 | ALPHA_MULTIPLY | |
  21055. * | 5 | ALPHA_MAXIMIZED | |
  21056. * | 6 | ALPHA_ONEONE | |
  21057. * | 7 | ALPHA_PREMULTIPLIED | |
  21058. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21059. * | 9 | ALPHA_INTERPOLATE | |
  21060. * | 10 | ALPHA_SCREENMODE | |
  21061. *
  21062. */
  21063. /**
  21064. * Gets the value of the alpha mode
  21065. */
  21066. alphaMode: number;
  21067. /**
  21068. * Stores the state of the need depth pre-pass value
  21069. */
  21070. private _needDepthPrePass;
  21071. /**
  21072. * Sets the need depth pre-pass value
  21073. */
  21074. /**
  21075. * Gets the depth pre-pass value
  21076. */
  21077. needDepthPrePass: boolean;
  21078. /**
  21079. * Specifies if depth writing should be disabled
  21080. */
  21081. disableDepthWrite: boolean;
  21082. /**
  21083. * Specifies if depth writing should be forced
  21084. */
  21085. forceDepthWrite: boolean;
  21086. /**
  21087. * Specifies if there should be a separate pass for culling
  21088. */
  21089. separateCullingPass: boolean;
  21090. /**
  21091. * Stores the state specifing if fog should be enabled
  21092. */
  21093. private _fogEnabled;
  21094. /**
  21095. * Sets the state for enabling fog
  21096. */
  21097. /**
  21098. * Gets the value of the fog enabled state
  21099. */
  21100. fogEnabled: boolean;
  21101. /**
  21102. * Stores the size of points
  21103. */
  21104. pointSize: number;
  21105. /**
  21106. * Stores the z offset value
  21107. */
  21108. zOffset: number;
  21109. /**
  21110. * Gets a value specifying if wireframe mode is enabled
  21111. */
  21112. /**
  21113. * Sets the state of wireframe mode
  21114. */
  21115. wireframe: boolean;
  21116. /**
  21117. * Gets the value specifying if point clouds are enabled
  21118. */
  21119. /**
  21120. * Sets the state of point cloud mode
  21121. */
  21122. pointsCloud: boolean;
  21123. /**
  21124. * Gets the material fill mode
  21125. */
  21126. /**
  21127. * Sets the material fill mode
  21128. */
  21129. fillMode: number;
  21130. /**
  21131. * @hidden
  21132. * Stores the effects for the material
  21133. */
  21134. _effect: Nullable<Effect>;
  21135. /**
  21136. * @hidden
  21137. * Specifies if the material was previously ready
  21138. */
  21139. _wasPreviouslyReady: boolean;
  21140. /**
  21141. * Specifies if uniform buffers should be used
  21142. */
  21143. private _useUBO;
  21144. /**
  21145. * Stores a reference to the scene
  21146. */
  21147. private _scene;
  21148. /**
  21149. * Stores the fill mode state
  21150. */
  21151. private _fillMode;
  21152. /**
  21153. * Specifies if the depth write state should be cached
  21154. */
  21155. private _cachedDepthWriteState;
  21156. /**
  21157. * Stores the uniform buffer
  21158. */
  21159. protected _uniformBuffer: UniformBuffer;
  21160. /** @hidden */
  21161. _indexInSceneMaterialArray: number;
  21162. /** @hidden */
  21163. meshMap: Nullable<{
  21164. [id: string]: AbstractMesh | undefined;
  21165. }>;
  21166. /**
  21167. * Creates a material instance
  21168. * @param name defines the name of the material
  21169. * @param scene defines the scene to reference
  21170. * @param doNotAdd specifies if the material should be added to the scene
  21171. */
  21172. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21173. /**
  21174. * Returns a string representation of the current material
  21175. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21176. * @returns a string with material information
  21177. */
  21178. toString(fullDetails?: boolean): string;
  21179. /**
  21180. * Gets the class name of the material
  21181. * @returns a string with the class name of the material
  21182. */
  21183. getClassName(): string;
  21184. /**
  21185. * Specifies if updates for the material been locked
  21186. */
  21187. readonly isFrozen: boolean;
  21188. /**
  21189. * Locks updates for the material
  21190. */
  21191. freeze(): void;
  21192. /**
  21193. * Unlocks updates for the material
  21194. */
  21195. unfreeze(): void;
  21196. /**
  21197. * Specifies if the material is ready to be used
  21198. * @param mesh defines the mesh to check
  21199. * @param useInstances specifies if instances should be used
  21200. * @returns a boolean indicating if the material is ready to be used
  21201. */
  21202. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21203. /**
  21204. * Specifies that the submesh is ready to be used
  21205. * @param mesh defines the mesh to check
  21206. * @param subMesh defines which submesh to check
  21207. * @param useInstances specifies that instances should be used
  21208. * @returns a boolean indicating that the submesh is ready or not
  21209. */
  21210. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21211. /**
  21212. * Returns the material effect
  21213. * @returns the effect associated with the material
  21214. */
  21215. getEffect(): Nullable<Effect>;
  21216. /**
  21217. * Returns the current scene
  21218. * @returns a Scene
  21219. */
  21220. getScene(): Scene;
  21221. /**
  21222. * Specifies if the material will require alpha blending
  21223. * @returns a boolean specifying if alpha blending is needed
  21224. */
  21225. needAlphaBlending(): boolean;
  21226. /**
  21227. * Specifies if the mesh will require alpha blending
  21228. * @param mesh defines the mesh to check
  21229. * @returns a boolean specifying if alpha blending is needed for the mesh
  21230. */
  21231. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21232. /**
  21233. * Specifies if this material should be rendered in alpha test mode
  21234. * @returns a boolean specifying if an alpha test is needed.
  21235. */
  21236. needAlphaTesting(): boolean;
  21237. /**
  21238. * Gets the texture used for the alpha test
  21239. * @returns the texture to use for alpha testing
  21240. */
  21241. getAlphaTestTexture(): Nullable<BaseTexture>;
  21242. /**
  21243. * Marks the material to indicate that it needs to be re-calculated
  21244. */
  21245. markDirty(): void;
  21246. /** @hidden */
  21247. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21248. /**
  21249. * Binds the material to the mesh
  21250. * @param world defines the world transformation matrix
  21251. * @param mesh defines the mesh to bind the material to
  21252. */
  21253. bind(world: Matrix, mesh?: Mesh): void;
  21254. /**
  21255. * Binds the submesh to the material
  21256. * @param world defines the world transformation matrix
  21257. * @param mesh defines the mesh containing the submesh
  21258. * @param subMesh defines the submesh to bind the material to
  21259. */
  21260. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21261. /**
  21262. * Binds the world matrix to the material
  21263. * @param world defines the world transformation matrix
  21264. */
  21265. bindOnlyWorldMatrix(world: Matrix): void;
  21266. /**
  21267. * Binds the scene's uniform buffer to the effect.
  21268. * @param effect defines the effect to bind to the scene uniform buffer
  21269. * @param sceneUbo defines the uniform buffer storing scene data
  21270. */
  21271. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21272. /**
  21273. * Binds the view matrix to the effect
  21274. * @param effect defines the effect to bind the view matrix to
  21275. */
  21276. bindView(effect: Effect): void;
  21277. /**
  21278. * Binds the view projection matrix to the effect
  21279. * @param effect defines the effect to bind the view projection matrix to
  21280. */
  21281. bindViewProjection(effect: Effect): void;
  21282. /**
  21283. * Specifies if material alpha testing should be turned on for the mesh
  21284. * @param mesh defines the mesh to check
  21285. */
  21286. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21287. /**
  21288. * Processes to execute after binding the material to a mesh
  21289. * @param mesh defines the rendered mesh
  21290. */
  21291. protected _afterBind(mesh?: Mesh): void;
  21292. /**
  21293. * Unbinds the material from the mesh
  21294. */
  21295. unbind(): void;
  21296. /**
  21297. * Gets the active textures from the material
  21298. * @returns an array of textures
  21299. */
  21300. getActiveTextures(): BaseTexture[];
  21301. /**
  21302. * Specifies if the material uses a texture
  21303. * @param texture defines the texture to check against the material
  21304. * @returns a boolean specifying if the material uses the texture
  21305. */
  21306. hasTexture(texture: BaseTexture): boolean;
  21307. /**
  21308. * Makes a duplicate of the material, and gives it a new name
  21309. * @param name defines the new name for the duplicated material
  21310. * @returns the cloned material
  21311. */
  21312. clone(name: string): Nullable<Material>;
  21313. /**
  21314. * Gets the meshes bound to the material
  21315. * @returns an array of meshes bound to the material
  21316. */
  21317. getBindedMeshes(): AbstractMesh[];
  21318. /**
  21319. * Force shader compilation
  21320. * @param mesh defines the mesh associated with this material
  21321. * @param onCompiled defines a function to execute once the material is compiled
  21322. * @param options defines the options to configure the compilation
  21323. * @param onError defines a function to execute if the material fails compiling
  21324. */
  21325. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21326. /**
  21327. * Force shader compilation
  21328. * @param mesh defines the mesh that will use this material
  21329. * @param options defines additional options for compiling the shaders
  21330. * @returns a promise that resolves when the compilation completes
  21331. */
  21332. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21333. private static readonly _AllDirtyCallBack;
  21334. private static readonly _ImageProcessingDirtyCallBack;
  21335. private static readonly _TextureDirtyCallBack;
  21336. private static readonly _FresnelDirtyCallBack;
  21337. private static readonly _MiscDirtyCallBack;
  21338. private static readonly _LightsDirtyCallBack;
  21339. private static readonly _AttributeDirtyCallBack;
  21340. private static _FresnelAndMiscDirtyCallBack;
  21341. private static _TextureAndMiscDirtyCallBack;
  21342. private static readonly _DirtyCallbackArray;
  21343. private static readonly _RunDirtyCallBacks;
  21344. /**
  21345. * Marks a define in the material to indicate that it needs to be re-computed
  21346. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21347. */
  21348. markAsDirty(flag: number): void;
  21349. /**
  21350. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21351. * @param func defines a function which checks material defines against the submeshes
  21352. */
  21353. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21354. /**
  21355. * Indicates that we need to re-calculated for all submeshes
  21356. */
  21357. protected _markAllSubMeshesAsAllDirty(): void;
  21358. /**
  21359. * Indicates that image processing needs to be re-calculated for all submeshes
  21360. */
  21361. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21362. /**
  21363. * Indicates that textures need to be re-calculated for all submeshes
  21364. */
  21365. protected _markAllSubMeshesAsTexturesDirty(): void;
  21366. /**
  21367. * Indicates that fresnel needs to be re-calculated for all submeshes
  21368. */
  21369. protected _markAllSubMeshesAsFresnelDirty(): void;
  21370. /**
  21371. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21372. */
  21373. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21374. /**
  21375. * Indicates that lights need to be re-calculated for all submeshes
  21376. */
  21377. protected _markAllSubMeshesAsLightsDirty(): void;
  21378. /**
  21379. * Indicates that attributes need to be re-calculated for all submeshes
  21380. */
  21381. protected _markAllSubMeshesAsAttributesDirty(): void;
  21382. /**
  21383. * Indicates that misc needs to be re-calculated for all submeshes
  21384. */
  21385. protected _markAllSubMeshesAsMiscDirty(): void;
  21386. /**
  21387. * Indicates that textures and misc need to be re-calculated for all submeshes
  21388. */
  21389. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21390. /**
  21391. * Disposes the material
  21392. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21393. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21394. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21395. */
  21396. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21397. /** @hidden */
  21398. private releaseVertexArrayObject;
  21399. /**
  21400. * Serializes this material
  21401. * @returns the serialized material object
  21402. */
  21403. serialize(): any;
  21404. /**
  21405. * Creates a material from parsed material data
  21406. * @param parsedMaterial defines parsed material data
  21407. * @param scene defines the hosting scene
  21408. * @param rootUrl defines the root URL to use to load textures
  21409. * @returns a new material
  21410. */
  21411. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21412. }
  21413. }
  21414. declare module "babylonjs/Materials/multiMaterial" {
  21415. import { Nullable } from "babylonjs/types";
  21416. import { Scene } from "babylonjs/scene";
  21417. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21418. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21419. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21420. import { Material } from "babylonjs/Materials/material";
  21421. /**
  21422. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21423. * separate meshes. This can be use to improve performances.
  21424. * @see http://doc.babylonjs.com/how_to/multi_materials
  21425. */
  21426. export class MultiMaterial extends Material {
  21427. private _subMaterials;
  21428. /**
  21429. * Gets or Sets the list of Materials used within the multi material.
  21430. * They need to be ordered according to the submeshes order in the associated mesh
  21431. */
  21432. subMaterials: Nullable<Material>[];
  21433. /**
  21434. * Function used to align with Node.getChildren()
  21435. * @returns the list of Materials used within the multi material
  21436. */
  21437. getChildren(): Nullable<Material>[];
  21438. /**
  21439. * Instantiates a new Multi Material
  21440. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21441. * separate meshes. This can be use to improve performances.
  21442. * @see http://doc.babylonjs.com/how_to/multi_materials
  21443. * @param name Define the name in the scene
  21444. * @param scene Define the scene the material belongs to
  21445. */
  21446. constructor(name: string, scene: Scene);
  21447. private _hookArray;
  21448. /**
  21449. * Get one of the submaterial by its index in the submaterials array
  21450. * @param index The index to look the sub material at
  21451. * @returns The Material if the index has been defined
  21452. */
  21453. getSubMaterial(index: number): Nullable<Material>;
  21454. /**
  21455. * Get the list of active textures for the whole sub materials list.
  21456. * @returns All the textures that will be used during the rendering
  21457. */
  21458. getActiveTextures(): BaseTexture[];
  21459. /**
  21460. * Gets the current class name of the material e.g. "MultiMaterial"
  21461. * Mainly use in serialization.
  21462. * @returns the class name
  21463. */
  21464. getClassName(): string;
  21465. /**
  21466. * Checks if the material is ready to render the requested sub mesh
  21467. * @param mesh Define the mesh the submesh belongs to
  21468. * @param subMesh Define the sub mesh to look readyness for
  21469. * @param useInstances Define whether or not the material is used with instances
  21470. * @returns true if ready, otherwise false
  21471. */
  21472. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21473. /**
  21474. * Clones the current material and its related sub materials
  21475. * @param name Define the name of the newly cloned material
  21476. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21477. * @returns the cloned material
  21478. */
  21479. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21480. /**
  21481. * Serializes the materials into a JSON representation.
  21482. * @returns the JSON representation
  21483. */
  21484. serialize(): any;
  21485. /**
  21486. * Dispose the material and release its associated resources
  21487. * @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)
  21488. * @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)
  21489. * @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)
  21490. */
  21491. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21492. /**
  21493. * Creates a MultiMaterial from parsed MultiMaterial data.
  21494. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21495. * @param scene defines the hosting scene
  21496. * @returns a new MultiMaterial
  21497. */
  21498. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21499. }
  21500. }
  21501. declare module "babylonjs/Meshes/subMesh" {
  21502. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21503. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21504. import { Engine } from "babylonjs/Engines/engine";
  21505. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21506. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21507. import { Effect } from "babylonjs/Materials/effect";
  21508. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21509. import { Plane } from "babylonjs/Maths/math.plane";
  21510. import { Collider } from "babylonjs/Collisions/collider";
  21511. import { Material } from "babylonjs/Materials/material";
  21512. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21513. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21514. import { Mesh } from "babylonjs/Meshes/mesh";
  21515. import { Ray } from "babylonjs/Culling/ray";
  21516. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21517. /**
  21518. * Base class for submeshes
  21519. */
  21520. export class BaseSubMesh {
  21521. /** @hidden */
  21522. _materialDefines: Nullable<MaterialDefines>;
  21523. /** @hidden */
  21524. _materialEffect: Nullable<Effect>;
  21525. /**
  21526. * Gets associated effect
  21527. */
  21528. readonly effect: Nullable<Effect>;
  21529. /**
  21530. * Sets associated effect (effect used to render this submesh)
  21531. * @param effect defines the effect to associate with
  21532. * @param defines defines the set of defines used to compile this effect
  21533. */
  21534. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21535. }
  21536. /**
  21537. * Defines a subdivision inside a mesh
  21538. */
  21539. export class SubMesh extends BaseSubMesh implements ICullable {
  21540. /** the material index to use */
  21541. materialIndex: number;
  21542. /** vertex index start */
  21543. verticesStart: number;
  21544. /** vertices count */
  21545. verticesCount: number;
  21546. /** index start */
  21547. indexStart: number;
  21548. /** indices count */
  21549. indexCount: number;
  21550. /** @hidden */
  21551. _linesIndexCount: number;
  21552. private _mesh;
  21553. private _renderingMesh;
  21554. private _boundingInfo;
  21555. private _linesIndexBuffer;
  21556. /** @hidden */
  21557. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21558. /** @hidden */
  21559. _trianglePlanes: Plane[];
  21560. /** @hidden */
  21561. _lastColliderTransformMatrix: Nullable<Matrix>;
  21562. /** @hidden */
  21563. _renderId: number;
  21564. /** @hidden */
  21565. _alphaIndex: number;
  21566. /** @hidden */
  21567. _distanceToCamera: number;
  21568. /** @hidden */
  21569. _id: number;
  21570. private _currentMaterial;
  21571. /**
  21572. * Add a new submesh to a mesh
  21573. * @param materialIndex defines the material index to use
  21574. * @param verticesStart defines vertex index start
  21575. * @param verticesCount defines vertices count
  21576. * @param indexStart defines index start
  21577. * @param indexCount defines indices count
  21578. * @param mesh defines the parent mesh
  21579. * @param renderingMesh defines an optional rendering mesh
  21580. * @param createBoundingBox defines if bounding box should be created for this submesh
  21581. * @returns the new submesh
  21582. */
  21583. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21584. /**
  21585. * Creates a new submesh
  21586. * @param materialIndex defines the material index to use
  21587. * @param verticesStart defines vertex index start
  21588. * @param verticesCount defines vertices count
  21589. * @param indexStart defines index start
  21590. * @param indexCount defines indices count
  21591. * @param mesh defines the parent mesh
  21592. * @param renderingMesh defines an optional rendering mesh
  21593. * @param createBoundingBox defines if bounding box should be created for this submesh
  21594. */
  21595. constructor(
  21596. /** the material index to use */
  21597. materialIndex: number,
  21598. /** vertex index start */
  21599. verticesStart: number,
  21600. /** vertices count */
  21601. verticesCount: number,
  21602. /** index start */
  21603. indexStart: number,
  21604. /** indices count */
  21605. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21606. /**
  21607. * Returns true if this submesh covers the entire parent mesh
  21608. * @ignorenaming
  21609. */
  21610. readonly IsGlobal: boolean;
  21611. /**
  21612. * Returns the submesh BoudingInfo object
  21613. * @returns current bounding info (or mesh's one if the submesh is global)
  21614. */
  21615. getBoundingInfo(): BoundingInfo;
  21616. /**
  21617. * Sets the submesh BoundingInfo
  21618. * @param boundingInfo defines the new bounding info to use
  21619. * @returns the SubMesh
  21620. */
  21621. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21622. /**
  21623. * Returns the mesh of the current submesh
  21624. * @return the parent mesh
  21625. */
  21626. getMesh(): AbstractMesh;
  21627. /**
  21628. * Returns the rendering mesh of the submesh
  21629. * @returns the rendering mesh (could be different from parent mesh)
  21630. */
  21631. getRenderingMesh(): Mesh;
  21632. /**
  21633. * Returns the submesh material
  21634. * @returns null or the current material
  21635. */
  21636. getMaterial(): Nullable<Material>;
  21637. /**
  21638. * Sets a new updated BoundingInfo object to the submesh
  21639. * @param data defines an optional position array to use to determine the bounding info
  21640. * @returns the SubMesh
  21641. */
  21642. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21643. /** @hidden */
  21644. _checkCollision(collider: Collider): boolean;
  21645. /**
  21646. * Updates the submesh BoundingInfo
  21647. * @param world defines the world matrix to use to update the bounding info
  21648. * @returns the submesh
  21649. */
  21650. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21651. /**
  21652. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21653. * @param frustumPlanes defines the frustum planes
  21654. * @returns true if the submesh is intersecting with the frustum
  21655. */
  21656. isInFrustum(frustumPlanes: Plane[]): boolean;
  21657. /**
  21658. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21659. * @param frustumPlanes defines the frustum planes
  21660. * @returns true if the submesh is inside the frustum
  21661. */
  21662. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21663. /**
  21664. * Renders the submesh
  21665. * @param enableAlphaMode defines if alpha needs to be used
  21666. * @returns the submesh
  21667. */
  21668. render(enableAlphaMode: boolean): SubMesh;
  21669. /**
  21670. * @hidden
  21671. */
  21672. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21673. /**
  21674. * Checks if the submesh intersects with a ray
  21675. * @param ray defines the ray to test
  21676. * @returns true is the passed ray intersects the submesh bounding box
  21677. */
  21678. canIntersects(ray: Ray): boolean;
  21679. /**
  21680. * Intersects current submesh with a ray
  21681. * @param ray defines the ray to test
  21682. * @param positions defines mesh's positions array
  21683. * @param indices defines mesh's indices array
  21684. * @param fastCheck defines if only bounding info should be used
  21685. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21686. * @returns intersection info or null if no intersection
  21687. */
  21688. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21689. /** @hidden */
  21690. private _intersectLines;
  21691. /** @hidden */
  21692. private _intersectUnIndexedLines;
  21693. /** @hidden */
  21694. private _intersectTriangles;
  21695. /** @hidden */
  21696. private _intersectUnIndexedTriangles;
  21697. /** @hidden */
  21698. _rebuild(): void;
  21699. /**
  21700. * Creates a new submesh from the passed mesh
  21701. * @param newMesh defines the new hosting mesh
  21702. * @param newRenderingMesh defines an optional rendering mesh
  21703. * @returns the new submesh
  21704. */
  21705. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21706. /**
  21707. * Release associated resources
  21708. */
  21709. dispose(): void;
  21710. /**
  21711. * Gets the class name
  21712. * @returns the string "SubMesh".
  21713. */
  21714. getClassName(): string;
  21715. /**
  21716. * Creates a new submesh from indices data
  21717. * @param materialIndex the index of the main mesh material
  21718. * @param startIndex the index where to start the copy in the mesh indices array
  21719. * @param indexCount the number of indices to copy then from the startIndex
  21720. * @param mesh the main mesh to create the submesh from
  21721. * @param renderingMesh the optional rendering mesh
  21722. * @returns a new submesh
  21723. */
  21724. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21725. }
  21726. }
  21727. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21728. /**
  21729. * Class used to represent data loading progression
  21730. */
  21731. export class SceneLoaderFlags {
  21732. private static _ForceFullSceneLoadingForIncremental;
  21733. private static _ShowLoadingScreen;
  21734. private static _CleanBoneMatrixWeights;
  21735. private static _loggingLevel;
  21736. /**
  21737. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21738. */
  21739. static ForceFullSceneLoadingForIncremental: boolean;
  21740. /**
  21741. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21742. */
  21743. static ShowLoadingScreen: boolean;
  21744. /**
  21745. * Defines the current logging level (while loading the scene)
  21746. * @ignorenaming
  21747. */
  21748. static loggingLevel: number;
  21749. /**
  21750. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21751. */
  21752. static CleanBoneMatrixWeights: boolean;
  21753. }
  21754. }
  21755. declare module "babylonjs/Meshes/geometry" {
  21756. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21757. import { Scene } from "babylonjs/scene";
  21758. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21759. import { Engine } from "babylonjs/Engines/engine";
  21760. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21761. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21762. import { Effect } from "babylonjs/Materials/effect";
  21763. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21764. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21765. import { Mesh } from "babylonjs/Meshes/mesh";
  21766. /**
  21767. * Class used to store geometry data (vertex buffers + index buffer)
  21768. */
  21769. export class Geometry implements IGetSetVerticesData {
  21770. /**
  21771. * Gets or sets the ID of the geometry
  21772. */
  21773. id: string;
  21774. /**
  21775. * Gets or sets the unique ID of the geometry
  21776. */
  21777. uniqueId: number;
  21778. /**
  21779. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21780. */
  21781. delayLoadState: number;
  21782. /**
  21783. * Gets the file containing the data to load when running in delay load state
  21784. */
  21785. delayLoadingFile: Nullable<string>;
  21786. /**
  21787. * Callback called when the geometry is updated
  21788. */
  21789. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21790. private _scene;
  21791. private _engine;
  21792. private _meshes;
  21793. private _totalVertices;
  21794. /** @hidden */
  21795. _indices: IndicesArray;
  21796. /** @hidden */
  21797. _vertexBuffers: {
  21798. [key: string]: VertexBuffer;
  21799. };
  21800. private _isDisposed;
  21801. private _extend;
  21802. private _boundingBias;
  21803. /** @hidden */
  21804. _delayInfo: Array<string>;
  21805. private _indexBuffer;
  21806. private _indexBufferIsUpdatable;
  21807. /** @hidden */
  21808. _boundingInfo: Nullable<BoundingInfo>;
  21809. /** @hidden */
  21810. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21811. /** @hidden */
  21812. _softwareSkinningFrameId: number;
  21813. private _vertexArrayObjects;
  21814. private _updatable;
  21815. /** @hidden */
  21816. _positions: Nullable<Vector3[]>;
  21817. /**
  21818. * 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
  21819. */
  21820. /**
  21821. * 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
  21822. */
  21823. boundingBias: Vector2;
  21824. /**
  21825. * Static function used to attach a new empty geometry to a mesh
  21826. * @param mesh defines the mesh to attach the geometry to
  21827. * @returns the new Geometry
  21828. */
  21829. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21830. /**
  21831. * Creates a new geometry
  21832. * @param id defines the unique ID
  21833. * @param scene defines the hosting scene
  21834. * @param vertexData defines the VertexData used to get geometry data
  21835. * @param updatable defines if geometry must be updatable (false by default)
  21836. * @param mesh defines the mesh that will be associated with the geometry
  21837. */
  21838. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21839. /**
  21840. * Gets the current extend of the geometry
  21841. */
  21842. readonly extend: {
  21843. minimum: Vector3;
  21844. maximum: Vector3;
  21845. };
  21846. /**
  21847. * Gets the hosting scene
  21848. * @returns the hosting Scene
  21849. */
  21850. getScene(): Scene;
  21851. /**
  21852. * Gets the hosting engine
  21853. * @returns the hosting Engine
  21854. */
  21855. getEngine(): Engine;
  21856. /**
  21857. * Defines if the geometry is ready to use
  21858. * @returns true if the geometry is ready to be used
  21859. */
  21860. isReady(): boolean;
  21861. /**
  21862. * Gets a value indicating that the geometry should not be serialized
  21863. */
  21864. readonly doNotSerialize: boolean;
  21865. /** @hidden */
  21866. _rebuild(): void;
  21867. /**
  21868. * Affects all geometry data in one call
  21869. * @param vertexData defines the geometry data
  21870. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21871. */
  21872. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21873. /**
  21874. * Set specific vertex data
  21875. * @param kind defines the data kind (Position, normal, etc...)
  21876. * @param data defines the vertex data to use
  21877. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21878. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21879. */
  21880. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21881. /**
  21882. * Removes a specific vertex data
  21883. * @param kind defines the data kind (Position, normal, etc...)
  21884. */
  21885. removeVerticesData(kind: string): void;
  21886. /**
  21887. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21888. * @param buffer defines the vertex buffer to use
  21889. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21890. */
  21891. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21892. /**
  21893. * Update a specific vertex buffer
  21894. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21895. * It will do nothing if the buffer is not updatable
  21896. * @param kind defines the data kind (Position, normal, etc...)
  21897. * @param data defines the data to use
  21898. * @param offset defines the offset in the target buffer where to store the data
  21899. * @param useBytes set to true if the offset is in bytes
  21900. */
  21901. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21902. /**
  21903. * Update a specific vertex buffer
  21904. * This function will create a new buffer if the current one is not updatable
  21905. * @param kind defines the data kind (Position, normal, etc...)
  21906. * @param data defines the data to use
  21907. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21908. */
  21909. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21910. private _updateBoundingInfo;
  21911. /** @hidden */
  21912. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21913. /**
  21914. * Gets total number of vertices
  21915. * @returns the total number of vertices
  21916. */
  21917. getTotalVertices(): number;
  21918. /**
  21919. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21920. * @param kind defines the data kind (Position, normal, etc...)
  21921. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21922. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21923. * @returns a float array containing vertex data
  21924. */
  21925. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21926. /**
  21927. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21928. * @param kind defines the data kind (Position, normal, etc...)
  21929. * @returns true if the vertex buffer with the specified kind is updatable
  21930. */
  21931. isVertexBufferUpdatable(kind: string): boolean;
  21932. /**
  21933. * Gets a specific vertex buffer
  21934. * @param kind defines the data kind (Position, normal, etc...)
  21935. * @returns a VertexBuffer
  21936. */
  21937. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21938. /**
  21939. * Returns all vertex buffers
  21940. * @return an object holding all vertex buffers indexed by kind
  21941. */
  21942. getVertexBuffers(): Nullable<{
  21943. [key: string]: VertexBuffer;
  21944. }>;
  21945. /**
  21946. * Gets a boolean indicating if specific vertex buffer is present
  21947. * @param kind defines the data kind (Position, normal, etc...)
  21948. * @returns true if data is present
  21949. */
  21950. isVerticesDataPresent(kind: string): boolean;
  21951. /**
  21952. * Gets a list of all attached data kinds (Position, normal, etc...)
  21953. * @returns a list of string containing all kinds
  21954. */
  21955. getVerticesDataKinds(): string[];
  21956. /**
  21957. * Update index buffer
  21958. * @param indices defines the indices to store in the index buffer
  21959. * @param offset defines the offset in the target buffer where to store the data
  21960. * @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)
  21961. */
  21962. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21963. /**
  21964. * Creates a new index buffer
  21965. * @param indices defines the indices to store in the index buffer
  21966. * @param totalVertices defines the total number of vertices (could be null)
  21967. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21968. */
  21969. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21970. /**
  21971. * Return the total number of indices
  21972. * @returns the total number of indices
  21973. */
  21974. getTotalIndices(): number;
  21975. /**
  21976. * Gets the index buffer array
  21977. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21978. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21979. * @returns the index buffer array
  21980. */
  21981. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21982. /**
  21983. * Gets the index buffer
  21984. * @return the index buffer
  21985. */
  21986. getIndexBuffer(): Nullable<DataBuffer>;
  21987. /** @hidden */
  21988. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21989. /**
  21990. * Release the associated resources for a specific mesh
  21991. * @param mesh defines the source mesh
  21992. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21993. */
  21994. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21995. /**
  21996. * Apply current geometry to a given mesh
  21997. * @param mesh defines the mesh to apply geometry to
  21998. */
  21999. applyToMesh(mesh: Mesh): void;
  22000. private _updateExtend;
  22001. private _applyToMesh;
  22002. private notifyUpdate;
  22003. /**
  22004. * Load the geometry if it was flagged as delay loaded
  22005. * @param scene defines the hosting scene
  22006. * @param onLoaded defines a callback called when the geometry is loaded
  22007. */
  22008. load(scene: Scene, onLoaded?: () => void): void;
  22009. private _queueLoad;
  22010. /**
  22011. * Invert the geometry to move from a right handed system to a left handed one.
  22012. */
  22013. toLeftHanded(): void;
  22014. /** @hidden */
  22015. _resetPointsArrayCache(): void;
  22016. /** @hidden */
  22017. _generatePointsArray(): boolean;
  22018. /**
  22019. * Gets a value indicating if the geometry is disposed
  22020. * @returns true if the geometry was disposed
  22021. */
  22022. isDisposed(): boolean;
  22023. private _disposeVertexArrayObjects;
  22024. /**
  22025. * Free all associated resources
  22026. */
  22027. dispose(): void;
  22028. /**
  22029. * Clone the current geometry into a new geometry
  22030. * @param id defines the unique ID of the new geometry
  22031. * @returns a new geometry object
  22032. */
  22033. copy(id: string): Geometry;
  22034. /**
  22035. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22036. * @return a JSON representation of the current geometry data (without the vertices data)
  22037. */
  22038. serialize(): any;
  22039. private toNumberArray;
  22040. /**
  22041. * Serialize all vertices data into a JSON oject
  22042. * @returns a JSON representation of the current geometry data
  22043. */
  22044. serializeVerticeData(): any;
  22045. /**
  22046. * Extracts a clone of a mesh geometry
  22047. * @param mesh defines the source mesh
  22048. * @param id defines the unique ID of the new geometry object
  22049. * @returns the new geometry object
  22050. */
  22051. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22052. /**
  22053. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22054. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22055. * Be aware Math.random() could cause collisions, but:
  22056. * "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"
  22057. * @returns a string containing a new GUID
  22058. */
  22059. static RandomId(): string;
  22060. /** @hidden */
  22061. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22062. private static _CleanMatricesWeights;
  22063. /**
  22064. * Create a new geometry from persisted data (Using .babylon file format)
  22065. * @param parsedVertexData defines the persisted data
  22066. * @param scene defines the hosting scene
  22067. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22068. * @returns the new geometry object
  22069. */
  22070. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22071. }
  22072. }
  22073. declare module "babylonjs/Meshes/mesh.vertexData" {
  22074. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22075. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22076. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22077. import { Geometry } from "babylonjs/Meshes/geometry";
  22078. import { Mesh } from "babylonjs/Meshes/mesh";
  22079. /**
  22080. * Define an interface for all classes that will get and set the data on vertices
  22081. */
  22082. export interface IGetSetVerticesData {
  22083. /**
  22084. * Gets a boolean indicating if specific vertex data is present
  22085. * @param kind defines the vertex data kind to use
  22086. * @returns true is data kind is present
  22087. */
  22088. isVerticesDataPresent(kind: string): boolean;
  22089. /**
  22090. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22091. * @param kind defines the data kind (Position, normal, etc...)
  22092. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22093. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22094. * @returns a float array containing vertex data
  22095. */
  22096. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22097. /**
  22098. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22099. * @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.
  22100. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22101. * @returns the indices array or an empty array if the mesh has no geometry
  22102. */
  22103. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22104. /**
  22105. * Set specific vertex data
  22106. * @param kind defines the data kind (Position, normal, etc...)
  22107. * @param data defines the vertex data to use
  22108. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22109. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22110. */
  22111. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22112. /**
  22113. * Update a specific associated vertex buffer
  22114. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22115. * - VertexBuffer.PositionKind
  22116. * - VertexBuffer.UVKind
  22117. * - VertexBuffer.UV2Kind
  22118. * - VertexBuffer.UV3Kind
  22119. * - VertexBuffer.UV4Kind
  22120. * - VertexBuffer.UV5Kind
  22121. * - VertexBuffer.UV6Kind
  22122. * - VertexBuffer.ColorKind
  22123. * - VertexBuffer.MatricesIndicesKind
  22124. * - VertexBuffer.MatricesIndicesExtraKind
  22125. * - VertexBuffer.MatricesWeightsKind
  22126. * - VertexBuffer.MatricesWeightsExtraKind
  22127. * @param data defines the data source
  22128. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22129. * @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)
  22130. */
  22131. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22132. /**
  22133. * Creates a new index buffer
  22134. * @param indices defines the indices to store in the index buffer
  22135. * @param totalVertices defines the total number of vertices (could be null)
  22136. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22137. */
  22138. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22139. }
  22140. /**
  22141. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22142. */
  22143. export class VertexData {
  22144. /**
  22145. * Mesh side orientation : usually the external or front surface
  22146. */
  22147. static readonly FRONTSIDE: number;
  22148. /**
  22149. * Mesh side orientation : usually the internal or back surface
  22150. */
  22151. static readonly BACKSIDE: number;
  22152. /**
  22153. * Mesh side orientation : both internal and external or front and back surfaces
  22154. */
  22155. static readonly DOUBLESIDE: number;
  22156. /**
  22157. * Mesh side orientation : by default, `FRONTSIDE`
  22158. */
  22159. static readonly DEFAULTSIDE: number;
  22160. /**
  22161. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22162. */
  22163. positions: Nullable<FloatArray>;
  22164. /**
  22165. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22166. */
  22167. normals: Nullable<FloatArray>;
  22168. /**
  22169. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22170. */
  22171. tangents: Nullable<FloatArray>;
  22172. /**
  22173. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22174. */
  22175. uvs: Nullable<FloatArray>;
  22176. /**
  22177. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22178. */
  22179. uvs2: Nullable<FloatArray>;
  22180. /**
  22181. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22182. */
  22183. uvs3: Nullable<FloatArray>;
  22184. /**
  22185. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22186. */
  22187. uvs4: Nullable<FloatArray>;
  22188. /**
  22189. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22190. */
  22191. uvs5: Nullable<FloatArray>;
  22192. /**
  22193. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22194. */
  22195. uvs6: Nullable<FloatArray>;
  22196. /**
  22197. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22198. */
  22199. colors: Nullable<FloatArray>;
  22200. /**
  22201. * 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).
  22202. */
  22203. matricesIndices: Nullable<FloatArray>;
  22204. /**
  22205. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22206. */
  22207. matricesWeights: Nullable<FloatArray>;
  22208. /**
  22209. * An array extending the number of possible indices
  22210. */
  22211. matricesIndicesExtra: Nullable<FloatArray>;
  22212. /**
  22213. * An array extending the number of possible weights when the number of indices is extended
  22214. */
  22215. matricesWeightsExtra: Nullable<FloatArray>;
  22216. /**
  22217. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22218. */
  22219. indices: Nullable<IndicesArray>;
  22220. /**
  22221. * Uses the passed data array to set the set the values for the specified kind of data
  22222. * @param data a linear array of floating numbers
  22223. * @param kind the type of data that is being set, eg positions, colors etc
  22224. */
  22225. set(data: FloatArray, kind: string): void;
  22226. /**
  22227. * Associates the vertexData to the passed Mesh.
  22228. * Sets it as updatable or not (default `false`)
  22229. * @param mesh the mesh the vertexData is applied to
  22230. * @param updatable when used and having the value true allows new data to update the vertexData
  22231. * @returns the VertexData
  22232. */
  22233. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22234. /**
  22235. * Associates the vertexData to the passed Geometry.
  22236. * Sets it as updatable or not (default `false`)
  22237. * @param geometry the geometry the vertexData is applied to
  22238. * @param updatable when used and having the value true allows new data to update the vertexData
  22239. * @returns VertexData
  22240. */
  22241. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22242. /**
  22243. * Updates the associated mesh
  22244. * @param mesh the mesh to be updated
  22245. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22246. * @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
  22247. * @returns VertexData
  22248. */
  22249. updateMesh(mesh: Mesh): VertexData;
  22250. /**
  22251. * Updates the associated geometry
  22252. * @param geometry the geometry to be updated
  22253. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22254. * @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
  22255. * @returns VertexData.
  22256. */
  22257. updateGeometry(geometry: Geometry): VertexData;
  22258. private _applyTo;
  22259. private _update;
  22260. /**
  22261. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22262. * @param matrix the transforming matrix
  22263. * @returns the VertexData
  22264. */
  22265. transform(matrix: Matrix): VertexData;
  22266. /**
  22267. * Merges the passed VertexData into the current one
  22268. * @param other the VertexData to be merged into the current one
  22269. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22270. * @returns the modified VertexData
  22271. */
  22272. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22273. private _mergeElement;
  22274. private _validate;
  22275. /**
  22276. * Serializes the VertexData
  22277. * @returns a serialized object
  22278. */
  22279. serialize(): any;
  22280. /**
  22281. * Extracts the vertexData from a mesh
  22282. * @param mesh the mesh from which to extract the VertexData
  22283. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22284. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22285. * @returns the object VertexData associated to the passed mesh
  22286. */
  22287. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22288. /**
  22289. * Extracts the vertexData from the geometry
  22290. * @param geometry the geometry from which to extract the VertexData
  22291. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22292. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22293. * @returns the object VertexData associated to the passed mesh
  22294. */
  22295. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22296. private static _ExtractFrom;
  22297. /**
  22298. * Creates the VertexData for a Ribbon
  22299. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22300. * * pathArray array of paths, each of which an array of successive Vector3
  22301. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22302. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22303. * * 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
  22304. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22305. * * 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)
  22306. * * 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)
  22307. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22308. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22309. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22310. * @returns the VertexData of the ribbon
  22311. */
  22312. static CreateRibbon(options: {
  22313. pathArray: Vector3[][];
  22314. closeArray?: boolean;
  22315. closePath?: boolean;
  22316. offset?: number;
  22317. sideOrientation?: number;
  22318. frontUVs?: Vector4;
  22319. backUVs?: Vector4;
  22320. invertUV?: boolean;
  22321. uvs?: Vector2[];
  22322. colors?: Color4[];
  22323. }): VertexData;
  22324. /**
  22325. * Creates the VertexData for a box
  22326. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22327. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22328. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22329. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22330. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22331. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22332. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22333. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22334. * * 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)
  22335. * * 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)
  22336. * @returns the VertexData of the box
  22337. */
  22338. static CreateBox(options: {
  22339. size?: number;
  22340. width?: number;
  22341. height?: number;
  22342. depth?: number;
  22343. faceUV?: Vector4[];
  22344. faceColors?: Color4[];
  22345. sideOrientation?: number;
  22346. frontUVs?: Vector4;
  22347. backUVs?: Vector4;
  22348. }): VertexData;
  22349. /**
  22350. * Creates the VertexData for a tiled box
  22351. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22352. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22353. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22354. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22355. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22356. * @returns the VertexData of the box
  22357. */
  22358. static CreateTiledBox(options: {
  22359. pattern?: number;
  22360. width?: number;
  22361. height?: number;
  22362. depth?: number;
  22363. tileSize?: number;
  22364. tileWidth?: number;
  22365. tileHeight?: number;
  22366. alignHorizontal?: number;
  22367. alignVertical?: number;
  22368. faceUV?: Vector4[];
  22369. faceColors?: Color4[];
  22370. sideOrientation?: number;
  22371. }): VertexData;
  22372. /**
  22373. * Creates the VertexData for a tiled plane
  22374. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22375. * * pattern a limited pattern arrangement depending on the number
  22376. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22377. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22378. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22379. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22380. * * 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)
  22381. * * 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)
  22382. * @returns the VertexData of the tiled plane
  22383. */
  22384. static CreateTiledPlane(options: {
  22385. pattern?: number;
  22386. tileSize?: number;
  22387. tileWidth?: number;
  22388. tileHeight?: number;
  22389. size?: number;
  22390. width?: number;
  22391. height?: number;
  22392. alignHorizontal?: number;
  22393. alignVertical?: number;
  22394. sideOrientation?: number;
  22395. frontUVs?: Vector4;
  22396. backUVs?: Vector4;
  22397. }): VertexData;
  22398. /**
  22399. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22400. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22401. * * segments sets the number of horizontal strips optional, default 32
  22402. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22403. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22404. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22405. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22406. * * 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
  22407. * * 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
  22408. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22409. * * 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)
  22410. * * 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)
  22411. * @returns the VertexData of the ellipsoid
  22412. */
  22413. static CreateSphere(options: {
  22414. segments?: number;
  22415. diameter?: number;
  22416. diameterX?: number;
  22417. diameterY?: number;
  22418. diameterZ?: number;
  22419. arc?: number;
  22420. slice?: number;
  22421. sideOrientation?: number;
  22422. frontUVs?: Vector4;
  22423. backUVs?: Vector4;
  22424. }): VertexData;
  22425. /**
  22426. * Creates the VertexData for a cylinder, cone or prism
  22427. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22428. * * height sets the height (y direction) of the cylinder, optional, default 2
  22429. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22430. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22431. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22432. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22433. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22434. * * 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
  22435. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22436. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22437. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22438. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22439. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22440. * * 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)
  22441. * * 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)
  22442. * @returns the VertexData of the cylinder, cone or prism
  22443. */
  22444. static CreateCylinder(options: {
  22445. height?: number;
  22446. diameterTop?: number;
  22447. diameterBottom?: number;
  22448. diameter?: number;
  22449. tessellation?: number;
  22450. subdivisions?: number;
  22451. arc?: number;
  22452. faceColors?: Color4[];
  22453. faceUV?: Vector4[];
  22454. hasRings?: boolean;
  22455. enclose?: boolean;
  22456. sideOrientation?: number;
  22457. frontUVs?: Vector4;
  22458. backUVs?: Vector4;
  22459. }): VertexData;
  22460. /**
  22461. * Creates the VertexData for a torus
  22462. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22463. * * diameter the diameter of the torus, optional default 1
  22464. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22465. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22466. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22467. * * 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)
  22468. * * 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)
  22469. * @returns the VertexData of the torus
  22470. */
  22471. static CreateTorus(options: {
  22472. diameter?: number;
  22473. thickness?: number;
  22474. tessellation?: number;
  22475. sideOrientation?: number;
  22476. frontUVs?: Vector4;
  22477. backUVs?: Vector4;
  22478. }): VertexData;
  22479. /**
  22480. * Creates the VertexData of the LineSystem
  22481. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22482. * - lines an array of lines, each line being an array of successive Vector3
  22483. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22484. * @returns the VertexData of the LineSystem
  22485. */
  22486. static CreateLineSystem(options: {
  22487. lines: Vector3[][];
  22488. colors?: Nullable<Color4[][]>;
  22489. }): VertexData;
  22490. /**
  22491. * Create the VertexData for a DashedLines
  22492. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22493. * - points an array successive Vector3
  22494. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22495. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22496. * - dashNb the intended total number of dashes, optional, default 200
  22497. * @returns the VertexData for the DashedLines
  22498. */
  22499. static CreateDashedLines(options: {
  22500. points: Vector3[];
  22501. dashSize?: number;
  22502. gapSize?: number;
  22503. dashNb?: number;
  22504. }): VertexData;
  22505. /**
  22506. * Creates the VertexData for a Ground
  22507. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22508. * - width the width (x direction) of the ground, optional, default 1
  22509. * - height the height (z direction) of the ground, optional, default 1
  22510. * - subdivisions the number of subdivisions per side, optional, default 1
  22511. * @returns the VertexData of the Ground
  22512. */
  22513. static CreateGround(options: {
  22514. width?: number;
  22515. height?: number;
  22516. subdivisions?: number;
  22517. subdivisionsX?: number;
  22518. subdivisionsY?: number;
  22519. }): VertexData;
  22520. /**
  22521. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22522. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22523. * * xmin the ground minimum X coordinate, optional, default -1
  22524. * * zmin the ground minimum Z coordinate, optional, default -1
  22525. * * xmax the ground maximum X coordinate, optional, default 1
  22526. * * zmax the ground maximum Z coordinate, optional, default 1
  22527. * * 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}
  22528. * * 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}
  22529. * @returns the VertexData of the TiledGround
  22530. */
  22531. static CreateTiledGround(options: {
  22532. xmin: number;
  22533. zmin: number;
  22534. xmax: number;
  22535. zmax: number;
  22536. subdivisions?: {
  22537. w: number;
  22538. h: number;
  22539. };
  22540. precision?: {
  22541. w: number;
  22542. h: number;
  22543. };
  22544. }): VertexData;
  22545. /**
  22546. * Creates the VertexData of the Ground designed from a heightmap
  22547. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22548. * * width the width (x direction) of the ground
  22549. * * height the height (z direction) of the ground
  22550. * * subdivisions the number of subdivisions per side
  22551. * * minHeight the minimum altitude on the ground, optional, default 0
  22552. * * maxHeight the maximum altitude on the ground, optional default 1
  22553. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22554. * * buffer the array holding the image color data
  22555. * * bufferWidth the width of image
  22556. * * bufferHeight the height of image
  22557. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22558. * @returns the VertexData of the Ground designed from a heightmap
  22559. */
  22560. static CreateGroundFromHeightMap(options: {
  22561. width: number;
  22562. height: number;
  22563. subdivisions: number;
  22564. minHeight: number;
  22565. maxHeight: number;
  22566. colorFilter: Color3;
  22567. buffer: Uint8Array;
  22568. bufferWidth: number;
  22569. bufferHeight: number;
  22570. alphaFilter: number;
  22571. }): VertexData;
  22572. /**
  22573. * Creates the VertexData for a Plane
  22574. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22575. * * size sets the width and height of the plane to the value of size, optional default 1
  22576. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22577. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22578. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22579. * * 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)
  22580. * * 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)
  22581. * @returns the VertexData of the box
  22582. */
  22583. static CreatePlane(options: {
  22584. size?: number;
  22585. width?: number;
  22586. height?: number;
  22587. sideOrientation?: number;
  22588. frontUVs?: Vector4;
  22589. backUVs?: Vector4;
  22590. }): VertexData;
  22591. /**
  22592. * Creates the VertexData of the Disc or regular Polygon
  22593. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22594. * * radius the radius of the disc, optional default 0.5
  22595. * * tessellation the number of polygon sides, optional, default 64
  22596. * * 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
  22597. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22598. * * 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)
  22599. * * 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)
  22600. * @returns the VertexData of the box
  22601. */
  22602. static CreateDisc(options: {
  22603. radius?: number;
  22604. tessellation?: number;
  22605. arc?: number;
  22606. sideOrientation?: number;
  22607. frontUVs?: Vector4;
  22608. backUVs?: Vector4;
  22609. }): VertexData;
  22610. /**
  22611. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22612. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22613. * @param polygon a mesh built from polygonTriangulation.build()
  22614. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22615. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22616. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22617. * @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)
  22618. * @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)
  22619. * @returns the VertexData of the Polygon
  22620. */
  22621. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22622. /**
  22623. * Creates the VertexData of the IcoSphere
  22624. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22625. * * radius the radius of the IcoSphere, optional default 1
  22626. * * radiusX allows stretching in the x direction, optional, default radius
  22627. * * radiusY allows stretching in the y direction, optional, default radius
  22628. * * radiusZ allows stretching in the z direction, optional, default radius
  22629. * * flat when true creates a flat shaded mesh, optional, default true
  22630. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22631. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22632. * * 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)
  22633. * * 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)
  22634. * @returns the VertexData of the IcoSphere
  22635. */
  22636. static CreateIcoSphere(options: {
  22637. radius?: number;
  22638. radiusX?: number;
  22639. radiusY?: number;
  22640. radiusZ?: number;
  22641. flat?: boolean;
  22642. subdivisions?: number;
  22643. sideOrientation?: number;
  22644. frontUVs?: Vector4;
  22645. backUVs?: Vector4;
  22646. }): VertexData;
  22647. /**
  22648. * Creates the VertexData for a Polyhedron
  22649. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22650. * * type provided types are:
  22651. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22652. * * 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)
  22653. * * size the size of the IcoSphere, optional default 1
  22654. * * sizeX allows stretching in the x direction, optional, default size
  22655. * * sizeY allows stretching in the y direction, optional, default size
  22656. * * sizeZ allows stretching in the z direction, optional, default size
  22657. * * 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
  22658. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22659. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22660. * * flat when true creates a flat shaded mesh, optional, default true
  22661. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22662. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22663. * * 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)
  22664. * * 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)
  22665. * @returns the VertexData of the Polyhedron
  22666. */
  22667. static CreatePolyhedron(options: {
  22668. type?: number;
  22669. size?: number;
  22670. sizeX?: number;
  22671. sizeY?: number;
  22672. sizeZ?: number;
  22673. custom?: any;
  22674. faceUV?: Vector4[];
  22675. faceColors?: Color4[];
  22676. flat?: boolean;
  22677. sideOrientation?: number;
  22678. frontUVs?: Vector4;
  22679. backUVs?: Vector4;
  22680. }): VertexData;
  22681. /**
  22682. * Creates the VertexData for a TorusKnot
  22683. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22684. * * radius the radius of the torus knot, optional, default 2
  22685. * * tube the thickness of the tube, optional, default 0.5
  22686. * * radialSegments the number of sides on each tube segments, optional, default 32
  22687. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22688. * * p the number of windings around the z axis, optional, default 2
  22689. * * q the number of windings around the x axis, optional, default 3
  22690. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22691. * * 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)
  22692. * * 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)
  22693. * @returns the VertexData of the Torus Knot
  22694. */
  22695. static CreateTorusKnot(options: {
  22696. radius?: number;
  22697. tube?: number;
  22698. radialSegments?: number;
  22699. tubularSegments?: number;
  22700. p?: number;
  22701. q?: number;
  22702. sideOrientation?: number;
  22703. frontUVs?: Vector4;
  22704. backUVs?: Vector4;
  22705. }): VertexData;
  22706. /**
  22707. * Compute normals for given positions and indices
  22708. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22709. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22710. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22711. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22712. * * facetNormals : optional array of facet normals (vector3)
  22713. * * facetPositions : optional array of facet positions (vector3)
  22714. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22715. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22716. * * bInfo : optional bounding info, required for facetPartitioning computation
  22717. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22718. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22719. * * useRightHandedSystem: optional boolean to for right handed system computation
  22720. * * depthSort : optional boolean to enable the facet depth sort computation
  22721. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22722. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22723. */
  22724. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22725. facetNormals?: any;
  22726. facetPositions?: any;
  22727. facetPartitioning?: any;
  22728. ratio?: number;
  22729. bInfo?: any;
  22730. bbSize?: Vector3;
  22731. subDiv?: any;
  22732. useRightHandedSystem?: boolean;
  22733. depthSort?: boolean;
  22734. distanceTo?: Vector3;
  22735. depthSortedFacets?: any;
  22736. }): void;
  22737. /** @hidden */
  22738. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22739. /**
  22740. * Applies VertexData created from the imported parameters to the geometry
  22741. * @param parsedVertexData the parsed data from an imported file
  22742. * @param geometry the geometry to apply the VertexData to
  22743. */
  22744. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22745. }
  22746. }
  22747. declare module "babylonjs/Morph/morphTarget" {
  22748. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22749. import { Observable } from "babylonjs/Misc/observable";
  22750. import { Nullable, FloatArray } from "babylonjs/types";
  22751. import { Scene } from "babylonjs/scene";
  22752. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22753. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22754. /**
  22755. * Defines a target to use with MorphTargetManager
  22756. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22757. */
  22758. export class MorphTarget implements IAnimatable {
  22759. /** defines the name of the target */
  22760. name: string;
  22761. /**
  22762. * Gets or sets the list of animations
  22763. */
  22764. animations: import("babylonjs/Animations/animation").Animation[];
  22765. private _scene;
  22766. private _positions;
  22767. private _normals;
  22768. private _tangents;
  22769. private _uvs;
  22770. private _influence;
  22771. private _uniqueId;
  22772. /**
  22773. * Observable raised when the influence changes
  22774. */
  22775. onInfluenceChanged: Observable<boolean>;
  22776. /** @hidden */
  22777. _onDataLayoutChanged: Observable<void>;
  22778. /**
  22779. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22780. */
  22781. influence: number;
  22782. /**
  22783. * Gets or sets the id of the morph Target
  22784. */
  22785. id: string;
  22786. private _animationPropertiesOverride;
  22787. /**
  22788. * Gets or sets the animation properties override
  22789. */
  22790. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22791. /**
  22792. * Creates a new MorphTarget
  22793. * @param name defines the name of the target
  22794. * @param influence defines the influence to use
  22795. * @param scene defines the scene the morphtarget belongs to
  22796. */
  22797. constructor(
  22798. /** defines the name of the target */
  22799. name: string, influence?: number, scene?: Nullable<Scene>);
  22800. /**
  22801. * Gets the unique ID of this manager
  22802. */
  22803. readonly uniqueId: number;
  22804. /**
  22805. * Gets a boolean defining if the target contains position data
  22806. */
  22807. readonly hasPositions: boolean;
  22808. /**
  22809. * Gets a boolean defining if the target contains normal data
  22810. */
  22811. readonly hasNormals: boolean;
  22812. /**
  22813. * Gets a boolean defining if the target contains tangent data
  22814. */
  22815. readonly hasTangents: boolean;
  22816. /**
  22817. * Gets a boolean defining if the target contains texture coordinates data
  22818. */
  22819. readonly hasUVs: boolean;
  22820. /**
  22821. * Affects position data to this target
  22822. * @param data defines the position data to use
  22823. */
  22824. setPositions(data: Nullable<FloatArray>): void;
  22825. /**
  22826. * Gets the position data stored in this target
  22827. * @returns a FloatArray containing the position data (or null if not present)
  22828. */
  22829. getPositions(): Nullable<FloatArray>;
  22830. /**
  22831. * Affects normal data to this target
  22832. * @param data defines the normal data to use
  22833. */
  22834. setNormals(data: Nullable<FloatArray>): void;
  22835. /**
  22836. * Gets the normal data stored in this target
  22837. * @returns a FloatArray containing the normal data (or null if not present)
  22838. */
  22839. getNormals(): Nullable<FloatArray>;
  22840. /**
  22841. * Affects tangent data to this target
  22842. * @param data defines the tangent data to use
  22843. */
  22844. setTangents(data: Nullable<FloatArray>): void;
  22845. /**
  22846. * Gets the tangent data stored in this target
  22847. * @returns a FloatArray containing the tangent data (or null if not present)
  22848. */
  22849. getTangents(): Nullable<FloatArray>;
  22850. /**
  22851. * Affects texture coordinates data to this target
  22852. * @param data defines the texture coordinates data to use
  22853. */
  22854. setUVs(data: Nullable<FloatArray>): void;
  22855. /**
  22856. * Gets the texture coordinates data stored in this target
  22857. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22858. */
  22859. getUVs(): Nullable<FloatArray>;
  22860. /**
  22861. * Clone the current target
  22862. * @returns a new MorphTarget
  22863. */
  22864. clone(): MorphTarget;
  22865. /**
  22866. * Serializes the current target into a Serialization object
  22867. * @returns the serialized object
  22868. */
  22869. serialize(): any;
  22870. /**
  22871. * Returns the string "MorphTarget"
  22872. * @returns "MorphTarget"
  22873. */
  22874. getClassName(): string;
  22875. /**
  22876. * Creates a new target from serialized data
  22877. * @param serializationObject defines the serialized data to use
  22878. * @returns a new MorphTarget
  22879. */
  22880. static Parse(serializationObject: any): MorphTarget;
  22881. /**
  22882. * Creates a MorphTarget from mesh data
  22883. * @param mesh defines the source mesh
  22884. * @param name defines the name to use for the new target
  22885. * @param influence defines the influence to attach to the target
  22886. * @returns a new MorphTarget
  22887. */
  22888. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22889. }
  22890. }
  22891. declare module "babylonjs/Morph/morphTargetManager" {
  22892. import { Nullable } from "babylonjs/types";
  22893. import { Scene } from "babylonjs/scene";
  22894. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22895. /**
  22896. * This class is used to deform meshes using morphing between different targets
  22897. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22898. */
  22899. export class MorphTargetManager {
  22900. private _targets;
  22901. private _targetInfluenceChangedObservers;
  22902. private _targetDataLayoutChangedObservers;
  22903. private _activeTargets;
  22904. private _scene;
  22905. private _influences;
  22906. private _supportsNormals;
  22907. private _supportsTangents;
  22908. private _supportsUVs;
  22909. private _vertexCount;
  22910. private _uniqueId;
  22911. private _tempInfluences;
  22912. /**
  22913. * Gets or sets a boolean indicating if normals must be morphed
  22914. */
  22915. enableNormalMorphing: boolean;
  22916. /**
  22917. * Gets or sets a boolean indicating if tangents must be morphed
  22918. */
  22919. enableTangentMorphing: boolean;
  22920. /**
  22921. * Gets or sets a boolean indicating if UV must be morphed
  22922. */
  22923. enableUVMorphing: boolean;
  22924. /**
  22925. * Creates a new MorphTargetManager
  22926. * @param scene defines the current scene
  22927. */
  22928. constructor(scene?: Nullable<Scene>);
  22929. /**
  22930. * Gets the unique ID of this manager
  22931. */
  22932. readonly uniqueId: number;
  22933. /**
  22934. * Gets the number of vertices handled by this manager
  22935. */
  22936. readonly vertexCount: number;
  22937. /**
  22938. * Gets a boolean indicating if this manager supports morphing of normals
  22939. */
  22940. readonly supportsNormals: boolean;
  22941. /**
  22942. * Gets a boolean indicating if this manager supports morphing of tangents
  22943. */
  22944. readonly supportsTangents: boolean;
  22945. /**
  22946. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22947. */
  22948. readonly supportsUVs: boolean;
  22949. /**
  22950. * Gets the number of targets stored in this manager
  22951. */
  22952. readonly numTargets: number;
  22953. /**
  22954. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22955. */
  22956. readonly numInfluencers: number;
  22957. /**
  22958. * Gets the list of influences (one per target)
  22959. */
  22960. readonly influences: Float32Array;
  22961. /**
  22962. * Gets the active target at specified index. An active target is a target with an influence > 0
  22963. * @param index defines the index to check
  22964. * @returns the requested target
  22965. */
  22966. getActiveTarget(index: number): MorphTarget;
  22967. /**
  22968. * Gets the target at specified index
  22969. * @param index defines the index to check
  22970. * @returns the requested target
  22971. */
  22972. getTarget(index: number): MorphTarget;
  22973. /**
  22974. * Add a new target to this manager
  22975. * @param target defines the target to add
  22976. */
  22977. addTarget(target: MorphTarget): void;
  22978. /**
  22979. * Removes a target from the manager
  22980. * @param target defines the target to remove
  22981. */
  22982. removeTarget(target: MorphTarget): void;
  22983. /**
  22984. * Clone the current manager
  22985. * @returns a new MorphTargetManager
  22986. */
  22987. clone(): MorphTargetManager;
  22988. /**
  22989. * Serializes the current manager into a Serialization object
  22990. * @returns the serialized object
  22991. */
  22992. serialize(): any;
  22993. private _syncActiveTargets;
  22994. /**
  22995. * Syncrhonize the targets with all the meshes using this morph target manager
  22996. */
  22997. synchronize(): void;
  22998. /**
  22999. * Creates a new MorphTargetManager from serialized data
  23000. * @param serializationObject defines the serialized data
  23001. * @param scene defines the hosting scene
  23002. * @returns the new MorphTargetManager
  23003. */
  23004. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23005. }
  23006. }
  23007. declare module "babylonjs/Meshes/meshLODLevel" {
  23008. import { Mesh } from "babylonjs/Meshes/mesh";
  23009. import { Nullable } from "babylonjs/types";
  23010. /**
  23011. * Class used to represent a specific level of detail of a mesh
  23012. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23013. */
  23014. export class MeshLODLevel {
  23015. /** Defines the distance where this level should start being displayed */
  23016. distance: number;
  23017. /** Defines the mesh to use to render this level */
  23018. mesh: Nullable<Mesh>;
  23019. /**
  23020. * Creates a new LOD level
  23021. * @param distance defines the distance where this level should star being displayed
  23022. * @param mesh defines the mesh to use to render this level
  23023. */
  23024. constructor(
  23025. /** Defines the distance where this level should start being displayed */
  23026. distance: number,
  23027. /** Defines the mesh to use to render this level */
  23028. mesh: Nullable<Mesh>);
  23029. }
  23030. }
  23031. declare module "babylonjs/Meshes/groundMesh" {
  23032. import { Scene } from "babylonjs/scene";
  23033. import { Vector3 } from "babylonjs/Maths/math.vector";
  23034. import { Mesh } from "babylonjs/Meshes/mesh";
  23035. /**
  23036. * Mesh representing the gorund
  23037. */
  23038. export class GroundMesh extends Mesh {
  23039. /** If octree should be generated */
  23040. generateOctree: boolean;
  23041. private _heightQuads;
  23042. /** @hidden */
  23043. _subdivisionsX: number;
  23044. /** @hidden */
  23045. _subdivisionsY: number;
  23046. /** @hidden */
  23047. _width: number;
  23048. /** @hidden */
  23049. _height: number;
  23050. /** @hidden */
  23051. _minX: number;
  23052. /** @hidden */
  23053. _maxX: number;
  23054. /** @hidden */
  23055. _minZ: number;
  23056. /** @hidden */
  23057. _maxZ: number;
  23058. constructor(name: string, scene: Scene);
  23059. /**
  23060. * "GroundMesh"
  23061. * @returns "GroundMesh"
  23062. */
  23063. getClassName(): string;
  23064. /**
  23065. * The minimum of x and y subdivisions
  23066. */
  23067. readonly subdivisions: number;
  23068. /**
  23069. * X subdivisions
  23070. */
  23071. readonly subdivisionsX: number;
  23072. /**
  23073. * Y subdivisions
  23074. */
  23075. readonly subdivisionsY: number;
  23076. /**
  23077. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23078. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23079. * @param chunksCount the number of subdivisions for x and y
  23080. * @param octreeBlocksSize (Default: 32)
  23081. */
  23082. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23083. /**
  23084. * Returns a height (y) value in the Worl system :
  23085. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23086. * @param x x coordinate
  23087. * @param z z coordinate
  23088. * @returns the ground y position if (x, z) are outside the ground surface.
  23089. */
  23090. getHeightAtCoordinates(x: number, z: number): number;
  23091. /**
  23092. * Returns a normalized vector (Vector3) orthogonal to the ground
  23093. * at the ground coordinates (x, z) expressed in the World system.
  23094. * @param x x coordinate
  23095. * @param z z coordinate
  23096. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23097. */
  23098. getNormalAtCoordinates(x: number, z: number): Vector3;
  23099. /**
  23100. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23101. * at the ground coordinates (x, z) expressed in the World system.
  23102. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23103. * @param x x coordinate
  23104. * @param z z coordinate
  23105. * @param ref vector to store the result
  23106. * @returns the GroundMesh.
  23107. */
  23108. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23109. /**
  23110. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23111. * if the ground has been updated.
  23112. * This can be used in the render loop.
  23113. * @returns the GroundMesh.
  23114. */
  23115. updateCoordinateHeights(): GroundMesh;
  23116. private _getFacetAt;
  23117. private _initHeightQuads;
  23118. private _computeHeightQuads;
  23119. /**
  23120. * Serializes this ground mesh
  23121. * @param serializationObject object to write serialization to
  23122. */
  23123. serialize(serializationObject: any): void;
  23124. /**
  23125. * Parses a serialized ground mesh
  23126. * @param parsedMesh the serialized mesh
  23127. * @param scene the scene to create the ground mesh in
  23128. * @returns the created ground mesh
  23129. */
  23130. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23131. }
  23132. }
  23133. declare module "babylonjs/Physics/physicsJoint" {
  23134. import { Vector3 } from "babylonjs/Maths/math.vector";
  23135. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23136. /**
  23137. * Interface for Physics-Joint data
  23138. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23139. */
  23140. export interface PhysicsJointData {
  23141. /**
  23142. * The main pivot of the joint
  23143. */
  23144. mainPivot?: Vector3;
  23145. /**
  23146. * The connected pivot of the joint
  23147. */
  23148. connectedPivot?: Vector3;
  23149. /**
  23150. * The main axis of the joint
  23151. */
  23152. mainAxis?: Vector3;
  23153. /**
  23154. * The connected axis of the joint
  23155. */
  23156. connectedAxis?: Vector3;
  23157. /**
  23158. * The collision of the joint
  23159. */
  23160. collision?: boolean;
  23161. /**
  23162. * Native Oimo/Cannon/Energy data
  23163. */
  23164. nativeParams?: any;
  23165. }
  23166. /**
  23167. * This is a holder class for the physics joint created by the physics plugin
  23168. * It holds a set of functions to control the underlying joint
  23169. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23170. */
  23171. export class PhysicsJoint {
  23172. /**
  23173. * The type of the physics joint
  23174. */
  23175. type: number;
  23176. /**
  23177. * The data for the physics joint
  23178. */
  23179. jointData: PhysicsJointData;
  23180. private _physicsJoint;
  23181. protected _physicsPlugin: IPhysicsEnginePlugin;
  23182. /**
  23183. * Initializes the physics joint
  23184. * @param type The type of the physics joint
  23185. * @param jointData The data for the physics joint
  23186. */
  23187. constructor(
  23188. /**
  23189. * The type of the physics joint
  23190. */
  23191. type: number,
  23192. /**
  23193. * The data for the physics joint
  23194. */
  23195. jointData: PhysicsJointData);
  23196. /**
  23197. * Gets the physics joint
  23198. */
  23199. /**
  23200. * Sets the physics joint
  23201. */
  23202. physicsJoint: any;
  23203. /**
  23204. * Sets the physics plugin
  23205. */
  23206. physicsPlugin: IPhysicsEnginePlugin;
  23207. /**
  23208. * Execute a function that is physics-plugin specific.
  23209. * @param {Function} func the function that will be executed.
  23210. * It accepts two parameters: the physics world and the physics joint
  23211. */
  23212. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23213. /**
  23214. * Distance-Joint type
  23215. */
  23216. static DistanceJoint: number;
  23217. /**
  23218. * Hinge-Joint type
  23219. */
  23220. static HingeJoint: number;
  23221. /**
  23222. * Ball-and-Socket joint type
  23223. */
  23224. static BallAndSocketJoint: number;
  23225. /**
  23226. * Wheel-Joint type
  23227. */
  23228. static WheelJoint: number;
  23229. /**
  23230. * Slider-Joint type
  23231. */
  23232. static SliderJoint: number;
  23233. /**
  23234. * Prismatic-Joint type
  23235. */
  23236. static PrismaticJoint: number;
  23237. /**
  23238. * Universal-Joint type
  23239. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23240. */
  23241. static UniversalJoint: number;
  23242. /**
  23243. * Hinge-Joint 2 type
  23244. */
  23245. static Hinge2Joint: number;
  23246. /**
  23247. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23248. */
  23249. static PointToPointJoint: number;
  23250. /**
  23251. * Spring-Joint type
  23252. */
  23253. static SpringJoint: number;
  23254. /**
  23255. * Lock-Joint type
  23256. */
  23257. static LockJoint: number;
  23258. }
  23259. /**
  23260. * A class representing a physics distance joint
  23261. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23262. */
  23263. export class DistanceJoint extends PhysicsJoint {
  23264. /**
  23265. *
  23266. * @param jointData The data for the Distance-Joint
  23267. */
  23268. constructor(jointData: DistanceJointData);
  23269. /**
  23270. * Update the predefined distance.
  23271. * @param maxDistance The maximum preferred distance
  23272. * @param minDistance The minimum preferred distance
  23273. */
  23274. updateDistance(maxDistance: number, minDistance?: number): void;
  23275. }
  23276. /**
  23277. * Represents a Motor-Enabled Joint
  23278. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23279. */
  23280. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23281. /**
  23282. * Initializes the Motor-Enabled Joint
  23283. * @param type The type of the joint
  23284. * @param jointData The physica joint data for the joint
  23285. */
  23286. constructor(type: number, jointData: PhysicsJointData);
  23287. /**
  23288. * Set the motor values.
  23289. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23290. * @param force the force to apply
  23291. * @param maxForce max force for this motor.
  23292. */
  23293. setMotor(force?: number, maxForce?: number): void;
  23294. /**
  23295. * Set the motor's limits.
  23296. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23297. * @param upperLimit The upper limit of the motor
  23298. * @param lowerLimit The lower limit of the motor
  23299. */
  23300. setLimit(upperLimit: number, lowerLimit?: number): void;
  23301. }
  23302. /**
  23303. * This class represents a single physics Hinge-Joint
  23304. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23305. */
  23306. export class HingeJoint extends MotorEnabledJoint {
  23307. /**
  23308. * Initializes the Hinge-Joint
  23309. * @param jointData The joint data for the Hinge-Joint
  23310. */
  23311. constructor(jointData: PhysicsJointData);
  23312. /**
  23313. * Set the motor values.
  23314. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23315. * @param {number} force the force to apply
  23316. * @param {number} maxForce max force for this motor.
  23317. */
  23318. setMotor(force?: number, maxForce?: number): void;
  23319. /**
  23320. * Set the motor's limits.
  23321. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23322. * @param upperLimit The upper limit of the motor
  23323. * @param lowerLimit The lower limit of the motor
  23324. */
  23325. setLimit(upperLimit: number, lowerLimit?: number): void;
  23326. }
  23327. /**
  23328. * This class represents a dual hinge physics joint (same as wheel joint)
  23329. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23330. */
  23331. export class Hinge2Joint extends MotorEnabledJoint {
  23332. /**
  23333. * Initializes the Hinge2-Joint
  23334. * @param jointData The joint data for the Hinge2-Joint
  23335. */
  23336. constructor(jointData: PhysicsJointData);
  23337. /**
  23338. * Set the motor values.
  23339. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23340. * @param {number} targetSpeed the speed the motor is to reach
  23341. * @param {number} maxForce max force for this motor.
  23342. * @param {motorIndex} the motor's index, 0 or 1.
  23343. */
  23344. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23345. /**
  23346. * Set the motor limits.
  23347. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23348. * @param {number} upperLimit the upper limit
  23349. * @param {number} lowerLimit lower limit
  23350. * @param {motorIndex} the motor's index, 0 or 1.
  23351. */
  23352. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23353. }
  23354. /**
  23355. * Interface for a motor enabled joint
  23356. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23357. */
  23358. export interface IMotorEnabledJoint {
  23359. /**
  23360. * Physics joint
  23361. */
  23362. physicsJoint: any;
  23363. /**
  23364. * Sets the motor of the motor-enabled joint
  23365. * @param force The force of the motor
  23366. * @param maxForce The maximum force of the motor
  23367. * @param motorIndex The index of the motor
  23368. */
  23369. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23370. /**
  23371. * Sets the limit of the motor
  23372. * @param upperLimit The upper limit of the motor
  23373. * @param lowerLimit The lower limit of the motor
  23374. * @param motorIndex The index of the motor
  23375. */
  23376. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23377. }
  23378. /**
  23379. * Joint data for a Distance-Joint
  23380. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23381. */
  23382. export interface DistanceJointData extends PhysicsJointData {
  23383. /**
  23384. * Max distance the 2 joint objects can be apart
  23385. */
  23386. maxDistance: number;
  23387. }
  23388. /**
  23389. * Joint data from a spring joint
  23390. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23391. */
  23392. export interface SpringJointData extends PhysicsJointData {
  23393. /**
  23394. * Length of the spring
  23395. */
  23396. length: number;
  23397. /**
  23398. * Stiffness of the spring
  23399. */
  23400. stiffness: number;
  23401. /**
  23402. * Damping of the spring
  23403. */
  23404. damping: number;
  23405. /** this callback will be called when applying the force to the impostors. */
  23406. forceApplicationCallback: () => void;
  23407. }
  23408. }
  23409. declare module "babylonjs/Physics/physicsRaycastResult" {
  23410. import { Vector3 } from "babylonjs/Maths/math.vector";
  23411. /**
  23412. * Holds the data for the raycast result
  23413. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23414. */
  23415. export class PhysicsRaycastResult {
  23416. private _hasHit;
  23417. private _hitDistance;
  23418. private _hitNormalWorld;
  23419. private _hitPointWorld;
  23420. private _rayFromWorld;
  23421. private _rayToWorld;
  23422. /**
  23423. * Gets if there was a hit
  23424. */
  23425. readonly hasHit: boolean;
  23426. /**
  23427. * Gets the distance from the hit
  23428. */
  23429. readonly hitDistance: number;
  23430. /**
  23431. * Gets the hit normal/direction in the world
  23432. */
  23433. readonly hitNormalWorld: Vector3;
  23434. /**
  23435. * Gets the hit point in the world
  23436. */
  23437. readonly hitPointWorld: Vector3;
  23438. /**
  23439. * Gets the ray "start point" of the ray in the world
  23440. */
  23441. readonly rayFromWorld: Vector3;
  23442. /**
  23443. * Gets the ray "end point" of the ray in the world
  23444. */
  23445. readonly rayToWorld: Vector3;
  23446. /**
  23447. * Sets the hit data (normal & point in world space)
  23448. * @param hitNormalWorld defines the normal in world space
  23449. * @param hitPointWorld defines the point in world space
  23450. */
  23451. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23452. /**
  23453. * Sets the distance from the start point to the hit point
  23454. * @param distance
  23455. */
  23456. setHitDistance(distance: number): void;
  23457. /**
  23458. * Calculates the distance manually
  23459. */
  23460. calculateHitDistance(): void;
  23461. /**
  23462. * Resets all the values to default
  23463. * @param from The from point on world space
  23464. * @param to The to point on world space
  23465. */
  23466. reset(from?: Vector3, to?: Vector3): void;
  23467. }
  23468. /**
  23469. * Interface for the size containing width and height
  23470. */
  23471. interface IXYZ {
  23472. /**
  23473. * X
  23474. */
  23475. x: number;
  23476. /**
  23477. * Y
  23478. */
  23479. y: number;
  23480. /**
  23481. * Z
  23482. */
  23483. z: number;
  23484. }
  23485. }
  23486. declare module "babylonjs/Physics/IPhysicsEngine" {
  23487. import { Nullable } from "babylonjs/types";
  23488. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23490. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23491. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23492. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23493. /**
  23494. * Interface used to describe a physics joint
  23495. */
  23496. export interface PhysicsImpostorJoint {
  23497. /** Defines the main impostor to which the joint is linked */
  23498. mainImpostor: PhysicsImpostor;
  23499. /** Defines the impostor that is connected to the main impostor using this joint */
  23500. connectedImpostor: PhysicsImpostor;
  23501. /** Defines the joint itself */
  23502. joint: PhysicsJoint;
  23503. }
  23504. /** @hidden */
  23505. export interface IPhysicsEnginePlugin {
  23506. world: any;
  23507. name: string;
  23508. setGravity(gravity: Vector3): void;
  23509. setTimeStep(timeStep: number): void;
  23510. getTimeStep(): number;
  23511. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23512. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23513. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23514. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23515. removePhysicsBody(impostor: PhysicsImpostor): void;
  23516. generateJoint(joint: PhysicsImpostorJoint): void;
  23517. removeJoint(joint: PhysicsImpostorJoint): void;
  23518. isSupported(): boolean;
  23519. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23520. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23521. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23522. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23523. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23524. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23525. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23526. getBodyMass(impostor: PhysicsImpostor): number;
  23527. getBodyFriction(impostor: PhysicsImpostor): number;
  23528. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23529. getBodyRestitution(impostor: PhysicsImpostor): number;
  23530. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23531. getBodyPressure?(impostor: PhysicsImpostor): number;
  23532. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23533. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23534. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23535. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23536. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23537. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23538. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23539. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23540. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23541. sleepBody(impostor: PhysicsImpostor): void;
  23542. wakeUpBody(impostor: PhysicsImpostor): void;
  23543. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23544. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23545. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23546. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23547. getRadius(impostor: PhysicsImpostor): number;
  23548. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23549. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23550. dispose(): void;
  23551. }
  23552. /**
  23553. * Interface used to define a physics engine
  23554. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23555. */
  23556. export interface IPhysicsEngine {
  23557. /**
  23558. * Gets the gravity vector used by the simulation
  23559. */
  23560. gravity: Vector3;
  23561. /**
  23562. * Sets the gravity vector used by the simulation
  23563. * @param gravity defines the gravity vector to use
  23564. */
  23565. setGravity(gravity: Vector3): void;
  23566. /**
  23567. * Set the time step of the physics engine.
  23568. * Default is 1/60.
  23569. * To slow it down, enter 1/600 for example.
  23570. * To speed it up, 1/30
  23571. * @param newTimeStep the new timestep to apply to this world.
  23572. */
  23573. setTimeStep(newTimeStep: number): void;
  23574. /**
  23575. * Get the time step of the physics engine.
  23576. * @returns the current time step
  23577. */
  23578. getTimeStep(): number;
  23579. /**
  23580. * Release all resources
  23581. */
  23582. dispose(): void;
  23583. /**
  23584. * Gets the name of the current physics plugin
  23585. * @returns the name of the plugin
  23586. */
  23587. getPhysicsPluginName(): string;
  23588. /**
  23589. * Adding a new impostor for the impostor tracking.
  23590. * This will be done by the impostor itself.
  23591. * @param impostor the impostor to add
  23592. */
  23593. addImpostor(impostor: PhysicsImpostor): void;
  23594. /**
  23595. * Remove an impostor from the engine.
  23596. * This impostor and its mesh will not longer be updated by the physics engine.
  23597. * @param impostor the impostor to remove
  23598. */
  23599. removeImpostor(impostor: PhysicsImpostor): void;
  23600. /**
  23601. * Add a joint to the physics engine
  23602. * @param mainImpostor defines the main impostor to which the joint is added.
  23603. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23604. * @param joint defines the joint that will connect both impostors.
  23605. */
  23606. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23607. /**
  23608. * Removes a joint from the simulation
  23609. * @param mainImpostor defines the impostor used with the joint
  23610. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23611. * @param joint defines the joint to remove
  23612. */
  23613. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23614. /**
  23615. * Gets the current plugin used to run the simulation
  23616. * @returns current plugin
  23617. */
  23618. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23619. /**
  23620. * Gets the list of physic impostors
  23621. * @returns an array of PhysicsImpostor
  23622. */
  23623. getImpostors(): Array<PhysicsImpostor>;
  23624. /**
  23625. * Gets the impostor for a physics enabled object
  23626. * @param object defines the object impersonated by the impostor
  23627. * @returns the PhysicsImpostor or null if not found
  23628. */
  23629. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23630. /**
  23631. * Gets the impostor for a physics body object
  23632. * @param body defines physics body used by the impostor
  23633. * @returns the PhysicsImpostor or null if not found
  23634. */
  23635. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23636. /**
  23637. * Does a raycast in the physics world
  23638. * @param from when should the ray start?
  23639. * @param to when should the ray end?
  23640. * @returns PhysicsRaycastResult
  23641. */
  23642. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23643. /**
  23644. * Called by the scene. No need to call it.
  23645. * @param delta defines the timespam between frames
  23646. */
  23647. _step(delta: number): void;
  23648. }
  23649. }
  23650. declare module "babylonjs/Physics/physicsImpostor" {
  23651. import { Nullable, IndicesArray } from "babylonjs/types";
  23652. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23653. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23655. import { Scene } from "babylonjs/scene";
  23656. import { Bone } from "babylonjs/Bones/bone";
  23657. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23658. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23659. import { Space } from "babylonjs/Maths/math.axis";
  23660. /**
  23661. * The interface for the physics imposter parameters
  23662. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23663. */
  23664. export interface PhysicsImpostorParameters {
  23665. /**
  23666. * The mass of the physics imposter
  23667. */
  23668. mass: number;
  23669. /**
  23670. * The friction of the physics imposter
  23671. */
  23672. friction?: number;
  23673. /**
  23674. * The coefficient of restitution of the physics imposter
  23675. */
  23676. restitution?: number;
  23677. /**
  23678. * The native options of the physics imposter
  23679. */
  23680. nativeOptions?: any;
  23681. /**
  23682. * Specifies if the parent should be ignored
  23683. */
  23684. ignoreParent?: boolean;
  23685. /**
  23686. * Specifies if bi-directional transformations should be disabled
  23687. */
  23688. disableBidirectionalTransformation?: boolean;
  23689. /**
  23690. * The pressure inside the physics imposter, soft object only
  23691. */
  23692. pressure?: number;
  23693. /**
  23694. * The stiffness the physics imposter, soft object only
  23695. */
  23696. stiffness?: number;
  23697. /**
  23698. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23699. */
  23700. velocityIterations?: number;
  23701. /**
  23702. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23703. */
  23704. positionIterations?: number;
  23705. /**
  23706. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23707. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23708. * Add to fix multiple points
  23709. */
  23710. fixedPoints?: number;
  23711. /**
  23712. * The collision margin around a soft object
  23713. */
  23714. margin?: number;
  23715. /**
  23716. * The collision margin around a soft object
  23717. */
  23718. damping?: number;
  23719. /**
  23720. * The path for a rope based on an extrusion
  23721. */
  23722. path?: any;
  23723. /**
  23724. * The shape of an extrusion used for a rope based on an extrusion
  23725. */
  23726. shape?: any;
  23727. }
  23728. /**
  23729. * Interface for a physics-enabled object
  23730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23731. */
  23732. export interface IPhysicsEnabledObject {
  23733. /**
  23734. * The position of the physics-enabled object
  23735. */
  23736. position: Vector3;
  23737. /**
  23738. * The rotation of the physics-enabled object
  23739. */
  23740. rotationQuaternion: Nullable<Quaternion>;
  23741. /**
  23742. * The scale of the physics-enabled object
  23743. */
  23744. scaling: Vector3;
  23745. /**
  23746. * The rotation of the physics-enabled object
  23747. */
  23748. rotation?: Vector3;
  23749. /**
  23750. * The parent of the physics-enabled object
  23751. */
  23752. parent?: any;
  23753. /**
  23754. * The bounding info of the physics-enabled object
  23755. * @returns The bounding info of the physics-enabled object
  23756. */
  23757. getBoundingInfo(): BoundingInfo;
  23758. /**
  23759. * Computes the world matrix
  23760. * @param force Specifies if the world matrix should be computed by force
  23761. * @returns A world matrix
  23762. */
  23763. computeWorldMatrix(force: boolean): Matrix;
  23764. /**
  23765. * Gets the world matrix
  23766. * @returns A world matrix
  23767. */
  23768. getWorldMatrix?(): Matrix;
  23769. /**
  23770. * Gets the child meshes
  23771. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23772. * @returns An array of abstract meshes
  23773. */
  23774. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23775. /**
  23776. * Gets the vertex data
  23777. * @param kind The type of vertex data
  23778. * @returns A nullable array of numbers, or a float32 array
  23779. */
  23780. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23781. /**
  23782. * Gets the indices from the mesh
  23783. * @returns A nullable array of index arrays
  23784. */
  23785. getIndices?(): Nullable<IndicesArray>;
  23786. /**
  23787. * Gets the scene from the mesh
  23788. * @returns the indices array or null
  23789. */
  23790. getScene?(): Scene;
  23791. /**
  23792. * Gets the absolute position from the mesh
  23793. * @returns the absolute position
  23794. */
  23795. getAbsolutePosition(): Vector3;
  23796. /**
  23797. * Gets the absolute pivot point from the mesh
  23798. * @returns the absolute pivot point
  23799. */
  23800. getAbsolutePivotPoint(): Vector3;
  23801. /**
  23802. * Rotates the mesh
  23803. * @param axis The axis of rotation
  23804. * @param amount The amount of rotation
  23805. * @param space The space of the rotation
  23806. * @returns The rotation transform node
  23807. */
  23808. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23809. /**
  23810. * Translates the mesh
  23811. * @param axis The axis of translation
  23812. * @param distance The distance of translation
  23813. * @param space The space of the translation
  23814. * @returns The transform node
  23815. */
  23816. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23817. /**
  23818. * Sets the absolute position of the mesh
  23819. * @param absolutePosition The absolute position of the mesh
  23820. * @returns The transform node
  23821. */
  23822. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23823. /**
  23824. * Gets the class name of the mesh
  23825. * @returns The class name
  23826. */
  23827. getClassName(): string;
  23828. }
  23829. /**
  23830. * Represents a physics imposter
  23831. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23832. */
  23833. export class PhysicsImpostor {
  23834. /**
  23835. * The physics-enabled object used as the physics imposter
  23836. */
  23837. object: IPhysicsEnabledObject;
  23838. /**
  23839. * The type of the physics imposter
  23840. */
  23841. type: number;
  23842. private _options;
  23843. private _scene?;
  23844. /**
  23845. * The default object size of the imposter
  23846. */
  23847. static DEFAULT_OBJECT_SIZE: Vector3;
  23848. /**
  23849. * The identity quaternion of the imposter
  23850. */
  23851. static IDENTITY_QUATERNION: Quaternion;
  23852. /** @hidden */
  23853. _pluginData: any;
  23854. private _physicsEngine;
  23855. private _physicsBody;
  23856. private _bodyUpdateRequired;
  23857. private _onBeforePhysicsStepCallbacks;
  23858. private _onAfterPhysicsStepCallbacks;
  23859. /** @hidden */
  23860. _onPhysicsCollideCallbacks: Array<{
  23861. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23862. otherImpostors: Array<PhysicsImpostor>;
  23863. }>;
  23864. private _deltaPosition;
  23865. private _deltaRotation;
  23866. private _deltaRotationConjugated;
  23867. /** @hidden */
  23868. _isFromLine: boolean;
  23869. private _parent;
  23870. private _isDisposed;
  23871. private static _tmpVecs;
  23872. private static _tmpQuat;
  23873. /**
  23874. * Specifies if the physics imposter is disposed
  23875. */
  23876. readonly isDisposed: boolean;
  23877. /**
  23878. * Gets the mass of the physics imposter
  23879. */
  23880. mass: number;
  23881. /**
  23882. * Gets the coefficient of friction
  23883. */
  23884. /**
  23885. * Sets the coefficient of friction
  23886. */
  23887. friction: number;
  23888. /**
  23889. * Gets the coefficient of restitution
  23890. */
  23891. /**
  23892. * Sets the coefficient of restitution
  23893. */
  23894. restitution: number;
  23895. /**
  23896. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23897. */
  23898. /**
  23899. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23900. */
  23901. pressure: number;
  23902. /**
  23903. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23904. */
  23905. /**
  23906. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23907. */
  23908. stiffness: number;
  23909. /**
  23910. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23911. */
  23912. /**
  23913. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23914. */
  23915. velocityIterations: number;
  23916. /**
  23917. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23918. */
  23919. /**
  23920. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23921. */
  23922. positionIterations: number;
  23923. /**
  23924. * The unique id of the physics imposter
  23925. * set by the physics engine when adding this impostor to the array
  23926. */
  23927. uniqueId: number;
  23928. /**
  23929. * @hidden
  23930. */
  23931. soft: boolean;
  23932. /**
  23933. * @hidden
  23934. */
  23935. segments: number;
  23936. private _joints;
  23937. /**
  23938. * Initializes the physics imposter
  23939. * @param object The physics-enabled object used as the physics imposter
  23940. * @param type The type of the physics imposter
  23941. * @param _options The options for the physics imposter
  23942. * @param _scene The Babylon scene
  23943. */
  23944. constructor(
  23945. /**
  23946. * The physics-enabled object used as the physics imposter
  23947. */
  23948. object: IPhysicsEnabledObject,
  23949. /**
  23950. * The type of the physics imposter
  23951. */
  23952. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23953. /**
  23954. * This function will completly initialize this impostor.
  23955. * It will create a new body - but only if this mesh has no parent.
  23956. * If it has, this impostor will not be used other than to define the impostor
  23957. * of the child mesh.
  23958. * @hidden
  23959. */
  23960. _init(): void;
  23961. private _getPhysicsParent;
  23962. /**
  23963. * Should a new body be generated.
  23964. * @returns boolean specifying if body initialization is required
  23965. */
  23966. isBodyInitRequired(): boolean;
  23967. /**
  23968. * Sets the updated scaling
  23969. * @param updated Specifies if the scaling is updated
  23970. */
  23971. setScalingUpdated(): void;
  23972. /**
  23973. * Force a regeneration of this or the parent's impostor's body.
  23974. * Use under cautious - This will remove all joints already implemented.
  23975. */
  23976. forceUpdate(): void;
  23977. /**
  23978. * Gets the body that holds this impostor. Either its own, or its parent.
  23979. */
  23980. /**
  23981. * Set the physics body. Used mainly by the physics engine/plugin
  23982. */
  23983. physicsBody: any;
  23984. /**
  23985. * Get the parent of the physics imposter
  23986. * @returns Physics imposter or null
  23987. */
  23988. /**
  23989. * Sets the parent of the physics imposter
  23990. */
  23991. parent: Nullable<PhysicsImpostor>;
  23992. /**
  23993. * Resets the update flags
  23994. */
  23995. resetUpdateFlags(): void;
  23996. /**
  23997. * Gets the object extend size
  23998. * @returns the object extend size
  23999. */
  24000. getObjectExtendSize(): Vector3;
  24001. /**
  24002. * Gets the object center
  24003. * @returns The object center
  24004. */
  24005. getObjectCenter(): Vector3;
  24006. /**
  24007. * Get a specific parametes from the options parameter
  24008. * @param paramName The object parameter name
  24009. * @returns The object parameter
  24010. */
  24011. getParam(paramName: string): any;
  24012. /**
  24013. * Sets a specific parameter in the options given to the physics plugin
  24014. * @param paramName The parameter name
  24015. * @param value The value of the parameter
  24016. */
  24017. setParam(paramName: string, value: number): void;
  24018. /**
  24019. * Specifically change the body's mass option. Won't recreate the physics body object
  24020. * @param mass The mass of the physics imposter
  24021. */
  24022. setMass(mass: number): void;
  24023. /**
  24024. * Gets the linear velocity
  24025. * @returns linear velocity or null
  24026. */
  24027. getLinearVelocity(): Nullable<Vector3>;
  24028. /**
  24029. * Sets the linear velocity
  24030. * @param velocity linear velocity or null
  24031. */
  24032. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24033. /**
  24034. * Gets the angular velocity
  24035. * @returns angular velocity or null
  24036. */
  24037. getAngularVelocity(): Nullable<Vector3>;
  24038. /**
  24039. * Sets the angular velocity
  24040. * @param velocity The velocity or null
  24041. */
  24042. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24043. /**
  24044. * Execute a function with the physics plugin native code
  24045. * Provide a function the will have two variables - the world object and the physics body object
  24046. * @param func The function to execute with the physics plugin native code
  24047. */
  24048. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24049. /**
  24050. * Register a function that will be executed before the physics world is stepping forward
  24051. * @param func The function to execute before the physics world is stepped forward
  24052. */
  24053. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24054. /**
  24055. * Unregister a function that will be executed before the physics world is stepping forward
  24056. * @param func The function to execute before the physics world is stepped forward
  24057. */
  24058. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24059. /**
  24060. * Register a function that will be executed after the physics step
  24061. * @param func The function to execute after physics step
  24062. */
  24063. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24064. /**
  24065. * Unregisters a function that will be executed after the physics step
  24066. * @param func The function to execute after physics step
  24067. */
  24068. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24069. /**
  24070. * register a function that will be executed when this impostor collides against a different body
  24071. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24072. * @param func Callback that is executed on collision
  24073. */
  24074. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24075. /**
  24076. * Unregisters the physics imposter on contact
  24077. * @param collideAgainst The physics object to collide against
  24078. * @param func Callback to execute on collision
  24079. */
  24080. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24081. private _tmpQuat;
  24082. private _tmpQuat2;
  24083. /**
  24084. * Get the parent rotation
  24085. * @returns The parent rotation
  24086. */
  24087. getParentsRotation(): Quaternion;
  24088. /**
  24089. * this function is executed by the physics engine.
  24090. */
  24091. beforeStep: () => void;
  24092. /**
  24093. * this function is executed by the physics engine
  24094. */
  24095. afterStep: () => void;
  24096. /**
  24097. * Legacy collision detection event support
  24098. */
  24099. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24100. /**
  24101. * event and body object due to cannon's event-based architecture.
  24102. */
  24103. onCollide: (e: {
  24104. body: any;
  24105. }) => void;
  24106. /**
  24107. * Apply a force
  24108. * @param force The force to apply
  24109. * @param contactPoint The contact point for the force
  24110. * @returns The physics imposter
  24111. */
  24112. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24113. /**
  24114. * Apply an impulse
  24115. * @param force The impulse force
  24116. * @param contactPoint The contact point for the impulse force
  24117. * @returns The physics imposter
  24118. */
  24119. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24120. /**
  24121. * A help function to create a joint
  24122. * @param otherImpostor A physics imposter used to create a joint
  24123. * @param jointType The type of joint
  24124. * @param jointData The data for the joint
  24125. * @returns The physics imposter
  24126. */
  24127. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24128. /**
  24129. * Add a joint to this impostor with a different impostor
  24130. * @param otherImpostor A physics imposter used to add a joint
  24131. * @param joint The joint to add
  24132. * @returns The physics imposter
  24133. */
  24134. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24135. /**
  24136. * Add an anchor to a cloth impostor
  24137. * @param otherImpostor rigid impostor to anchor to
  24138. * @param width ratio across width from 0 to 1
  24139. * @param height ratio up height from 0 to 1
  24140. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24141. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24142. * @returns impostor the soft imposter
  24143. */
  24144. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24145. /**
  24146. * Add a hook to a rope impostor
  24147. * @param otherImpostor rigid impostor to anchor to
  24148. * @param length ratio across rope from 0 to 1
  24149. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24150. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24151. * @returns impostor the rope imposter
  24152. */
  24153. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24154. /**
  24155. * Will keep this body still, in a sleep mode.
  24156. * @returns the physics imposter
  24157. */
  24158. sleep(): PhysicsImpostor;
  24159. /**
  24160. * Wake the body up.
  24161. * @returns The physics imposter
  24162. */
  24163. wakeUp(): PhysicsImpostor;
  24164. /**
  24165. * Clones the physics imposter
  24166. * @param newObject The physics imposter clones to this physics-enabled object
  24167. * @returns A nullable physics imposter
  24168. */
  24169. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24170. /**
  24171. * Disposes the physics imposter
  24172. */
  24173. dispose(): void;
  24174. /**
  24175. * Sets the delta position
  24176. * @param position The delta position amount
  24177. */
  24178. setDeltaPosition(position: Vector3): void;
  24179. /**
  24180. * Sets the delta rotation
  24181. * @param rotation The delta rotation amount
  24182. */
  24183. setDeltaRotation(rotation: Quaternion): void;
  24184. /**
  24185. * Gets the box size of the physics imposter and stores the result in the input parameter
  24186. * @param result Stores the box size
  24187. * @returns The physics imposter
  24188. */
  24189. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24190. /**
  24191. * Gets the radius of the physics imposter
  24192. * @returns Radius of the physics imposter
  24193. */
  24194. getRadius(): number;
  24195. /**
  24196. * Sync a bone with this impostor
  24197. * @param bone The bone to sync to the impostor.
  24198. * @param boneMesh The mesh that the bone is influencing.
  24199. * @param jointPivot The pivot of the joint / bone in local space.
  24200. * @param distToJoint Optional distance from the impostor to the joint.
  24201. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24202. */
  24203. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24204. /**
  24205. * Sync impostor to a bone
  24206. * @param bone The bone that the impostor will be synced to.
  24207. * @param boneMesh The mesh that the bone is influencing.
  24208. * @param jointPivot The pivot of the joint / bone in local space.
  24209. * @param distToJoint Optional distance from the impostor to the joint.
  24210. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24211. * @param boneAxis Optional vector3 axis the bone is aligned with
  24212. */
  24213. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24214. /**
  24215. * No-Imposter type
  24216. */
  24217. static NoImpostor: number;
  24218. /**
  24219. * Sphere-Imposter type
  24220. */
  24221. static SphereImpostor: number;
  24222. /**
  24223. * Box-Imposter type
  24224. */
  24225. static BoxImpostor: number;
  24226. /**
  24227. * Plane-Imposter type
  24228. */
  24229. static PlaneImpostor: number;
  24230. /**
  24231. * Mesh-imposter type
  24232. */
  24233. static MeshImpostor: number;
  24234. /**
  24235. * Capsule-Impostor type (Ammo.js plugin only)
  24236. */
  24237. static CapsuleImpostor: number;
  24238. /**
  24239. * Cylinder-Imposter type
  24240. */
  24241. static CylinderImpostor: number;
  24242. /**
  24243. * Particle-Imposter type
  24244. */
  24245. static ParticleImpostor: number;
  24246. /**
  24247. * Heightmap-Imposter type
  24248. */
  24249. static HeightmapImpostor: number;
  24250. /**
  24251. * ConvexHull-Impostor type (Ammo.js plugin only)
  24252. */
  24253. static ConvexHullImpostor: number;
  24254. /**
  24255. * Rope-Imposter type
  24256. */
  24257. static RopeImpostor: number;
  24258. /**
  24259. * Cloth-Imposter type
  24260. */
  24261. static ClothImpostor: number;
  24262. /**
  24263. * Softbody-Imposter type
  24264. */
  24265. static SoftbodyImpostor: number;
  24266. }
  24267. }
  24268. declare module "babylonjs/Meshes/mesh" {
  24269. import { Observable } from "babylonjs/Misc/observable";
  24270. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24271. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24272. import { Camera } from "babylonjs/Cameras/camera";
  24273. import { Scene } from "babylonjs/scene";
  24274. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24275. import { Color4 } from "babylonjs/Maths/math.color";
  24276. import { Engine } from "babylonjs/Engines/engine";
  24277. import { Node } from "babylonjs/node";
  24278. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24279. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24280. import { Buffer } from "babylonjs/Meshes/buffer";
  24281. import { Geometry } from "babylonjs/Meshes/geometry";
  24282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24283. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24284. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24285. import { Effect } from "babylonjs/Materials/effect";
  24286. import { Material } from "babylonjs/Materials/material";
  24287. import { Skeleton } from "babylonjs/Bones/skeleton";
  24288. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24289. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24290. import { Path3D } from "babylonjs/Maths/math.path";
  24291. import { Plane } from "babylonjs/Maths/math.plane";
  24292. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24293. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24294. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24295. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24296. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24297. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24298. /**
  24299. * @hidden
  24300. **/
  24301. export class _CreationDataStorage {
  24302. closePath?: boolean;
  24303. closeArray?: boolean;
  24304. idx: number[];
  24305. dashSize: number;
  24306. gapSize: number;
  24307. path3D: Path3D;
  24308. pathArray: Vector3[][];
  24309. arc: number;
  24310. radius: number;
  24311. cap: number;
  24312. tessellation: number;
  24313. }
  24314. /**
  24315. * @hidden
  24316. **/
  24317. class _InstanceDataStorage {
  24318. visibleInstances: any;
  24319. batchCache: _InstancesBatch;
  24320. instancesBufferSize: number;
  24321. instancesBuffer: Nullable<Buffer>;
  24322. instancesData: Float32Array;
  24323. overridenInstanceCount: number;
  24324. isFrozen: boolean;
  24325. previousBatch: Nullable<_InstancesBatch>;
  24326. hardwareInstancedRendering: boolean;
  24327. sideOrientation: number;
  24328. }
  24329. /**
  24330. * @hidden
  24331. **/
  24332. export class _InstancesBatch {
  24333. mustReturn: boolean;
  24334. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24335. renderSelf: boolean[];
  24336. hardwareInstancedRendering: boolean[];
  24337. }
  24338. /**
  24339. * Class used to represent renderable models
  24340. */
  24341. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24342. /**
  24343. * Mesh side orientation : usually the external or front surface
  24344. */
  24345. static readonly FRONTSIDE: number;
  24346. /**
  24347. * Mesh side orientation : usually the internal or back surface
  24348. */
  24349. static readonly BACKSIDE: number;
  24350. /**
  24351. * Mesh side orientation : both internal and external or front and back surfaces
  24352. */
  24353. static readonly DOUBLESIDE: number;
  24354. /**
  24355. * Mesh side orientation : by default, `FRONTSIDE`
  24356. */
  24357. static readonly DEFAULTSIDE: number;
  24358. /**
  24359. * Mesh cap setting : no cap
  24360. */
  24361. static readonly NO_CAP: number;
  24362. /**
  24363. * Mesh cap setting : one cap at the beginning of the mesh
  24364. */
  24365. static readonly CAP_START: number;
  24366. /**
  24367. * Mesh cap setting : one cap at the end of the mesh
  24368. */
  24369. static readonly CAP_END: number;
  24370. /**
  24371. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24372. */
  24373. static readonly CAP_ALL: number;
  24374. /**
  24375. * Mesh pattern setting : no flip or rotate
  24376. */
  24377. static readonly NO_FLIP: number;
  24378. /**
  24379. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24380. */
  24381. static readonly FLIP_TILE: number;
  24382. /**
  24383. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24384. */
  24385. static readonly ROTATE_TILE: number;
  24386. /**
  24387. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24388. */
  24389. static readonly FLIP_ROW: number;
  24390. /**
  24391. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24392. */
  24393. static readonly ROTATE_ROW: number;
  24394. /**
  24395. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24396. */
  24397. static readonly FLIP_N_ROTATE_TILE: number;
  24398. /**
  24399. * Mesh pattern setting : rotate pattern and rotate
  24400. */
  24401. static readonly FLIP_N_ROTATE_ROW: number;
  24402. /**
  24403. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24404. */
  24405. static readonly CENTER: number;
  24406. /**
  24407. * Mesh tile positioning : part tiles on left
  24408. */
  24409. static readonly LEFT: number;
  24410. /**
  24411. * Mesh tile positioning : part tiles on right
  24412. */
  24413. static readonly RIGHT: number;
  24414. /**
  24415. * Mesh tile positioning : part tiles on top
  24416. */
  24417. static readonly TOP: number;
  24418. /**
  24419. * Mesh tile positioning : part tiles on bottom
  24420. */
  24421. static readonly BOTTOM: number;
  24422. /**
  24423. * Gets the default side orientation.
  24424. * @param orientation the orientation to value to attempt to get
  24425. * @returns the default orientation
  24426. * @hidden
  24427. */
  24428. static _GetDefaultSideOrientation(orientation?: number): number;
  24429. private _internalMeshDataInfo;
  24430. /**
  24431. * An event triggered before rendering the mesh
  24432. */
  24433. readonly onBeforeRenderObservable: Observable<Mesh>;
  24434. /**
  24435. * An event triggered before binding the mesh
  24436. */
  24437. readonly onBeforeBindObservable: Observable<Mesh>;
  24438. /**
  24439. * An event triggered after rendering the mesh
  24440. */
  24441. readonly onAfterRenderObservable: Observable<Mesh>;
  24442. /**
  24443. * An event triggered before drawing the mesh
  24444. */
  24445. readonly onBeforeDrawObservable: Observable<Mesh>;
  24446. private _onBeforeDrawObserver;
  24447. /**
  24448. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24449. */
  24450. onBeforeDraw: () => void;
  24451. readonly hasInstances: boolean;
  24452. /**
  24453. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24454. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24455. */
  24456. delayLoadState: number;
  24457. /**
  24458. * Gets the list of instances created from this mesh
  24459. * it is not supposed to be modified manually.
  24460. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24461. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24462. */
  24463. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24464. /**
  24465. * Gets the file containing delay loading data for this mesh
  24466. */
  24467. delayLoadingFile: string;
  24468. /** @hidden */
  24469. _binaryInfo: any;
  24470. /**
  24471. * User defined function used to change how LOD level selection is done
  24472. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24473. */
  24474. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24475. /**
  24476. * Gets or sets the morph target manager
  24477. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24478. */
  24479. morphTargetManager: Nullable<MorphTargetManager>;
  24480. /** @hidden */
  24481. _creationDataStorage: Nullable<_CreationDataStorage>;
  24482. /** @hidden */
  24483. _geometry: Nullable<Geometry>;
  24484. /** @hidden */
  24485. _delayInfo: Array<string>;
  24486. /** @hidden */
  24487. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24488. /** @hidden */
  24489. _instanceDataStorage: _InstanceDataStorage;
  24490. private _effectiveMaterial;
  24491. /** @hidden */
  24492. _shouldGenerateFlatShading: boolean;
  24493. /** @hidden */
  24494. _originalBuilderSideOrientation: number;
  24495. /**
  24496. * Use this property to change the original side orientation defined at construction time
  24497. */
  24498. overrideMaterialSideOrientation: Nullable<number>;
  24499. /**
  24500. * Gets the source mesh (the one used to clone this one from)
  24501. */
  24502. readonly source: Nullable<Mesh>;
  24503. /**
  24504. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24505. */
  24506. isUnIndexed: boolean;
  24507. /**
  24508. * @constructor
  24509. * @param name The value used by scene.getMeshByName() to do a lookup.
  24510. * @param scene The scene to add this mesh to.
  24511. * @param parent The parent of this mesh, if it has one
  24512. * @param source An optional Mesh from which geometry is shared, cloned.
  24513. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24514. * When false, achieved by calling a clone(), also passing False.
  24515. * This will make creation of children, recursive.
  24516. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24517. */
  24518. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24519. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24520. doNotInstantiate: boolean;
  24521. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24522. /**
  24523. * Gets the class name
  24524. * @returns the string "Mesh".
  24525. */
  24526. getClassName(): string;
  24527. /** @hidden */
  24528. readonly _isMesh: boolean;
  24529. /**
  24530. * Returns a description of this mesh
  24531. * @param fullDetails define if full details about this mesh must be used
  24532. * @returns a descriptive string representing this mesh
  24533. */
  24534. toString(fullDetails?: boolean): string;
  24535. /** @hidden */
  24536. _unBindEffect(): void;
  24537. /**
  24538. * Gets a boolean indicating if this mesh has LOD
  24539. */
  24540. readonly hasLODLevels: boolean;
  24541. /**
  24542. * Gets the list of MeshLODLevel associated with the current mesh
  24543. * @returns an array of MeshLODLevel
  24544. */
  24545. getLODLevels(): MeshLODLevel[];
  24546. private _sortLODLevels;
  24547. /**
  24548. * Add a mesh as LOD level triggered at the given distance.
  24549. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24550. * @param distance The distance from the center of the object to show this level
  24551. * @param mesh The mesh to be added as LOD level (can be null)
  24552. * @return This mesh (for chaining)
  24553. */
  24554. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24555. /**
  24556. * Returns the LOD level mesh at the passed distance or null if not found.
  24557. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24558. * @param distance The distance from the center of the object to show this level
  24559. * @returns a Mesh or `null`
  24560. */
  24561. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24562. /**
  24563. * Remove a mesh from the LOD array
  24564. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24565. * @param mesh defines the mesh to be removed
  24566. * @return This mesh (for chaining)
  24567. */
  24568. removeLODLevel(mesh: Mesh): Mesh;
  24569. /**
  24570. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24571. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24572. * @param camera defines the camera to use to compute distance
  24573. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24574. * @return This mesh (for chaining)
  24575. */
  24576. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24577. /**
  24578. * Gets the mesh internal Geometry object
  24579. */
  24580. readonly geometry: Nullable<Geometry>;
  24581. /**
  24582. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24583. * @returns the total number of vertices
  24584. */
  24585. getTotalVertices(): number;
  24586. /**
  24587. * Returns the content of an associated vertex buffer
  24588. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24589. * - VertexBuffer.PositionKind
  24590. * - VertexBuffer.UVKind
  24591. * - VertexBuffer.UV2Kind
  24592. * - VertexBuffer.UV3Kind
  24593. * - VertexBuffer.UV4Kind
  24594. * - VertexBuffer.UV5Kind
  24595. * - VertexBuffer.UV6Kind
  24596. * - VertexBuffer.ColorKind
  24597. * - VertexBuffer.MatricesIndicesKind
  24598. * - VertexBuffer.MatricesIndicesExtraKind
  24599. * - VertexBuffer.MatricesWeightsKind
  24600. * - VertexBuffer.MatricesWeightsExtraKind
  24601. * @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
  24602. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24603. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24604. */
  24605. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24606. /**
  24607. * Returns the mesh VertexBuffer object from the requested `kind`
  24608. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24609. * - VertexBuffer.PositionKind
  24610. * - VertexBuffer.NormalKind
  24611. * - VertexBuffer.UVKind
  24612. * - VertexBuffer.UV2Kind
  24613. * - VertexBuffer.UV3Kind
  24614. * - VertexBuffer.UV4Kind
  24615. * - VertexBuffer.UV5Kind
  24616. * - VertexBuffer.UV6Kind
  24617. * - VertexBuffer.ColorKind
  24618. * - VertexBuffer.MatricesIndicesKind
  24619. * - VertexBuffer.MatricesIndicesExtraKind
  24620. * - VertexBuffer.MatricesWeightsKind
  24621. * - VertexBuffer.MatricesWeightsExtraKind
  24622. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24623. */
  24624. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24625. /**
  24626. * Tests if a specific vertex buffer is associated with this mesh
  24627. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24628. * - VertexBuffer.PositionKind
  24629. * - VertexBuffer.NormalKind
  24630. * - VertexBuffer.UVKind
  24631. * - VertexBuffer.UV2Kind
  24632. * - VertexBuffer.UV3Kind
  24633. * - VertexBuffer.UV4Kind
  24634. * - VertexBuffer.UV5Kind
  24635. * - VertexBuffer.UV6Kind
  24636. * - VertexBuffer.ColorKind
  24637. * - VertexBuffer.MatricesIndicesKind
  24638. * - VertexBuffer.MatricesIndicesExtraKind
  24639. * - VertexBuffer.MatricesWeightsKind
  24640. * - VertexBuffer.MatricesWeightsExtraKind
  24641. * @returns a boolean
  24642. */
  24643. isVerticesDataPresent(kind: string): boolean;
  24644. /**
  24645. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24646. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24647. * - VertexBuffer.PositionKind
  24648. * - VertexBuffer.UVKind
  24649. * - VertexBuffer.UV2Kind
  24650. * - VertexBuffer.UV3Kind
  24651. * - VertexBuffer.UV4Kind
  24652. * - VertexBuffer.UV5Kind
  24653. * - VertexBuffer.UV6Kind
  24654. * - VertexBuffer.ColorKind
  24655. * - VertexBuffer.MatricesIndicesKind
  24656. * - VertexBuffer.MatricesIndicesExtraKind
  24657. * - VertexBuffer.MatricesWeightsKind
  24658. * - VertexBuffer.MatricesWeightsExtraKind
  24659. * @returns a boolean
  24660. */
  24661. isVertexBufferUpdatable(kind: string): boolean;
  24662. /**
  24663. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24664. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24665. * - VertexBuffer.PositionKind
  24666. * - VertexBuffer.NormalKind
  24667. * - VertexBuffer.UVKind
  24668. * - VertexBuffer.UV2Kind
  24669. * - VertexBuffer.UV3Kind
  24670. * - VertexBuffer.UV4Kind
  24671. * - VertexBuffer.UV5Kind
  24672. * - VertexBuffer.UV6Kind
  24673. * - VertexBuffer.ColorKind
  24674. * - VertexBuffer.MatricesIndicesKind
  24675. * - VertexBuffer.MatricesIndicesExtraKind
  24676. * - VertexBuffer.MatricesWeightsKind
  24677. * - VertexBuffer.MatricesWeightsExtraKind
  24678. * @returns an array of strings
  24679. */
  24680. getVerticesDataKinds(): string[];
  24681. /**
  24682. * Returns a positive integer : the total number of indices in this mesh geometry.
  24683. * @returns the numner of indices or zero if the mesh has no geometry.
  24684. */
  24685. getTotalIndices(): number;
  24686. /**
  24687. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24688. * @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.
  24689. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24690. * @returns the indices array or an empty array if the mesh has no geometry
  24691. */
  24692. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24693. readonly isBlocked: boolean;
  24694. /**
  24695. * Determine if the current mesh is ready to be rendered
  24696. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24697. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24698. * @returns true if all associated assets are ready (material, textures, shaders)
  24699. */
  24700. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24701. /**
  24702. * 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.
  24703. */
  24704. readonly areNormalsFrozen: boolean;
  24705. /**
  24706. * 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.
  24707. * @returns the current mesh
  24708. */
  24709. freezeNormals(): Mesh;
  24710. /**
  24711. * 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
  24712. * @returns the current mesh
  24713. */
  24714. unfreezeNormals(): Mesh;
  24715. /**
  24716. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24717. */
  24718. overridenInstanceCount: number;
  24719. /** @hidden */
  24720. _preActivate(): Mesh;
  24721. /** @hidden */
  24722. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24723. /** @hidden */
  24724. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24725. /**
  24726. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24727. * This means the mesh underlying bounding box and sphere are recomputed.
  24728. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24729. * @returns the current mesh
  24730. */
  24731. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24732. /** @hidden */
  24733. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24734. /**
  24735. * This function will subdivide the mesh into multiple submeshes
  24736. * @param count defines the expected number of submeshes
  24737. */
  24738. subdivide(count: number): void;
  24739. /**
  24740. * Copy a FloatArray into a specific associated vertex buffer
  24741. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24742. * - VertexBuffer.PositionKind
  24743. * - VertexBuffer.UVKind
  24744. * - VertexBuffer.UV2Kind
  24745. * - VertexBuffer.UV3Kind
  24746. * - VertexBuffer.UV4Kind
  24747. * - VertexBuffer.UV5Kind
  24748. * - VertexBuffer.UV6Kind
  24749. * - VertexBuffer.ColorKind
  24750. * - VertexBuffer.MatricesIndicesKind
  24751. * - VertexBuffer.MatricesIndicesExtraKind
  24752. * - VertexBuffer.MatricesWeightsKind
  24753. * - VertexBuffer.MatricesWeightsExtraKind
  24754. * @param data defines the data source
  24755. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24756. * @param stride defines the data stride size (can be null)
  24757. * @returns the current mesh
  24758. */
  24759. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24760. /**
  24761. * Delete a vertex buffer associated with this mesh
  24762. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24763. * - VertexBuffer.PositionKind
  24764. * - VertexBuffer.UVKind
  24765. * - VertexBuffer.UV2Kind
  24766. * - VertexBuffer.UV3Kind
  24767. * - VertexBuffer.UV4Kind
  24768. * - VertexBuffer.UV5Kind
  24769. * - VertexBuffer.UV6Kind
  24770. * - VertexBuffer.ColorKind
  24771. * - VertexBuffer.MatricesIndicesKind
  24772. * - VertexBuffer.MatricesIndicesExtraKind
  24773. * - VertexBuffer.MatricesWeightsKind
  24774. * - VertexBuffer.MatricesWeightsExtraKind
  24775. */
  24776. removeVerticesData(kind: string): void;
  24777. /**
  24778. * Flags an associated vertex buffer as updatable
  24779. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24780. * - VertexBuffer.PositionKind
  24781. * - VertexBuffer.UVKind
  24782. * - VertexBuffer.UV2Kind
  24783. * - VertexBuffer.UV3Kind
  24784. * - VertexBuffer.UV4Kind
  24785. * - VertexBuffer.UV5Kind
  24786. * - VertexBuffer.UV6Kind
  24787. * - VertexBuffer.ColorKind
  24788. * - VertexBuffer.MatricesIndicesKind
  24789. * - VertexBuffer.MatricesIndicesExtraKind
  24790. * - VertexBuffer.MatricesWeightsKind
  24791. * - VertexBuffer.MatricesWeightsExtraKind
  24792. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24793. */
  24794. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24795. /**
  24796. * Sets the mesh global Vertex Buffer
  24797. * @param buffer defines the buffer to use
  24798. * @returns the current mesh
  24799. */
  24800. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24801. /**
  24802. * Update a specific associated vertex buffer
  24803. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24804. * - VertexBuffer.PositionKind
  24805. * - VertexBuffer.UVKind
  24806. * - VertexBuffer.UV2Kind
  24807. * - VertexBuffer.UV3Kind
  24808. * - VertexBuffer.UV4Kind
  24809. * - VertexBuffer.UV5Kind
  24810. * - VertexBuffer.UV6Kind
  24811. * - VertexBuffer.ColorKind
  24812. * - VertexBuffer.MatricesIndicesKind
  24813. * - VertexBuffer.MatricesIndicesExtraKind
  24814. * - VertexBuffer.MatricesWeightsKind
  24815. * - VertexBuffer.MatricesWeightsExtraKind
  24816. * @param data defines the data source
  24817. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24818. * @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)
  24819. * @returns the current mesh
  24820. */
  24821. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24822. /**
  24823. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24824. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24825. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24826. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24827. * @returns the current mesh
  24828. */
  24829. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24830. /**
  24831. * Creates a un-shared specific occurence of the geometry for the mesh.
  24832. * @returns the current mesh
  24833. */
  24834. makeGeometryUnique(): Mesh;
  24835. /**
  24836. * Set the index buffer of this mesh
  24837. * @param indices defines the source data
  24838. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24839. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24840. * @returns the current mesh
  24841. */
  24842. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24843. /**
  24844. * Update the current index buffer
  24845. * @param indices defines the source data
  24846. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24847. * @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)
  24848. * @returns the current mesh
  24849. */
  24850. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24851. /**
  24852. * Invert the geometry to move from a right handed system to a left handed one.
  24853. * @returns the current mesh
  24854. */
  24855. toLeftHanded(): Mesh;
  24856. /** @hidden */
  24857. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24858. /** @hidden */
  24859. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24860. /**
  24861. * Registers for this mesh a javascript function called just before the rendering process
  24862. * @param func defines the function to call before rendering this mesh
  24863. * @returns the current mesh
  24864. */
  24865. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24866. /**
  24867. * Disposes a previously registered javascript function called before the rendering
  24868. * @param func defines the function to remove
  24869. * @returns the current mesh
  24870. */
  24871. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24872. /**
  24873. * Registers for this mesh a javascript function called just after the rendering is complete
  24874. * @param func defines the function to call after rendering this mesh
  24875. * @returns the current mesh
  24876. */
  24877. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24878. /**
  24879. * Disposes a previously registered javascript function called after the rendering.
  24880. * @param func defines the function to remove
  24881. * @returns the current mesh
  24882. */
  24883. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24884. /** @hidden */
  24885. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24886. /** @hidden */
  24887. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24888. /** @hidden */
  24889. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  24890. /** @hidden */
  24891. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24892. /** @hidden */
  24893. _rebuild(): void;
  24894. /** @hidden */
  24895. _freeze(): void;
  24896. /** @hidden */
  24897. _unFreeze(): void;
  24898. /**
  24899. * 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
  24900. * @param subMesh defines the subMesh to render
  24901. * @param enableAlphaMode defines if alpha mode can be changed
  24902. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  24903. * @returns the current mesh
  24904. */
  24905. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  24906. private _onBeforeDraw;
  24907. /**
  24908. * Renormalize the mesh and patch it up if there are no weights
  24909. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24910. * However in the case of zero weights then we set just a single influence to 1.
  24911. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24912. */
  24913. cleanMatrixWeights(): void;
  24914. private normalizeSkinFourWeights;
  24915. private normalizeSkinWeightsAndExtra;
  24916. /**
  24917. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24918. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24919. * the user know there was an issue with importing the mesh
  24920. * @returns a validation object with skinned, valid and report string
  24921. */
  24922. validateSkinning(): {
  24923. skinned: boolean;
  24924. valid: boolean;
  24925. report: string;
  24926. };
  24927. /** @hidden */
  24928. _checkDelayState(): Mesh;
  24929. private _queueLoad;
  24930. /**
  24931. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24932. * A mesh is in the frustum if its bounding box intersects the frustum
  24933. * @param frustumPlanes defines the frustum to test
  24934. * @returns true if the mesh is in the frustum planes
  24935. */
  24936. isInFrustum(frustumPlanes: Plane[]): boolean;
  24937. /**
  24938. * Sets the mesh material by the material or multiMaterial `id` property
  24939. * @param id is a string identifying the material or the multiMaterial
  24940. * @returns the current mesh
  24941. */
  24942. setMaterialByID(id: string): Mesh;
  24943. /**
  24944. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24945. * @returns an array of IAnimatable
  24946. */
  24947. getAnimatables(): IAnimatable[];
  24948. /**
  24949. * Modifies the mesh geometry according to the passed transformation matrix.
  24950. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24951. * The mesh normals are modified using the same transformation.
  24952. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24953. * @param transform defines the transform matrix to use
  24954. * @see http://doc.babylonjs.com/resources/baking_transformations
  24955. * @returns the current mesh
  24956. */
  24957. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24958. /**
  24959. * Modifies the mesh geometry according to its own current World Matrix.
  24960. * The mesh World Matrix is then reset.
  24961. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24962. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24963. * @see http://doc.babylonjs.com/resources/baking_transformations
  24964. * @returns the current mesh
  24965. */
  24966. bakeCurrentTransformIntoVertices(): Mesh;
  24967. /** @hidden */
  24968. readonly _positions: Nullable<Vector3[]>;
  24969. /** @hidden */
  24970. _resetPointsArrayCache(): Mesh;
  24971. /** @hidden */
  24972. _generatePointsArray(): boolean;
  24973. /**
  24974. * Returns a new Mesh object generated from the current mesh properties.
  24975. * This method must not get confused with createInstance()
  24976. * @param name is a string, the name given to the new mesh
  24977. * @param newParent can be any Node object (default `null`)
  24978. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24979. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24980. * @returns a new mesh
  24981. */
  24982. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24983. /**
  24984. * Releases resources associated with this mesh.
  24985. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24986. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24987. */
  24988. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24989. /** @hidden */
  24990. _disposeInstanceSpecificData(): void;
  24991. /**
  24992. * Modifies the mesh geometry according to a displacement map.
  24993. * 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.
  24994. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24995. * @param url is a string, the URL from the image file is to be downloaded.
  24996. * @param minHeight is the lower limit of the displacement.
  24997. * @param maxHeight is the upper limit of the displacement.
  24998. * @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.
  24999. * @param uvOffset is an optional vector2 used to offset UV.
  25000. * @param uvScale is an optional vector2 used to scale UV.
  25001. * @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.
  25002. * @returns the Mesh.
  25003. */
  25004. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25005. /**
  25006. * Modifies the mesh geometry according to a displacementMap buffer.
  25007. * 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.
  25008. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25009. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25010. * @param heightMapWidth is the width of the buffer image.
  25011. * @param heightMapHeight is the height of the buffer image.
  25012. * @param minHeight is the lower limit of the displacement.
  25013. * @param maxHeight is the upper limit of the displacement.
  25014. * @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.
  25015. * @param uvOffset is an optional vector2 used to offset UV.
  25016. * @param uvScale is an optional vector2 used to scale UV.
  25017. * @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.
  25018. * @returns the Mesh.
  25019. */
  25020. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25021. /**
  25022. * Modify the mesh to get a flat shading rendering.
  25023. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25024. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25025. * @returns current mesh
  25026. */
  25027. convertToFlatShadedMesh(): Mesh;
  25028. /**
  25029. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25030. * In other words, more vertices, no more indices and a single bigger VBO.
  25031. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25032. * @returns current mesh
  25033. */
  25034. convertToUnIndexedMesh(): Mesh;
  25035. /**
  25036. * Inverses facet orientations.
  25037. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25038. * @param flipNormals will also inverts the normals
  25039. * @returns current mesh
  25040. */
  25041. flipFaces(flipNormals?: boolean): Mesh;
  25042. /**
  25043. * Increase the number of facets and hence vertices in a mesh
  25044. * Vertex normals are interpolated from existing vertex normals
  25045. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25046. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25047. */
  25048. increaseVertices(numberPerEdge: number): void;
  25049. /**
  25050. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25051. * This will undo any application of covertToFlatShadedMesh
  25052. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25053. */
  25054. forceSharedVertices(): void;
  25055. /** @hidden */
  25056. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25057. /** @hidden */
  25058. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25059. /**
  25060. * Creates a new InstancedMesh object from the mesh model.
  25061. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25062. * @param name defines the name of the new instance
  25063. * @returns a new InstancedMesh
  25064. */
  25065. createInstance(name: string): InstancedMesh;
  25066. /**
  25067. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25068. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25069. * @returns the current mesh
  25070. */
  25071. synchronizeInstances(): Mesh;
  25072. /**
  25073. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25074. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25075. * This should be used together with the simplification to avoid disappearing triangles.
  25076. * @param successCallback an optional success callback to be called after the optimization finished.
  25077. * @returns the current mesh
  25078. */
  25079. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25080. /**
  25081. * Serialize current mesh
  25082. * @param serializationObject defines the object which will receive the serialization data
  25083. */
  25084. serialize(serializationObject: any): void;
  25085. /** @hidden */
  25086. _syncGeometryWithMorphTargetManager(): void;
  25087. /** @hidden */
  25088. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25089. /**
  25090. * Returns a new Mesh object parsed from the source provided.
  25091. * @param parsedMesh is the source
  25092. * @param scene defines the hosting scene
  25093. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25094. * @returns a new Mesh
  25095. */
  25096. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25097. /**
  25098. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25099. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25100. * @param name defines the name of the mesh to create
  25101. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25102. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25103. * @param closePath creates a seam between the first and the last points of each path of the path array
  25104. * @param offset is taken in account only if the `pathArray` is containing a single path
  25105. * @param scene defines the hosting scene
  25106. * @param updatable defines if the mesh must be flagged as updatable
  25107. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25108. * @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)
  25109. * @returns a new Mesh
  25110. */
  25111. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25112. /**
  25113. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25114. * @param name defines the name of the mesh to create
  25115. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25116. * @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
  25117. * @param scene defines the hosting scene
  25118. * @param updatable defines if the mesh must be flagged as updatable
  25119. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25120. * @returns a new Mesh
  25121. */
  25122. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25123. /**
  25124. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25125. * @param name defines the name of the mesh to create
  25126. * @param size sets the size (float) of each box side (default 1)
  25127. * @param scene defines the hosting scene
  25128. * @param updatable defines if the mesh must be flagged as updatable
  25129. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25130. * @returns a new Mesh
  25131. */
  25132. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25133. /**
  25134. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25135. * @param name defines the name of the mesh to create
  25136. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25137. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25138. * @param scene defines the hosting scene
  25139. * @param updatable defines if the mesh must be flagged as updatable
  25140. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25141. * @returns a new Mesh
  25142. */
  25143. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25144. /**
  25145. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25146. * @param name defines the name of the mesh to create
  25147. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25148. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25149. * @param scene defines the hosting scene
  25150. * @returns a new Mesh
  25151. */
  25152. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25153. /**
  25154. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25155. * @param name defines the name of the mesh to create
  25156. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25157. * @param diameterTop set the top cap diameter (floats, default 1)
  25158. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25159. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25160. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25161. * @param scene defines the hosting scene
  25162. * @param updatable defines if the mesh must be flagged as updatable
  25163. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25164. * @returns a new Mesh
  25165. */
  25166. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25167. /**
  25168. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25169. * @param name defines the name of the mesh to create
  25170. * @param diameter sets the diameter size (float) of the torus (default 1)
  25171. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25172. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25173. * @param scene defines the hosting scene
  25174. * @param updatable defines if the mesh must be flagged as updatable
  25175. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25176. * @returns a new Mesh
  25177. */
  25178. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25179. /**
  25180. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25181. * @param name defines the name of the mesh to create
  25182. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25183. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25184. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25185. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25186. * @param p the number of windings on X axis (positive integers, default 2)
  25187. * @param q the number of windings on Y axis (positive integers, default 3)
  25188. * @param scene defines the hosting scene
  25189. * @param updatable defines if the mesh must be flagged as updatable
  25190. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25191. * @returns a new Mesh
  25192. */
  25193. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25194. /**
  25195. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25196. * @param name defines the name of the mesh to create
  25197. * @param points is an array successive Vector3
  25198. * @param scene defines the hosting scene
  25199. * @param updatable defines if the mesh must be flagged as updatable
  25200. * @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).
  25201. * @returns a new Mesh
  25202. */
  25203. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25204. /**
  25205. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25206. * @param name defines the name of the mesh to create
  25207. * @param points is an array successive Vector3
  25208. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25209. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25210. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25211. * @param scene defines the hosting scene
  25212. * @param updatable defines if the mesh must be flagged as updatable
  25213. * @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)
  25214. * @returns a new Mesh
  25215. */
  25216. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25217. /**
  25218. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25219. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25220. * 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.
  25221. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25222. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25223. * Remember you can only change the shape positions, not their number when updating a polygon.
  25224. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25225. * @param name defines the name of the mesh to create
  25226. * @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
  25227. * @param scene defines the hosting scene
  25228. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25229. * @param updatable defines if the mesh must be flagged as updatable
  25230. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25231. * @param earcutInjection can be used to inject your own earcut reference
  25232. * @returns a new Mesh
  25233. */
  25234. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25235. /**
  25236. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25237. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25238. * @param name defines the name of the mesh to create
  25239. * @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
  25240. * @param depth defines the height of extrusion
  25241. * @param scene defines the hosting scene
  25242. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25243. * @param updatable defines if the mesh must be flagged as updatable
  25244. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25245. * @param earcutInjection can be used to inject your own earcut reference
  25246. * @returns a new Mesh
  25247. */
  25248. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25249. /**
  25250. * Creates an extruded shape mesh.
  25251. * 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
  25252. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25253. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25254. * @param name defines the name of the mesh to create
  25255. * @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
  25256. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25257. * @param scale is the value to scale the shape
  25258. * @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
  25259. * @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
  25260. * @param scene defines the hosting scene
  25261. * @param updatable defines if the mesh must be flagged as updatable
  25262. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25263. * @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)
  25264. * @returns a new Mesh
  25265. */
  25266. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25267. /**
  25268. * Creates an custom extruded shape mesh.
  25269. * The custom extrusion is a parametric shape.
  25270. * It has no predefined shape. Its final shape will depend on the input parameters.
  25271. * Please consider using the same method from the MeshBuilder class instead
  25272. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25273. * @param name defines the name of the mesh to create
  25274. * @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
  25275. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25276. * @param scaleFunction is a custom Javascript function called on each path point
  25277. * @param rotationFunction is a custom Javascript function called on each path point
  25278. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25279. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25280. * @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
  25281. * @param scene defines the hosting scene
  25282. * @param updatable defines if the mesh must be flagged as updatable
  25283. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25284. * @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)
  25285. * @returns a new Mesh
  25286. */
  25287. 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;
  25288. /**
  25289. * Creates lathe mesh.
  25290. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25291. * Please consider using the same method from the MeshBuilder class instead
  25292. * @param name defines the name of the mesh to create
  25293. * @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
  25294. * @param radius is the radius value of the lathe
  25295. * @param tessellation is the side number of the lathe.
  25296. * @param scene defines the hosting scene
  25297. * @param updatable defines if the mesh must be flagged as updatable
  25298. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25299. * @returns a new Mesh
  25300. */
  25301. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25302. /**
  25303. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25304. * @param name defines the name of the mesh to create
  25305. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25306. * @param scene defines the hosting scene
  25307. * @param updatable defines if the mesh must be flagged as updatable
  25308. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25309. * @returns a new Mesh
  25310. */
  25311. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25312. /**
  25313. * Creates a ground mesh.
  25314. * Please consider using the same method from the MeshBuilder class instead
  25315. * @param name defines the name of the mesh to create
  25316. * @param width set the width of the ground
  25317. * @param height set the height of the ground
  25318. * @param subdivisions sets the number of subdivisions per side
  25319. * @param scene defines the hosting scene
  25320. * @param updatable defines if the mesh must be flagged as updatable
  25321. * @returns a new Mesh
  25322. */
  25323. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25324. /**
  25325. * Creates a tiled ground mesh.
  25326. * Please consider using the same method from the MeshBuilder class instead
  25327. * @param name defines the name of the mesh to create
  25328. * @param xmin set the ground minimum X coordinate
  25329. * @param zmin set the ground minimum Y coordinate
  25330. * @param xmax set the ground maximum X coordinate
  25331. * @param zmax set the ground maximum Z coordinate
  25332. * @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
  25333. * @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
  25334. * @param scene defines the hosting scene
  25335. * @param updatable defines if the mesh must be flagged as updatable
  25336. * @returns a new Mesh
  25337. */
  25338. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25339. w: number;
  25340. h: number;
  25341. }, precision: {
  25342. w: number;
  25343. h: number;
  25344. }, scene: Scene, updatable?: boolean): Mesh;
  25345. /**
  25346. * Creates a ground mesh from a height map.
  25347. * Please consider using the same method from the MeshBuilder class instead
  25348. * @see http://doc.babylonjs.com/babylon101/height_map
  25349. * @param name defines the name of the mesh to create
  25350. * @param url sets the URL of the height map image resource
  25351. * @param width set the ground width size
  25352. * @param height set the ground height size
  25353. * @param subdivisions sets the number of subdivision per side
  25354. * @param minHeight is the minimum altitude on the ground
  25355. * @param maxHeight is the maximum altitude on the ground
  25356. * @param scene defines the hosting scene
  25357. * @param updatable defines if the mesh must be flagged as updatable
  25358. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25359. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25360. * @returns a new Mesh
  25361. */
  25362. 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;
  25363. /**
  25364. * Creates a tube mesh.
  25365. * The tube is a parametric shape.
  25366. * It has no predefined shape. Its final shape will depend on the input parameters.
  25367. * Please consider using the same method from the MeshBuilder class instead
  25368. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25369. * @param name defines the name of the mesh to create
  25370. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25371. * @param radius sets the tube radius size
  25372. * @param tessellation is the number of sides on the tubular surface
  25373. * @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
  25374. * @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
  25375. * @param scene defines the hosting scene
  25376. * @param updatable defines if the mesh must be flagged as updatable
  25377. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25378. * @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)
  25379. * @returns a new Mesh
  25380. */
  25381. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25382. (i: number, distance: number): number;
  25383. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25384. /**
  25385. * Creates a polyhedron mesh.
  25386. * Please consider using the same method from the MeshBuilder class instead.
  25387. * * 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
  25388. * * The parameter `size` (positive float, default 1) sets the polygon size
  25389. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25390. * * 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`
  25391. * * 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
  25392. * * 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)`)
  25393. * * 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
  25394. * * 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
  25395. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25396. * * If you create a double-sided mesh, you can choose what parts of 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
  25397. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25398. * @param name defines the name of the mesh to create
  25399. * @param options defines the options used to create the mesh
  25400. * @param scene defines the hosting scene
  25401. * @returns a new Mesh
  25402. */
  25403. static CreatePolyhedron(name: string, options: {
  25404. type?: number;
  25405. size?: number;
  25406. sizeX?: number;
  25407. sizeY?: number;
  25408. sizeZ?: number;
  25409. custom?: any;
  25410. faceUV?: Vector4[];
  25411. faceColors?: Color4[];
  25412. updatable?: boolean;
  25413. sideOrientation?: number;
  25414. }, scene: Scene): Mesh;
  25415. /**
  25416. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25417. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25418. * * 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`)
  25419. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25420. * * 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
  25421. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25422. * * If you create a double-sided mesh, you can choose what parts of 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
  25423. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25424. * @param name defines the name of the mesh
  25425. * @param options defines the options used to create the mesh
  25426. * @param scene defines the hosting scene
  25427. * @returns a new Mesh
  25428. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25429. */
  25430. static CreateIcoSphere(name: string, options: {
  25431. radius?: number;
  25432. flat?: boolean;
  25433. subdivisions?: number;
  25434. sideOrientation?: number;
  25435. updatable?: boolean;
  25436. }, scene: Scene): Mesh;
  25437. /**
  25438. * Creates a decal mesh.
  25439. * Please consider using the same method from the MeshBuilder class instead.
  25440. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25441. * @param name defines the name of the mesh
  25442. * @param sourceMesh defines the mesh receiving the decal
  25443. * @param position sets the position of the decal in world coordinates
  25444. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25445. * @param size sets the decal scaling
  25446. * @param angle sets the angle to rotate the decal
  25447. * @returns a new Mesh
  25448. */
  25449. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25450. /**
  25451. * Prepare internal position array for software CPU skinning
  25452. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25453. */
  25454. setPositionsForCPUSkinning(): Float32Array;
  25455. /**
  25456. * Prepare internal normal array for software CPU skinning
  25457. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25458. */
  25459. setNormalsForCPUSkinning(): Float32Array;
  25460. /**
  25461. * Updates the vertex buffer by applying transformation from the bones
  25462. * @param skeleton defines the skeleton to apply to current mesh
  25463. * @returns the current mesh
  25464. */
  25465. applySkeleton(skeleton: Skeleton): Mesh;
  25466. /**
  25467. * 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
  25468. * @param meshes defines the list of meshes to scan
  25469. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25470. */
  25471. static MinMax(meshes: AbstractMesh[]): {
  25472. min: Vector3;
  25473. max: Vector3;
  25474. };
  25475. /**
  25476. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25477. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25478. * @returns a vector3
  25479. */
  25480. static Center(meshesOrMinMaxVector: {
  25481. min: Vector3;
  25482. max: Vector3;
  25483. } | AbstractMesh[]): Vector3;
  25484. /**
  25485. * Merge the array of meshes into a single mesh for performance reasons.
  25486. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25487. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25488. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25489. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25490. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25491. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25492. * @returns a new mesh
  25493. */
  25494. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25495. /** @hidden */
  25496. addInstance(instance: InstancedMesh): void;
  25497. /** @hidden */
  25498. removeInstance(instance: InstancedMesh): void;
  25499. }
  25500. }
  25501. declare module "babylonjs/Cameras/camera" {
  25502. import { SmartArray } from "babylonjs/Misc/smartArray";
  25503. import { Observable } from "babylonjs/Misc/observable";
  25504. import { Nullable } from "babylonjs/types";
  25505. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25506. import { Scene } from "babylonjs/scene";
  25507. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25508. import { Node } from "babylonjs/node";
  25509. import { Mesh } from "babylonjs/Meshes/mesh";
  25510. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25511. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25512. import { Viewport } from "babylonjs/Maths/math.viewport";
  25513. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25514. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25515. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25516. import { Ray } from "babylonjs/Culling/ray";
  25517. /**
  25518. * This is the base class of all the camera used in the application.
  25519. * @see http://doc.babylonjs.com/features/cameras
  25520. */
  25521. export class Camera extends Node {
  25522. /** @hidden */
  25523. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25524. /**
  25525. * This is the default projection mode used by the cameras.
  25526. * It helps recreating a feeling of perspective and better appreciate depth.
  25527. * This is the best way to simulate real life cameras.
  25528. */
  25529. static readonly PERSPECTIVE_CAMERA: number;
  25530. /**
  25531. * This helps creating camera with an orthographic mode.
  25532. * 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.
  25533. */
  25534. static readonly ORTHOGRAPHIC_CAMERA: number;
  25535. /**
  25536. * This is the default FOV mode for perspective cameras.
  25537. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25538. */
  25539. static readonly FOVMODE_VERTICAL_FIXED: number;
  25540. /**
  25541. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25542. */
  25543. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25544. /**
  25545. * This specifies ther is no need for a camera rig.
  25546. * Basically only one eye is rendered corresponding to the camera.
  25547. */
  25548. static readonly RIG_MODE_NONE: number;
  25549. /**
  25550. * Simulates a camera Rig with one blue eye and one red eye.
  25551. * This can be use with 3d blue and red glasses.
  25552. */
  25553. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25554. /**
  25555. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25556. */
  25557. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25558. /**
  25559. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25560. */
  25561. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25562. /**
  25563. * Defines that both eyes of the camera will be rendered over under each other.
  25564. */
  25565. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25566. /**
  25567. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25568. */
  25569. static readonly RIG_MODE_VR: number;
  25570. /**
  25571. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25572. */
  25573. static readonly RIG_MODE_WEBVR: number;
  25574. /**
  25575. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25576. */
  25577. static readonly RIG_MODE_CUSTOM: number;
  25578. /**
  25579. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25580. */
  25581. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25582. /**
  25583. * Define the input manager associated with the camera.
  25584. */
  25585. inputs: CameraInputsManager<Camera>;
  25586. /** @hidden */
  25587. _position: Vector3;
  25588. /**
  25589. * Define the current local position of the camera in the scene
  25590. */
  25591. position: Vector3;
  25592. /**
  25593. * The vector the camera should consider as up.
  25594. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25595. */
  25596. upVector: Vector3;
  25597. /**
  25598. * Define the current limit on the left side for an orthographic camera
  25599. * In scene unit
  25600. */
  25601. orthoLeft: Nullable<number>;
  25602. /**
  25603. * Define the current limit on the right side for an orthographic camera
  25604. * In scene unit
  25605. */
  25606. orthoRight: Nullable<number>;
  25607. /**
  25608. * Define the current limit on the bottom side for an orthographic camera
  25609. * In scene unit
  25610. */
  25611. orthoBottom: Nullable<number>;
  25612. /**
  25613. * Define the current limit on the top side for an orthographic camera
  25614. * In scene unit
  25615. */
  25616. orthoTop: Nullable<number>;
  25617. /**
  25618. * Field Of View is set in Radians. (default is 0.8)
  25619. */
  25620. fov: number;
  25621. /**
  25622. * Define the minimum distance the camera can see from.
  25623. * This is important to note that the depth buffer are not infinite and the closer it starts
  25624. * the more your scene might encounter depth fighting issue.
  25625. */
  25626. minZ: number;
  25627. /**
  25628. * Define the maximum distance the camera can see to.
  25629. * This is important to note that the depth buffer are not infinite and the further it end
  25630. * the more your scene might encounter depth fighting issue.
  25631. */
  25632. maxZ: number;
  25633. /**
  25634. * Define the default inertia of the camera.
  25635. * This helps giving a smooth feeling to the camera movement.
  25636. */
  25637. inertia: number;
  25638. /**
  25639. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25640. */
  25641. mode: number;
  25642. /**
  25643. * Define wether the camera is intermediate.
  25644. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25645. */
  25646. isIntermediate: boolean;
  25647. /**
  25648. * Define the viewport of the camera.
  25649. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25650. */
  25651. viewport: Viewport;
  25652. /**
  25653. * Restricts the camera to viewing objects with the same layerMask.
  25654. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25655. */
  25656. layerMask: number;
  25657. /**
  25658. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25659. */
  25660. fovMode: number;
  25661. /**
  25662. * Rig mode of the camera.
  25663. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25664. * This is normally controlled byt the camera themselves as internal use.
  25665. */
  25666. cameraRigMode: number;
  25667. /**
  25668. * Defines the distance between both "eyes" in case of a RIG
  25669. */
  25670. interaxialDistance: number;
  25671. /**
  25672. * Defines if stereoscopic rendering is done side by side or over under.
  25673. */
  25674. isStereoscopicSideBySide: boolean;
  25675. /**
  25676. * 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
  25677. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25678. * else in the scene. (Eg. security camera)
  25679. *
  25680. * 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)
  25681. */
  25682. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25683. /**
  25684. * When set, the camera will render to this render target instead of the default canvas
  25685. *
  25686. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25687. */
  25688. outputRenderTarget: Nullable<RenderTargetTexture>;
  25689. /**
  25690. * Observable triggered when the camera view matrix has changed.
  25691. */
  25692. onViewMatrixChangedObservable: Observable<Camera>;
  25693. /**
  25694. * Observable triggered when the camera Projection matrix has changed.
  25695. */
  25696. onProjectionMatrixChangedObservable: Observable<Camera>;
  25697. /**
  25698. * Observable triggered when the inputs have been processed.
  25699. */
  25700. onAfterCheckInputsObservable: Observable<Camera>;
  25701. /**
  25702. * Observable triggered when reset has been called and applied to the camera.
  25703. */
  25704. onRestoreStateObservable: Observable<Camera>;
  25705. /** @hidden */
  25706. _cameraRigParams: any;
  25707. /** @hidden */
  25708. _rigCameras: Camera[];
  25709. /** @hidden */
  25710. _rigPostProcess: Nullable<PostProcess>;
  25711. protected _webvrViewMatrix: Matrix;
  25712. /** @hidden */
  25713. _skipRendering: boolean;
  25714. /** @hidden */
  25715. _projectionMatrix: Matrix;
  25716. /** @hidden */
  25717. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25718. /** @hidden */
  25719. _activeMeshes: SmartArray<AbstractMesh>;
  25720. protected _globalPosition: Vector3;
  25721. /** @hidden */
  25722. _computedViewMatrix: Matrix;
  25723. private _doNotComputeProjectionMatrix;
  25724. private _transformMatrix;
  25725. private _frustumPlanes;
  25726. private _refreshFrustumPlanes;
  25727. private _storedFov;
  25728. private _stateStored;
  25729. /**
  25730. * Instantiates a new camera object.
  25731. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25732. * @see http://doc.babylonjs.com/features/cameras
  25733. * @param name Defines the name of the camera in the scene
  25734. * @param position Defines the position of the camera
  25735. * @param scene Defines the scene the camera belongs too
  25736. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25737. */
  25738. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25739. /**
  25740. * Store current camera state (fov, position, etc..)
  25741. * @returns the camera
  25742. */
  25743. storeState(): Camera;
  25744. /**
  25745. * Restores the camera state values if it has been stored. You must call storeState() first
  25746. */
  25747. protected _restoreStateValues(): boolean;
  25748. /**
  25749. * Restored camera state. You must call storeState() first.
  25750. * @returns true if restored and false otherwise
  25751. */
  25752. restoreState(): boolean;
  25753. /**
  25754. * Gets the class name of the camera.
  25755. * @returns the class name
  25756. */
  25757. getClassName(): string;
  25758. /** @hidden */
  25759. readonly _isCamera: boolean;
  25760. /**
  25761. * Gets a string representation of the camera useful for debug purpose.
  25762. * @param fullDetails Defines that a more verboe level of logging is required
  25763. * @returns the string representation
  25764. */
  25765. toString(fullDetails?: boolean): string;
  25766. /**
  25767. * Gets the current world space position of the camera.
  25768. */
  25769. readonly globalPosition: Vector3;
  25770. /**
  25771. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25772. * @returns the active meshe list
  25773. */
  25774. getActiveMeshes(): SmartArray<AbstractMesh>;
  25775. /**
  25776. * Check wether a mesh is part of the current active mesh list of the camera
  25777. * @param mesh Defines the mesh to check
  25778. * @returns true if active, false otherwise
  25779. */
  25780. isActiveMesh(mesh: Mesh): boolean;
  25781. /**
  25782. * Is this camera ready to be used/rendered
  25783. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25784. * @return true if the camera is ready
  25785. */
  25786. isReady(completeCheck?: boolean): boolean;
  25787. /** @hidden */
  25788. _initCache(): void;
  25789. /** @hidden */
  25790. _updateCache(ignoreParentClass?: boolean): void;
  25791. /** @hidden */
  25792. _isSynchronized(): boolean;
  25793. /** @hidden */
  25794. _isSynchronizedViewMatrix(): boolean;
  25795. /** @hidden */
  25796. _isSynchronizedProjectionMatrix(): boolean;
  25797. /**
  25798. * Attach the input controls to a specific dom element to get the input from.
  25799. * @param element Defines the element the controls should be listened from
  25800. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25801. */
  25802. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25803. /**
  25804. * Detach the current controls from the specified dom element.
  25805. * @param element Defines the element to stop listening the inputs from
  25806. */
  25807. detachControl(element: HTMLElement): void;
  25808. /**
  25809. * Update the camera state according to the different inputs gathered during the frame.
  25810. */
  25811. update(): void;
  25812. /** @hidden */
  25813. _checkInputs(): void;
  25814. /** @hidden */
  25815. readonly rigCameras: Camera[];
  25816. /**
  25817. * Gets the post process used by the rig cameras
  25818. */
  25819. readonly rigPostProcess: Nullable<PostProcess>;
  25820. /**
  25821. * Internal, gets the first post proces.
  25822. * @returns the first post process to be run on this camera.
  25823. */
  25824. _getFirstPostProcess(): Nullable<PostProcess>;
  25825. private _cascadePostProcessesToRigCams;
  25826. /**
  25827. * Attach a post process to the camera.
  25828. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25829. * @param postProcess The post process to attach to the camera
  25830. * @param insertAt The position of the post process in case several of them are in use in the scene
  25831. * @returns the position the post process has been inserted at
  25832. */
  25833. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25834. /**
  25835. * Detach a post process to the camera.
  25836. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25837. * @param postProcess The post process to detach from the camera
  25838. */
  25839. detachPostProcess(postProcess: PostProcess): void;
  25840. /**
  25841. * Gets the current world matrix of the camera
  25842. */
  25843. getWorldMatrix(): Matrix;
  25844. /** @hidden */
  25845. _getViewMatrix(): Matrix;
  25846. /**
  25847. * Gets the current view matrix of the camera.
  25848. * @param force forces the camera to recompute the matrix without looking at the cached state
  25849. * @returns the view matrix
  25850. */
  25851. getViewMatrix(force?: boolean): Matrix;
  25852. /**
  25853. * Freeze the projection matrix.
  25854. * It will prevent the cache check of the camera projection compute and can speed up perf
  25855. * if no parameter of the camera are meant to change
  25856. * @param projection Defines manually a projection if necessary
  25857. */
  25858. freezeProjectionMatrix(projection?: Matrix): void;
  25859. /**
  25860. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25861. */
  25862. unfreezeProjectionMatrix(): void;
  25863. /**
  25864. * Gets the current projection matrix of the camera.
  25865. * @param force forces the camera to recompute the matrix without looking at the cached state
  25866. * @returns the projection matrix
  25867. */
  25868. getProjectionMatrix(force?: boolean): Matrix;
  25869. /**
  25870. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25871. * @returns a Matrix
  25872. */
  25873. getTransformationMatrix(): Matrix;
  25874. private _updateFrustumPlanes;
  25875. /**
  25876. * Checks if a cullable object (mesh...) is in the camera frustum
  25877. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25878. * @param target The object to check
  25879. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25880. * @returns true if the object is in frustum otherwise false
  25881. */
  25882. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25883. /**
  25884. * Checks if a cullable object (mesh...) is in the camera frustum
  25885. * Unlike isInFrustum this cheks the full bounding box
  25886. * @param target The object to check
  25887. * @returns true if the object is in frustum otherwise false
  25888. */
  25889. isCompletelyInFrustum(target: ICullable): boolean;
  25890. /**
  25891. * Gets a ray in the forward direction from the camera.
  25892. * @param length Defines the length of the ray to create
  25893. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25894. * @param origin Defines the start point of the ray which defaults to the camera position
  25895. * @returns the forward ray
  25896. */
  25897. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25898. /**
  25899. * Releases resources associated with this node.
  25900. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25901. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25902. */
  25903. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25904. /** @hidden */
  25905. _isLeftCamera: boolean;
  25906. /**
  25907. * Gets the left camera of a rig setup in case of Rigged Camera
  25908. */
  25909. readonly isLeftCamera: boolean;
  25910. /** @hidden */
  25911. _isRightCamera: boolean;
  25912. /**
  25913. * Gets the right camera of a rig setup in case of Rigged Camera
  25914. */
  25915. readonly isRightCamera: boolean;
  25916. /**
  25917. * Gets the left camera of a rig setup in case of Rigged Camera
  25918. */
  25919. readonly leftCamera: Nullable<FreeCamera>;
  25920. /**
  25921. * Gets the right camera of a rig setup in case of Rigged Camera
  25922. */
  25923. readonly rightCamera: Nullable<FreeCamera>;
  25924. /**
  25925. * Gets the left camera target of a rig setup in case of Rigged Camera
  25926. * @returns the target position
  25927. */
  25928. getLeftTarget(): Nullable<Vector3>;
  25929. /**
  25930. * Gets the right camera target of a rig setup in case of Rigged Camera
  25931. * @returns the target position
  25932. */
  25933. getRightTarget(): Nullable<Vector3>;
  25934. /**
  25935. * @hidden
  25936. */
  25937. setCameraRigMode(mode: number, rigParams: any): void;
  25938. /** @hidden */
  25939. static _setStereoscopicRigMode(camera: Camera): void;
  25940. /** @hidden */
  25941. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25942. /** @hidden */
  25943. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25944. /** @hidden */
  25945. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25946. /** @hidden */
  25947. _getVRProjectionMatrix(): Matrix;
  25948. protected _updateCameraRotationMatrix(): void;
  25949. protected _updateWebVRCameraRotationMatrix(): void;
  25950. /**
  25951. * This function MUST be overwritten by the different WebVR cameras available.
  25952. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25953. * @hidden
  25954. */
  25955. _getWebVRProjectionMatrix(): Matrix;
  25956. /**
  25957. * This function MUST be overwritten by the different WebVR cameras available.
  25958. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25959. * @hidden
  25960. */
  25961. _getWebVRViewMatrix(): Matrix;
  25962. /** @hidden */
  25963. setCameraRigParameter(name: string, value: any): void;
  25964. /**
  25965. * needs to be overridden by children so sub has required properties to be copied
  25966. * @hidden
  25967. */
  25968. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25969. /**
  25970. * May need to be overridden by children
  25971. * @hidden
  25972. */
  25973. _updateRigCameras(): void;
  25974. /** @hidden */
  25975. _setupInputs(): void;
  25976. /**
  25977. * Serialiaze the camera setup to a json represention
  25978. * @returns the JSON representation
  25979. */
  25980. serialize(): any;
  25981. /**
  25982. * Clones the current camera.
  25983. * @param name The cloned camera name
  25984. * @returns the cloned camera
  25985. */
  25986. clone(name: string): Camera;
  25987. /**
  25988. * Gets the direction of the camera relative to a given local axis.
  25989. * @param localAxis Defines the reference axis to provide a relative direction.
  25990. * @return the direction
  25991. */
  25992. getDirection(localAxis: Vector3): Vector3;
  25993. /**
  25994. * Returns the current camera absolute rotation
  25995. */
  25996. readonly absoluteRotation: Quaternion;
  25997. /**
  25998. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25999. * @param localAxis Defines the reference axis to provide a relative direction.
  26000. * @param result Defines the vector to store the result in
  26001. */
  26002. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26003. /**
  26004. * Gets a camera constructor for a given camera type
  26005. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26006. * @param name The name of the camera the result will be able to instantiate
  26007. * @param scene The scene the result will construct the camera in
  26008. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26009. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26010. * @returns a factory method to construc the camera
  26011. */
  26012. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26013. /**
  26014. * Compute the world matrix of the camera.
  26015. * @returns the camera world matrix
  26016. */
  26017. computeWorldMatrix(): Matrix;
  26018. /**
  26019. * Parse a JSON and creates the camera from the parsed information
  26020. * @param parsedCamera The JSON to parse
  26021. * @param scene The scene to instantiate the camera in
  26022. * @returns the newly constructed camera
  26023. */
  26024. static Parse(parsedCamera: any, scene: Scene): Camera;
  26025. }
  26026. }
  26027. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26028. import { Nullable } from "babylonjs/types";
  26029. import { Scene } from "babylonjs/scene";
  26030. import { Vector4 } from "babylonjs/Maths/math.vector";
  26031. import { Mesh } from "babylonjs/Meshes/mesh";
  26032. /**
  26033. * Class containing static functions to help procedurally build meshes
  26034. */
  26035. export class DiscBuilder {
  26036. /**
  26037. * Creates a plane polygonal mesh. By default, this is a disc
  26038. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26039. * * 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
  26040. * * 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
  26041. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26042. * * If you create a double-sided mesh, you can choose what parts of 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
  26043. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26044. * @param name defines the name of the mesh
  26045. * @param options defines the options used to create the mesh
  26046. * @param scene defines the hosting scene
  26047. * @returns the plane polygonal mesh
  26048. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26049. */
  26050. static CreateDisc(name: string, options: {
  26051. radius?: number;
  26052. tessellation?: number;
  26053. arc?: number;
  26054. updatable?: boolean;
  26055. sideOrientation?: number;
  26056. frontUVs?: Vector4;
  26057. backUVs?: Vector4;
  26058. }, scene?: Nullable<Scene>): Mesh;
  26059. }
  26060. }
  26061. declare module "babylonjs/Particles/solidParticleSystem" {
  26062. import { Vector3 } from "babylonjs/Maths/math.vector";
  26063. import { Mesh } from "babylonjs/Meshes/mesh";
  26064. import { Scene, IDisposable } from "babylonjs/scene";
  26065. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26066. /**
  26067. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26068. *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.
  26069. * The SPS is also a particle system. It provides some methods to manage the particles.
  26070. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26071. *
  26072. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26073. */
  26074. export class SolidParticleSystem implements IDisposable {
  26075. /**
  26076. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26077. * Example : var p = SPS.particles[i];
  26078. */
  26079. particles: SolidParticle[];
  26080. /**
  26081. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26082. */
  26083. nbParticles: number;
  26084. /**
  26085. * If the particles must ever face the camera (default false). Useful for planar particles.
  26086. */
  26087. billboard: boolean;
  26088. /**
  26089. * Recompute normals when adding a shape
  26090. */
  26091. recomputeNormals: boolean;
  26092. /**
  26093. * This a counter ofr your own usage. It's not set by any SPS functions.
  26094. */
  26095. counter: number;
  26096. /**
  26097. * The SPS name. This name is also given to the underlying mesh.
  26098. */
  26099. name: string;
  26100. /**
  26101. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26102. */
  26103. mesh: Mesh;
  26104. /**
  26105. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26106. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26107. */
  26108. vars: any;
  26109. /**
  26110. * This array is populated when the SPS is set as 'pickable'.
  26111. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26112. * Each element of this array is an object `{idx: int, faceId: int}`.
  26113. * `idx` is the picked particle index in the `SPS.particles` array
  26114. * `faceId` is the picked face index counted within this particle.
  26115. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26116. */
  26117. pickedParticles: {
  26118. idx: number;
  26119. faceId: number;
  26120. }[];
  26121. /**
  26122. * This array is populated when `enableDepthSort` is set to true.
  26123. * Each element of this array is an instance of the class DepthSortedParticle.
  26124. */
  26125. depthSortedParticles: DepthSortedParticle[];
  26126. /**
  26127. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26128. * @hidden
  26129. */
  26130. _bSphereOnly: boolean;
  26131. /**
  26132. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26133. * @hidden
  26134. */
  26135. _bSphereRadiusFactor: number;
  26136. private _scene;
  26137. private _positions;
  26138. private _indices;
  26139. private _normals;
  26140. private _colors;
  26141. private _uvs;
  26142. private _indices32;
  26143. private _positions32;
  26144. private _normals32;
  26145. private _fixedNormal32;
  26146. private _colors32;
  26147. private _uvs32;
  26148. private _index;
  26149. private _updatable;
  26150. private _pickable;
  26151. private _isVisibilityBoxLocked;
  26152. private _alwaysVisible;
  26153. private _depthSort;
  26154. private _expandable;
  26155. private _shapeCounter;
  26156. private _copy;
  26157. private _color;
  26158. private _computeParticleColor;
  26159. private _computeParticleTexture;
  26160. private _computeParticleRotation;
  26161. private _computeParticleVertex;
  26162. private _computeBoundingBox;
  26163. private _depthSortParticles;
  26164. private _camera;
  26165. private _mustUnrotateFixedNormals;
  26166. private _particlesIntersect;
  26167. private _needs32Bits;
  26168. private _isNotBuilt;
  26169. /**
  26170. * Creates a SPS (Solid Particle System) object.
  26171. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26172. * @param scene (Scene) is the scene in which the SPS is added.
  26173. * @param options defines the options of the sps e.g.
  26174. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26175. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26176. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26177. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26178. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26179. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26180. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26181. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26182. */
  26183. constructor(name: string, scene: Scene, options?: {
  26184. updatable?: boolean;
  26185. isPickable?: boolean;
  26186. enableDepthSort?: boolean;
  26187. particleIntersection?: boolean;
  26188. boundingSphereOnly?: boolean;
  26189. bSphereRadiusFactor?: number;
  26190. expandable?: boolean;
  26191. });
  26192. /**
  26193. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26194. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26195. * @returns the created mesh
  26196. */
  26197. buildMesh(): Mesh;
  26198. /**
  26199. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26200. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26201. * Thus the particles generated from `digest()` have their property `position` set yet.
  26202. * @param mesh ( Mesh ) is the mesh to be digested
  26203. * @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
  26204. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26205. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26206. * @returns the current SPS
  26207. */
  26208. digest(mesh: Mesh, options?: {
  26209. facetNb?: number;
  26210. number?: number;
  26211. delta?: number;
  26212. }): SolidParticleSystem;
  26213. private _unrotateFixedNormals;
  26214. private _resetCopy;
  26215. private _meshBuilder;
  26216. private _posToShape;
  26217. private _uvsToShapeUV;
  26218. private _addParticle;
  26219. /**
  26220. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26221. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26222. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26223. * @param nb (positive integer) the number of particles to be created from this model
  26224. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26225. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26226. * @returns the number of shapes in the system
  26227. */
  26228. addShape(mesh: Mesh, nb: number, options?: {
  26229. positionFunction?: any;
  26230. vertexFunction?: any;
  26231. }): number;
  26232. private _rebuildParticle;
  26233. /**
  26234. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26235. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26236. * @returns the SPS.
  26237. */
  26238. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26239. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26240. * Returns an array with the removed particles.
  26241. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26242. * The SPS can't be empty so at least one particle needs to remain in place.
  26243. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26244. * @param start index of the first particle to remove
  26245. * @param end index of the last particle to remove (included)
  26246. * @returns an array populated with the removed particles
  26247. */
  26248. removeParticles(start: number, end: number): SolidParticle[];
  26249. /**
  26250. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26251. * This method calls `updateParticle()` for each particle of the SPS.
  26252. * For an animated SPS, it is usually called within the render loop.
  26253. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26254. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26255. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26256. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26257. * @returns the SPS.
  26258. */
  26259. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26260. /**
  26261. * Disposes the SPS.
  26262. */
  26263. dispose(): void;
  26264. /**
  26265. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26266. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26267. * @returns the SPS.
  26268. */
  26269. refreshVisibleSize(): SolidParticleSystem;
  26270. /**
  26271. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26272. * @param size the size (float) of the visibility box
  26273. * note : this doesn't lock the SPS mesh bounding box.
  26274. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26275. */
  26276. setVisibilityBox(size: number): void;
  26277. /**
  26278. * Gets whether the SPS as always visible or not
  26279. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26280. */
  26281. /**
  26282. * Sets the SPS as always visible or not
  26283. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26284. */
  26285. isAlwaysVisible: boolean;
  26286. /**
  26287. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26288. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26289. */
  26290. /**
  26291. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26292. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26293. */
  26294. isVisibilityBoxLocked: boolean;
  26295. /**
  26296. * Tells to `setParticles()` to compute the particle rotations or not.
  26297. * Default value : true. The SPS is faster when it's set to false.
  26298. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26299. */
  26300. /**
  26301. * Gets if `setParticles()` computes the particle rotations or not.
  26302. * Default value : true. The SPS is faster when it's set to false.
  26303. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26304. */
  26305. computeParticleRotation: boolean;
  26306. /**
  26307. * Tells to `setParticles()` to compute the particle colors or not.
  26308. * Default value : true. The SPS is faster when it's set to false.
  26309. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26310. */
  26311. /**
  26312. * Gets if `setParticles()` computes the particle colors or not.
  26313. * Default value : true. The SPS is faster when it's set to false.
  26314. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26315. */
  26316. computeParticleColor: boolean;
  26317. /**
  26318. * Gets if `setParticles()` computes the particle textures or not.
  26319. * Default value : true. The SPS is faster when it's set to false.
  26320. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26321. */
  26322. computeParticleTexture: boolean;
  26323. /**
  26324. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26325. * Default value : false. The SPS is faster when it's set to false.
  26326. * Note : the particle custom vertex positions aren't stored values.
  26327. */
  26328. /**
  26329. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26330. * Default value : false. The SPS is faster when it's set to false.
  26331. * Note : the particle custom vertex positions aren't stored values.
  26332. */
  26333. computeParticleVertex: boolean;
  26334. /**
  26335. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26336. */
  26337. /**
  26338. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26339. */
  26340. computeBoundingBox: boolean;
  26341. /**
  26342. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26343. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26344. * Default : `true`
  26345. */
  26346. /**
  26347. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26348. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26349. * Default : `true`
  26350. */
  26351. depthSortParticles: boolean;
  26352. /**
  26353. * Gets if the SPS is created as expandable at construction time.
  26354. * Default : `false`
  26355. */
  26356. readonly expandable: boolean;
  26357. /**
  26358. * This function does nothing. It may be overwritten to set all the particle first values.
  26359. * The SPS doesn't call this function, you may have to call it by your own.
  26360. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26361. */
  26362. initParticles(): void;
  26363. /**
  26364. * This function does nothing. It may be overwritten to recycle a particle.
  26365. * The SPS doesn't call this function, you may have to call it by your own.
  26366. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26367. * @param particle The particle to recycle
  26368. * @returns the recycled particle
  26369. */
  26370. recycleParticle(particle: SolidParticle): SolidParticle;
  26371. /**
  26372. * Updates a particle : this function should be overwritten by the user.
  26373. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26374. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26375. * @example : just set a particle position or velocity and recycle conditions
  26376. * @param particle The particle to update
  26377. * @returns the updated particle
  26378. */
  26379. updateParticle(particle: SolidParticle): SolidParticle;
  26380. /**
  26381. * Updates a vertex of a particle : it can be overwritten by the user.
  26382. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26383. * @param particle the current particle
  26384. * @param vertex the current index of the current particle
  26385. * @param pt the index of the current vertex in the particle shape
  26386. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26387. * @example : just set a vertex particle position
  26388. * @returns the updated vertex
  26389. */
  26390. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26391. /**
  26392. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26393. * This does nothing and may be overwritten by the user.
  26394. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26395. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26396. * @param update the boolean update value actually passed to setParticles()
  26397. */
  26398. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26399. /**
  26400. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26401. * This will be passed three parameters.
  26402. * This does nothing and may be overwritten by the user.
  26403. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26404. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26405. * @param update the boolean update value actually passed to setParticles()
  26406. */
  26407. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26408. }
  26409. }
  26410. declare module "babylonjs/Particles/solidParticle" {
  26411. import { Nullable } from "babylonjs/types";
  26412. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26413. import { Color4 } from "babylonjs/Maths/math.color";
  26414. import { Mesh } from "babylonjs/Meshes/mesh";
  26415. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26416. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26417. import { Plane } from "babylonjs/Maths/math.plane";
  26418. /**
  26419. * Represents one particle of a solid particle system.
  26420. */
  26421. export class SolidParticle {
  26422. /**
  26423. * particle global index
  26424. */
  26425. idx: number;
  26426. /**
  26427. * The color of the particle
  26428. */
  26429. color: Nullable<Color4>;
  26430. /**
  26431. * The world space position of the particle.
  26432. */
  26433. position: Vector3;
  26434. /**
  26435. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26436. */
  26437. rotation: Vector3;
  26438. /**
  26439. * The world space rotation quaternion of the particle.
  26440. */
  26441. rotationQuaternion: Nullable<Quaternion>;
  26442. /**
  26443. * The scaling of the particle.
  26444. */
  26445. scaling: Vector3;
  26446. /**
  26447. * The uvs of the particle.
  26448. */
  26449. uvs: Vector4;
  26450. /**
  26451. * The current speed of the particle.
  26452. */
  26453. velocity: Vector3;
  26454. /**
  26455. * The pivot point in the particle local space.
  26456. */
  26457. pivot: Vector3;
  26458. /**
  26459. * Must the particle be translated from its pivot point in its local space ?
  26460. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26461. * Default : false
  26462. */
  26463. translateFromPivot: boolean;
  26464. /**
  26465. * Is the particle active or not ?
  26466. */
  26467. alive: boolean;
  26468. /**
  26469. * Is the particle visible or not ?
  26470. */
  26471. isVisible: boolean;
  26472. /**
  26473. * Index of this particle in the global "positions" array (Internal use)
  26474. * @hidden
  26475. */
  26476. _pos: number;
  26477. /**
  26478. * @hidden Index of this particle in the global "indices" array (Internal use)
  26479. */
  26480. _ind: number;
  26481. /**
  26482. * @hidden ModelShape of this particle (Internal use)
  26483. */
  26484. _model: ModelShape;
  26485. /**
  26486. * ModelShape id of this particle
  26487. */
  26488. shapeId: number;
  26489. /**
  26490. * Index of the particle in its shape id
  26491. */
  26492. idxInShape: number;
  26493. /**
  26494. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26495. */
  26496. _modelBoundingInfo: BoundingInfo;
  26497. /**
  26498. * @hidden Particle BoundingInfo object (Internal use)
  26499. */
  26500. _boundingInfo: BoundingInfo;
  26501. /**
  26502. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26503. */
  26504. _sps: SolidParticleSystem;
  26505. /**
  26506. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26507. */
  26508. _stillInvisible: boolean;
  26509. /**
  26510. * @hidden Last computed particle rotation matrix
  26511. */
  26512. _rotationMatrix: number[];
  26513. /**
  26514. * Parent particle Id, if any.
  26515. * Default null.
  26516. */
  26517. parentId: Nullable<number>;
  26518. /**
  26519. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26520. * The possible values are :
  26521. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26522. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26523. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26524. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26525. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26526. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26527. * */
  26528. cullingStrategy: number;
  26529. /**
  26530. * @hidden Internal global position in the SPS.
  26531. */
  26532. _globalPosition: Vector3;
  26533. /**
  26534. * Creates a Solid Particle object.
  26535. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26536. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26537. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26538. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26539. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26540. * @param shapeId (integer) is the model shape identifier in the SPS.
  26541. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26542. * @param sps defines the sps it is associated to
  26543. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26544. */
  26545. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26546. /**
  26547. * Legacy support, changed scale to scaling
  26548. */
  26549. /**
  26550. * Legacy support, changed scale to scaling
  26551. */
  26552. scale: Vector3;
  26553. /**
  26554. * Legacy support, changed quaternion to rotationQuaternion
  26555. */
  26556. /**
  26557. * Legacy support, changed quaternion to rotationQuaternion
  26558. */
  26559. quaternion: Nullable<Quaternion>;
  26560. /**
  26561. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26562. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26563. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26564. * @returns true if it intersects
  26565. */
  26566. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26567. /**
  26568. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26569. * A particle is in the frustum if its bounding box intersects the frustum
  26570. * @param frustumPlanes defines the frustum to test
  26571. * @returns true if the particle is in the frustum planes
  26572. */
  26573. isInFrustum(frustumPlanes: Plane[]): boolean;
  26574. /**
  26575. * get the rotation matrix of the particle
  26576. * @hidden
  26577. */
  26578. getRotationMatrix(m: Matrix): void;
  26579. }
  26580. /**
  26581. * Represents the shape of the model used by one particle of a solid particle system.
  26582. * SPS internal tool, don't use it manually.
  26583. */
  26584. export class ModelShape {
  26585. /**
  26586. * The shape id
  26587. * @hidden
  26588. */
  26589. shapeID: number;
  26590. /**
  26591. * flat array of model positions (internal use)
  26592. * @hidden
  26593. */
  26594. _shape: Vector3[];
  26595. /**
  26596. * flat array of model UVs (internal use)
  26597. * @hidden
  26598. */
  26599. _shapeUV: number[];
  26600. /**
  26601. * color array of the model
  26602. * @hidden
  26603. */
  26604. _shapeColors: number[];
  26605. /**
  26606. * indices array of the model
  26607. * @hidden
  26608. */
  26609. _indices: number[];
  26610. /**
  26611. * normals array of the model
  26612. * @hidden
  26613. */
  26614. _normals: number[];
  26615. /**
  26616. * length of the shape in the model indices array (internal use)
  26617. * @hidden
  26618. */
  26619. _indicesLength: number;
  26620. /**
  26621. * Custom position function (internal use)
  26622. * @hidden
  26623. */
  26624. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26625. /**
  26626. * Custom vertex function (internal use)
  26627. * @hidden
  26628. */
  26629. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26630. /**
  26631. * 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.
  26632. * SPS internal tool, don't use it manually.
  26633. * @hidden
  26634. */
  26635. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26636. }
  26637. /**
  26638. * Represents a Depth Sorted Particle in the solid particle system.
  26639. */
  26640. export class DepthSortedParticle {
  26641. /**
  26642. * Index of the particle in the "indices" array
  26643. */
  26644. ind: number;
  26645. /**
  26646. * Length of the particle shape in the "indices" array
  26647. */
  26648. indicesLength: number;
  26649. /**
  26650. * Squared distance from the particle to the camera
  26651. */
  26652. sqDistance: number;
  26653. }
  26654. }
  26655. declare module "babylonjs/Collisions/meshCollisionData" {
  26656. import { Collider } from "babylonjs/Collisions/collider";
  26657. import { Vector3 } from "babylonjs/Maths/math.vector";
  26658. import { Nullable } from "babylonjs/types";
  26659. import { Observer } from "babylonjs/Misc/observable";
  26660. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26661. /**
  26662. * @hidden
  26663. */
  26664. export class _MeshCollisionData {
  26665. _checkCollisions: boolean;
  26666. _collisionMask: number;
  26667. _collisionGroup: number;
  26668. _collider: Nullable<Collider>;
  26669. _oldPositionForCollisions: Vector3;
  26670. _diffPositionForCollisions: Vector3;
  26671. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26672. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26673. }
  26674. }
  26675. declare module "babylonjs/Meshes/abstractMesh" {
  26676. import { Observable } from "babylonjs/Misc/observable";
  26677. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26678. import { Camera } from "babylonjs/Cameras/camera";
  26679. import { Scene, IDisposable } from "babylonjs/scene";
  26680. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26681. import { Node } from "babylonjs/node";
  26682. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26683. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26684. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26685. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26686. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26687. import { Material } from "babylonjs/Materials/material";
  26688. import { Light } from "babylonjs/Lights/light";
  26689. import { Skeleton } from "babylonjs/Bones/skeleton";
  26690. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26691. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26692. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26693. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26694. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26695. import { Plane } from "babylonjs/Maths/math.plane";
  26696. import { Ray } from "babylonjs/Culling/ray";
  26697. import { Collider } from "babylonjs/Collisions/collider";
  26698. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26699. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26700. /** @hidden */
  26701. class _FacetDataStorage {
  26702. facetPositions: Vector3[];
  26703. facetNormals: Vector3[];
  26704. facetPartitioning: number[][];
  26705. facetNb: number;
  26706. partitioningSubdivisions: number;
  26707. partitioningBBoxRatio: number;
  26708. facetDataEnabled: boolean;
  26709. facetParameters: any;
  26710. bbSize: Vector3;
  26711. subDiv: {
  26712. max: number;
  26713. X: number;
  26714. Y: number;
  26715. Z: number;
  26716. };
  26717. facetDepthSort: boolean;
  26718. facetDepthSortEnabled: boolean;
  26719. depthSortedIndices: IndicesArray;
  26720. depthSortedFacets: {
  26721. ind: number;
  26722. sqDistance: number;
  26723. }[];
  26724. facetDepthSortFunction: (f1: {
  26725. ind: number;
  26726. sqDistance: number;
  26727. }, f2: {
  26728. ind: number;
  26729. sqDistance: number;
  26730. }) => number;
  26731. facetDepthSortFrom: Vector3;
  26732. facetDepthSortOrigin: Vector3;
  26733. invertedMatrix: Matrix;
  26734. }
  26735. /**
  26736. * @hidden
  26737. **/
  26738. class _InternalAbstractMeshDataInfo {
  26739. _hasVertexAlpha: boolean;
  26740. _useVertexColors: boolean;
  26741. _numBoneInfluencers: number;
  26742. _applyFog: boolean;
  26743. _receiveShadows: boolean;
  26744. _facetData: _FacetDataStorage;
  26745. _visibility: number;
  26746. _skeleton: Nullable<Skeleton>;
  26747. _layerMask: number;
  26748. _computeBonesUsingShaders: boolean;
  26749. _isActive: boolean;
  26750. _onlyForInstances: boolean;
  26751. _isActiveIntermediate: boolean;
  26752. _onlyForInstancesIntermediate: boolean;
  26753. _actAsRegularMesh: boolean;
  26754. }
  26755. /**
  26756. * Class used to store all common mesh properties
  26757. */
  26758. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26759. /** No occlusion */
  26760. static OCCLUSION_TYPE_NONE: number;
  26761. /** Occlusion set to optimisitic */
  26762. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26763. /** Occlusion set to strict */
  26764. static OCCLUSION_TYPE_STRICT: number;
  26765. /** Use an accurante occlusion algorithm */
  26766. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26767. /** Use a conservative occlusion algorithm */
  26768. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26769. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26770. * Test order :
  26771. * Is the bounding sphere outside the frustum ?
  26772. * If not, are the bounding box vertices outside the frustum ?
  26773. * It not, then the cullable object is in the frustum.
  26774. */
  26775. static readonly CULLINGSTRATEGY_STANDARD: number;
  26776. /** Culling strategy : Bounding Sphere Only.
  26777. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26778. * It's also less accurate than the standard because some not visible objects can still be selected.
  26779. * Test : is the bounding sphere outside the frustum ?
  26780. * If not, then the cullable object is in the frustum.
  26781. */
  26782. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26783. /** Culling strategy : Optimistic Inclusion.
  26784. * This in an inclusion test first, then the standard exclusion test.
  26785. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26786. * 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.
  26787. * Anyway, it's as accurate as the standard strategy.
  26788. * Test :
  26789. * Is the cullable object bounding sphere center in the frustum ?
  26790. * If not, apply the default culling strategy.
  26791. */
  26792. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26793. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26794. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26795. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26796. * 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.
  26797. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26798. * Test :
  26799. * Is the cullable object bounding sphere center in the frustum ?
  26800. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26801. */
  26802. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26803. /**
  26804. * No billboard
  26805. */
  26806. static readonly BILLBOARDMODE_NONE: number;
  26807. /** Billboard on X axis */
  26808. static readonly BILLBOARDMODE_X: number;
  26809. /** Billboard on Y axis */
  26810. static readonly BILLBOARDMODE_Y: number;
  26811. /** Billboard on Z axis */
  26812. static readonly BILLBOARDMODE_Z: number;
  26813. /** Billboard on all axes */
  26814. static readonly BILLBOARDMODE_ALL: number;
  26815. /** Billboard on using position instead of orientation */
  26816. static readonly BILLBOARDMODE_USE_POSITION: number;
  26817. /** @hidden */
  26818. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26819. /**
  26820. * The culling strategy to use to check whether the mesh must be rendered or not.
  26821. * This value can be changed at any time and will be used on the next render mesh selection.
  26822. * The possible values are :
  26823. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26824. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26825. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26826. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26827. * Please read each static variable documentation to get details about the culling process.
  26828. * */
  26829. cullingStrategy: number;
  26830. /**
  26831. * Gets the number of facets in the mesh
  26832. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26833. */
  26834. readonly facetNb: number;
  26835. /**
  26836. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26837. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26838. */
  26839. partitioningSubdivisions: number;
  26840. /**
  26841. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26842. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26843. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26844. */
  26845. partitioningBBoxRatio: number;
  26846. /**
  26847. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26848. * Works only for updatable meshes.
  26849. * Doesn't work with multi-materials
  26850. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26851. */
  26852. mustDepthSortFacets: boolean;
  26853. /**
  26854. * The location (Vector3) where the facet depth sort must be computed from.
  26855. * By default, the active camera position.
  26856. * Used only when facet depth sort is enabled
  26857. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26858. */
  26859. facetDepthSortFrom: Vector3;
  26860. /**
  26861. * gets a boolean indicating if facetData is enabled
  26862. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26863. */
  26864. readonly isFacetDataEnabled: boolean;
  26865. /** @hidden */
  26866. _updateNonUniformScalingState(value: boolean): boolean;
  26867. /**
  26868. * An event triggered when this mesh collides with another one
  26869. */
  26870. onCollideObservable: Observable<AbstractMesh>;
  26871. /** Set a function to call when this mesh collides with another one */
  26872. onCollide: () => void;
  26873. /**
  26874. * An event triggered when the collision's position changes
  26875. */
  26876. onCollisionPositionChangeObservable: Observable<Vector3>;
  26877. /** Set a function to call when the collision's position changes */
  26878. onCollisionPositionChange: () => void;
  26879. /**
  26880. * An event triggered when material is changed
  26881. */
  26882. onMaterialChangedObservable: Observable<AbstractMesh>;
  26883. /**
  26884. * Gets or sets the orientation for POV movement & rotation
  26885. */
  26886. definedFacingForward: boolean;
  26887. /** @hidden */
  26888. _occlusionQuery: Nullable<WebGLQuery>;
  26889. /** @hidden */
  26890. _renderingGroup: Nullable<RenderingGroup>;
  26891. /**
  26892. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26893. */
  26894. /**
  26895. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26896. */
  26897. visibility: number;
  26898. /** Gets or sets the alpha index used to sort transparent meshes
  26899. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26900. */
  26901. alphaIndex: number;
  26902. /**
  26903. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26904. */
  26905. isVisible: boolean;
  26906. /**
  26907. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26908. */
  26909. isPickable: boolean;
  26910. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26911. showSubMeshesBoundingBox: boolean;
  26912. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26913. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26914. */
  26915. isBlocker: boolean;
  26916. /**
  26917. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26918. */
  26919. enablePointerMoveEvents: boolean;
  26920. /**
  26921. * Specifies the rendering group id for this mesh (0 by default)
  26922. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26923. */
  26924. renderingGroupId: number;
  26925. private _material;
  26926. /** Gets or sets current material */
  26927. material: Nullable<Material>;
  26928. /**
  26929. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26930. * @see http://doc.babylonjs.com/babylon101/shadows
  26931. */
  26932. receiveShadows: boolean;
  26933. /** Defines color to use when rendering outline */
  26934. outlineColor: Color3;
  26935. /** Define width to use when rendering outline */
  26936. outlineWidth: number;
  26937. /** Defines color to use when rendering overlay */
  26938. overlayColor: Color3;
  26939. /** Defines alpha to use when rendering overlay */
  26940. overlayAlpha: number;
  26941. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26942. hasVertexAlpha: boolean;
  26943. /** 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) */
  26944. useVertexColors: boolean;
  26945. /**
  26946. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26947. */
  26948. computeBonesUsingShaders: boolean;
  26949. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26950. numBoneInfluencers: number;
  26951. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26952. applyFog: boolean;
  26953. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26954. useOctreeForRenderingSelection: boolean;
  26955. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26956. useOctreeForPicking: boolean;
  26957. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26958. useOctreeForCollisions: boolean;
  26959. /**
  26960. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26961. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26962. */
  26963. layerMask: number;
  26964. /**
  26965. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26966. */
  26967. alwaysSelectAsActiveMesh: boolean;
  26968. /**
  26969. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26970. */
  26971. doNotSyncBoundingInfo: boolean;
  26972. /**
  26973. * Gets or sets the current action manager
  26974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26975. */
  26976. actionManager: Nullable<AbstractActionManager>;
  26977. private _meshCollisionData;
  26978. /**
  26979. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26980. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26981. */
  26982. ellipsoid: Vector3;
  26983. /**
  26984. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26985. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26986. */
  26987. ellipsoidOffset: Vector3;
  26988. /**
  26989. * Gets or sets a collision mask used to mask collisions (default is -1).
  26990. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26991. */
  26992. collisionMask: number;
  26993. /**
  26994. * Gets or sets the current collision group mask (-1 by default).
  26995. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26996. */
  26997. collisionGroup: number;
  26998. /**
  26999. * Defines edge width used when edgesRenderer is enabled
  27000. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27001. */
  27002. edgesWidth: number;
  27003. /**
  27004. * Defines edge color used when edgesRenderer is enabled
  27005. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27006. */
  27007. edgesColor: Color4;
  27008. /** @hidden */
  27009. _edgesRenderer: Nullable<IEdgesRenderer>;
  27010. /** @hidden */
  27011. _masterMesh: Nullable<AbstractMesh>;
  27012. /** @hidden */
  27013. _boundingInfo: Nullable<BoundingInfo>;
  27014. /** @hidden */
  27015. _renderId: number;
  27016. /**
  27017. * Gets or sets the list of subMeshes
  27018. * @see http://doc.babylonjs.com/how_to/multi_materials
  27019. */
  27020. subMeshes: SubMesh[];
  27021. /** @hidden */
  27022. _intersectionsInProgress: AbstractMesh[];
  27023. /** @hidden */
  27024. _unIndexed: boolean;
  27025. /** @hidden */
  27026. _lightSources: Light[];
  27027. /** Gets the list of lights affecting that mesh */
  27028. readonly lightSources: Light[];
  27029. /** @hidden */
  27030. readonly _positions: Nullable<Vector3[]>;
  27031. /** @hidden */
  27032. _waitingData: {
  27033. lods: Nullable<any>;
  27034. actions: Nullable<any>;
  27035. freezeWorldMatrix: Nullable<boolean>;
  27036. };
  27037. /** @hidden */
  27038. _bonesTransformMatrices: Nullable<Float32Array>;
  27039. /** @hidden */
  27040. _transformMatrixTexture: Nullable<RawTexture>;
  27041. /**
  27042. * Gets or sets a skeleton to apply skining transformations
  27043. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27044. */
  27045. skeleton: Nullable<Skeleton>;
  27046. /**
  27047. * An event triggered when the mesh is rebuilt.
  27048. */
  27049. onRebuildObservable: Observable<AbstractMesh>;
  27050. /**
  27051. * Creates a new AbstractMesh
  27052. * @param name defines the name of the mesh
  27053. * @param scene defines the hosting scene
  27054. */
  27055. constructor(name: string, scene?: Nullable<Scene>);
  27056. /**
  27057. * Returns the string "AbstractMesh"
  27058. * @returns "AbstractMesh"
  27059. */
  27060. getClassName(): string;
  27061. /**
  27062. * Gets a string representation of the current mesh
  27063. * @param fullDetails defines a boolean indicating if full details must be included
  27064. * @returns a string representation of the current mesh
  27065. */
  27066. toString(fullDetails?: boolean): string;
  27067. /**
  27068. * @hidden
  27069. */
  27070. protected _getEffectiveParent(): Nullable<Node>;
  27071. /** @hidden */
  27072. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27073. /** @hidden */
  27074. _rebuild(): void;
  27075. /** @hidden */
  27076. _resyncLightSources(): void;
  27077. /** @hidden */
  27078. _resyncLighSource(light: Light): void;
  27079. /** @hidden */
  27080. _unBindEffect(): void;
  27081. /** @hidden */
  27082. _removeLightSource(light: Light, dispose: boolean): void;
  27083. private _markSubMeshesAsDirty;
  27084. /** @hidden */
  27085. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27086. /** @hidden */
  27087. _markSubMeshesAsAttributesDirty(): void;
  27088. /** @hidden */
  27089. _markSubMeshesAsMiscDirty(): void;
  27090. /**
  27091. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27092. */
  27093. scaling: Vector3;
  27094. /**
  27095. * Returns true if the mesh is blocked. Implemented by child classes
  27096. */
  27097. readonly isBlocked: boolean;
  27098. /**
  27099. * Returns the mesh itself by default. Implemented by child classes
  27100. * @param camera defines the camera to use to pick the right LOD level
  27101. * @returns the currentAbstractMesh
  27102. */
  27103. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27104. /**
  27105. * Returns 0 by default. Implemented by child classes
  27106. * @returns an integer
  27107. */
  27108. getTotalVertices(): number;
  27109. /**
  27110. * Returns a positive integer : the total number of indices in this mesh geometry.
  27111. * @returns the numner of indices or zero if the mesh has no geometry.
  27112. */
  27113. getTotalIndices(): number;
  27114. /**
  27115. * Returns null by default. Implemented by child classes
  27116. * @returns null
  27117. */
  27118. getIndices(): Nullable<IndicesArray>;
  27119. /**
  27120. * Returns the array of the requested vertex data kind. Implemented by child classes
  27121. * @param kind defines the vertex data kind to use
  27122. * @returns null
  27123. */
  27124. getVerticesData(kind: string): Nullable<FloatArray>;
  27125. /**
  27126. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27127. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27128. * Note that a new underlying VertexBuffer object is created each call.
  27129. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27130. * @param kind defines vertex data kind:
  27131. * * VertexBuffer.PositionKind
  27132. * * VertexBuffer.UVKind
  27133. * * VertexBuffer.UV2Kind
  27134. * * VertexBuffer.UV3Kind
  27135. * * VertexBuffer.UV4Kind
  27136. * * VertexBuffer.UV5Kind
  27137. * * VertexBuffer.UV6Kind
  27138. * * VertexBuffer.ColorKind
  27139. * * VertexBuffer.MatricesIndicesKind
  27140. * * VertexBuffer.MatricesIndicesExtraKind
  27141. * * VertexBuffer.MatricesWeightsKind
  27142. * * VertexBuffer.MatricesWeightsExtraKind
  27143. * @param data defines the data source
  27144. * @param updatable defines if the data must be flagged as updatable (or static)
  27145. * @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
  27146. * @returns the current mesh
  27147. */
  27148. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27149. /**
  27150. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27151. * If the mesh has no geometry, it is simply returned as it is.
  27152. * @param kind defines vertex data kind:
  27153. * * VertexBuffer.PositionKind
  27154. * * VertexBuffer.UVKind
  27155. * * VertexBuffer.UV2Kind
  27156. * * VertexBuffer.UV3Kind
  27157. * * VertexBuffer.UV4Kind
  27158. * * VertexBuffer.UV5Kind
  27159. * * VertexBuffer.UV6Kind
  27160. * * VertexBuffer.ColorKind
  27161. * * VertexBuffer.MatricesIndicesKind
  27162. * * VertexBuffer.MatricesIndicesExtraKind
  27163. * * VertexBuffer.MatricesWeightsKind
  27164. * * VertexBuffer.MatricesWeightsExtraKind
  27165. * @param data defines the data source
  27166. * @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
  27167. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27168. * @returns the current mesh
  27169. */
  27170. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27171. /**
  27172. * Sets the mesh indices,
  27173. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27174. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27175. * @param totalVertices Defines the total number of vertices
  27176. * @returns the current mesh
  27177. */
  27178. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27179. /**
  27180. * Gets a boolean indicating if specific vertex data is present
  27181. * @param kind defines the vertex data kind to use
  27182. * @returns true is data kind is present
  27183. */
  27184. isVerticesDataPresent(kind: string): boolean;
  27185. /**
  27186. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27187. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27188. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27189. * @returns a BoundingInfo
  27190. */
  27191. getBoundingInfo(): BoundingInfo;
  27192. /**
  27193. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27194. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27195. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27196. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27197. * @returns the current mesh
  27198. */
  27199. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27200. /**
  27201. * Overwrite the current bounding info
  27202. * @param boundingInfo defines the new bounding info
  27203. * @returns the current mesh
  27204. */
  27205. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27206. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27207. readonly useBones: boolean;
  27208. /** @hidden */
  27209. _preActivate(): void;
  27210. /** @hidden */
  27211. _preActivateForIntermediateRendering(renderId: number): void;
  27212. /** @hidden */
  27213. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27214. /** @hidden */
  27215. _postActivate(): void;
  27216. /** @hidden */
  27217. _freeze(): void;
  27218. /** @hidden */
  27219. _unFreeze(): void;
  27220. /**
  27221. * Gets the current world matrix
  27222. * @returns a Matrix
  27223. */
  27224. getWorldMatrix(): Matrix;
  27225. /** @hidden */
  27226. _getWorldMatrixDeterminant(): number;
  27227. /**
  27228. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27229. */
  27230. readonly isAnInstance: boolean;
  27231. /**
  27232. * Gets a boolean indicating if this mesh has instances
  27233. */
  27234. readonly hasInstances: boolean;
  27235. /**
  27236. * Perform relative position change from the point of view of behind the front of the mesh.
  27237. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27238. * Supports definition of mesh facing forward or backward
  27239. * @param amountRight defines the distance on the right axis
  27240. * @param amountUp defines the distance on the up axis
  27241. * @param amountForward defines the distance on the forward axis
  27242. * @returns the current mesh
  27243. */
  27244. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27245. /**
  27246. * Calculate relative position change from the point of view of behind the front of the mesh.
  27247. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27248. * Supports definition of mesh facing forward or backward
  27249. * @param amountRight defines the distance on the right axis
  27250. * @param amountUp defines the distance on the up axis
  27251. * @param amountForward defines the distance on the forward axis
  27252. * @returns the new displacement vector
  27253. */
  27254. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27255. /**
  27256. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27257. * Supports definition of mesh facing forward or backward
  27258. * @param flipBack defines the flip
  27259. * @param twirlClockwise defines the twirl
  27260. * @param tiltRight defines the tilt
  27261. * @returns the current mesh
  27262. */
  27263. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27264. /**
  27265. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27266. * Supports definition of mesh facing forward or backward.
  27267. * @param flipBack defines the flip
  27268. * @param twirlClockwise defines the twirl
  27269. * @param tiltRight defines the tilt
  27270. * @returns the new rotation vector
  27271. */
  27272. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27273. /**
  27274. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27275. * This means the mesh underlying bounding box and sphere are recomputed.
  27276. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27277. * @returns the current mesh
  27278. */
  27279. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27280. /** @hidden */
  27281. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27282. /** @hidden */
  27283. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27284. /** @hidden */
  27285. _updateBoundingInfo(): AbstractMesh;
  27286. /** @hidden */
  27287. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27288. /** @hidden */
  27289. protected _afterComputeWorldMatrix(): void;
  27290. /** @hidden */
  27291. readonly _effectiveMesh: AbstractMesh;
  27292. /**
  27293. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27294. * A mesh is in the frustum if its bounding box intersects the frustum
  27295. * @param frustumPlanes defines the frustum to test
  27296. * @returns true if the mesh is in the frustum planes
  27297. */
  27298. isInFrustum(frustumPlanes: Plane[]): boolean;
  27299. /**
  27300. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27301. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27302. * @param frustumPlanes defines the frustum to test
  27303. * @returns true if the mesh is completely in the frustum planes
  27304. */
  27305. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27306. /**
  27307. * True if the mesh intersects another mesh or a SolidParticle object
  27308. * @param mesh defines a target mesh or SolidParticle to test
  27309. * @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)
  27310. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27311. * @returns true if there is an intersection
  27312. */
  27313. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27314. /**
  27315. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27316. * @param point defines the point to test
  27317. * @returns true if there is an intersection
  27318. */
  27319. intersectsPoint(point: Vector3): boolean;
  27320. /**
  27321. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27322. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27323. */
  27324. checkCollisions: boolean;
  27325. /**
  27326. * Gets Collider object used to compute collisions (not physics)
  27327. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27328. */
  27329. readonly collider: Nullable<Collider>;
  27330. /**
  27331. * Move the mesh using collision engine
  27332. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27333. * @param displacement defines the requested displacement vector
  27334. * @returns the current mesh
  27335. */
  27336. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27337. private _onCollisionPositionChange;
  27338. /** @hidden */
  27339. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27340. /** @hidden */
  27341. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27342. /** @hidden */
  27343. _checkCollision(collider: Collider): AbstractMesh;
  27344. /** @hidden */
  27345. _generatePointsArray(): boolean;
  27346. /**
  27347. * Checks if the passed Ray intersects with the mesh
  27348. * @param ray defines the ray to use
  27349. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27350. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27351. * @returns the picking info
  27352. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27353. */
  27354. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27355. /**
  27356. * Clones the current mesh
  27357. * @param name defines the mesh name
  27358. * @param newParent defines the new mesh parent
  27359. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27360. * @returns the new mesh
  27361. */
  27362. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27363. /**
  27364. * Disposes all the submeshes of the current meshnp
  27365. * @returns the current mesh
  27366. */
  27367. releaseSubMeshes(): AbstractMesh;
  27368. /**
  27369. * Releases resources associated with this abstract mesh.
  27370. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27371. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27372. */
  27373. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27374. /**
  27375. * Adds the passed mesh as a child to the current mesh
  27376. * @param mesh defines the child mesh
  27377. * @returns the current mesh
  27378. */
  27379. addChild(mesh: AbstractMesh): AbstractMesh;
  27380. /**
  27381. * Removes the passed mesh from the current mesh children list
  27382. * @param mesh defines the child mesh
  27383. * @returns the current mesh
  27384. */
  27385. removeChild(mesh: AbstractMesh): AbstractMesh;
  27386. /** @hidden */
  27387. private _initFacetData;
  27388. /**
  27389. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27390. * This method can be called within the render loop.
  27391. * 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
  27392. * @returns the current mesh
  27393. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27394. */
  27395. updateFacetData(): AbstractMesh;
  27396. /**
  27397. * Returns the facetLocalNormals array.
  27398. * The normals are expressed in the mesh local spac
  27399. * @returns an array of Vector3
  27400. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27401. */
  27402. getFacetLocalNormals(): Vector3[];
  27403. /**
  27404. * Returns the facetLocalPositions array.
  27405. * The facet positions are expressed in the mesh local space
  27406. * @returns an array of Vector3
  27407. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27408. */
  27409. getFacetLocalPositions(): Vector3[];
  27410. /**
  27411. * Returns the facetLocalPartioning array
  27412. * @returns an array of array of numbers
  27413. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27414. */
  27415. getFacetLocalPartitioning(): number[][];
  27416. /**
  27417. * Returns the i-th facet position in the world system.
  27418. * This method allocates a new Vector3 per call
  27419. * @param i defines the facet index
  27420. * @returns a new Vector3
  27421. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27422. */
  27423. getFacetPosition(i: number): Vector3;
  27424. /**
  27425. * Sets the reference Vector3 with the i-th facet position in the world system
  27426. * @param i defines the facet index
  27427. * @param ref defines the target vector
  27428. * @returns the current mesh
  27429. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27430. */
  27431. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27432. /**
  27433. * Returns the i-th facet normal in the world system.
  27434. * This method allocates a new Vector3 per call
  27435. * @param i defines the facet index
  27436. * @returns a new Vector3
  27437. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27438. */
  27439. getFacetNormal(i: number): Vector3;
  27440. /**
  27441. * Sets the reference Vector3 with the i-th facet normal in the world system
  27442. * @param i defines the facet index
  27443. * @param ref defines the target vector
  27444. * @returns the current mesh
  27445. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27446. */
  27447. getFacetNormalToRef(i: number, ref: Vector3): this;
  27448. /**
  27449. * 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)
  27450. * @param x defines x coordinate
  27451. * @param y defines y coordinate
  27452. * @param z defines z coordinate
  27453. * @returns the array of facet indexes
  27454. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27455. */
  27456. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27457. /**
  27458. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27459. * @param projected sets as the (x,y,z) world projection on the facet
  27460. * @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
  27461. * @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
  27462. * @param x defines x coordinate
  27463. * @param y defines y coordinate
  27464. * @param z defines z coordinate
  27465. * @returns the face index if found (or null instead)
  27466. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27467. */
  27468. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27469. /**
  27470. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27471. * @param projected sets as the (x,y,z) local projection on the facet
  27472. * @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
  27473. * @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
  27474. * @param x defines x coordinate
  27475. * @param y defines y coordinate
  27476. * @param z defines z coordinate
  27477. * @returns the face index if found (or null instead)
  27478. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27479. */
  27480. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27481. /**
  27482. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27483. * @returns the parameters
  27484. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27485. */
  27486. getFacetDataParameters(): any;
  27487. /**
  27488. * Disables the feature FacetData and frees the related memory
  27489. * @returns the current mesh
  27490. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27491. */
  27492. disableFacetData(): AbstractMesh;
  27493. /**
  27494. * Updates the AbstractMesh indices array
  27495. * @param indices defines the data source
  27496. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27497. * @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)
  27498. * @returns the current mesh
  27499. */
  27500. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27501. /**
  27502. * Creates new normals data for the mesh
  27503. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27504. * @returns the current mesh
  27505. */
  27506. createNormals(updatable: boolean): AbstractMesh;
  27507. /**
  27508. * Align the mesh with a normal
  27509. * @param normal defines the normal to use
  27510. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27511. * @returns the current mesh
  27512. */
  27513. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27514. /** @hidden */
  27515. _checkOcclusionQuery(): boolean;
  27516. /**
  27517. * Disables the mesh edge rendering mode
  27518. * @returns the currentAbstractMesh
  27519. */
  27520. disableEdgesRendering(): AbstractMesh;
  27521. /**
  27522. * Enables the edge rendering mode on the mesh.
  27523. * This mode makes the mesh edges visible
  27524. * @param epsilon defines the maximal distance between two angles to detect a face
  27525. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27526. * @returns the currentAbstractMesh
  27527. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27528. */
  27529. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27530. }
  27531. }
  27532. declare module "babylonjs/Actions/actionEvent" {
  27533. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27534. import { Nullable } from "babylonjs/types";
  27535. import { Sprite } from "babylonjs/Sprites/sprite";
  27536. import { Scene } from "babylonjs/scene";
  27537. import { Vector2 } from "babylonjs/Maths/math.vector";
  27538. /**
  27539. * Interface used to define ActionEvent
  27540. */
  27541. export interface IActionEvent {
  27542. /** The mesh or sprite that triggered the action */
  27543. source: any;
  27544. /** The X mouse cursor position at the time of the event */
  27545. pointerX: number;
  27546. /** The Y mouse cursor position at the time of the event */
  27547. pointerY: number;
  27548. /** The mesh that is currently pointed at (can be null) */
  27549. meshUnderPointer: Nullable<AbstractMesh>;
  27550. /** the original (browser) event that triggered the ActionEvent */
  27551. sourceEvent?: any;
  27552. /** additional data for the event */
  27553. additionalData?: any;
  27554. }
  27555. /**
  27556. * ActionEvent is the event being sent when an action is triggered.
  27557. */
  27558. export class ActionEvent implements IActionEvent {
  27559. /** The mesh or sprite that triggered the action */
  27560. source: any;
  27561. /** The X mouse cursor position at the time of the event */
  27562. pointerX: number;
  27563. /** The Y mouse cursor position at the time of the event */
  27564. pointerY: number;
  27565. /** The mesh that is currently pointed at (can be null) */
  27566. meshUnderPointer: Nullable<AbstractMesh>;
  27567. /** the original (browser) event that triggered the ActionEvent */
  27568. sourceEvent?: any;
  27569. /** additional data for the event */
  27570. additionalData?: any;
  27571. /**
  27572. * Creates a new ActionEvent
  27573. * @param source The mesh or sprite that triggered the action
  27574. * @param pointerX The X mouse cursor position at the time of the event
  27575. * @param pointerY The Y mouse cursor position at the time of the event
  27576. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27577. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27578. * @param additionalData additional data for the event
  27579. */
  27580. constructor(
  27581. /** The mesh or sprite that triggered the action */
  27582. source: any,
  27583. /** The X mouse cursor position at the time of the event */
  27584. pointerX: number,
  27585. /** The Y mouse cursor position at the time of the event */
  27586. pointerY: number,
  27587. /** The mesh that is currently pointed at (can be null) */
  27588. meshUnderPointer: Nullable<AbstractMesh>,
  27589. /** the original (browser) event that triggered the ActionEvent */
  27590. sourceEvent?: any,
  27591. /** additional data for the event */
  27592. additionalData?: any);
  27593. /**
  27594. * Helper function to auto-create an ActionEvent from a source mesh.
  27595. * @param source The source mesh that triggered the event
  27596. * @param evt The original (browser) event
  27597. * @param additionalData additional data for the event
  27598. * @returns the new ActionEvent
  27599. */
  27600. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27601. /**
  27602. * Helper function to auto-create an ActionEvent from a source sprite
  27603. * @param source The source sprite that triggered the event
  27604. * @param scene Scene associated with the sprite
  27605. * @param evt The original (browser) event
  27606. * @param additionalData additional data for the event
  27607. * @returns the new ActionEvent
  27608. */
  27609. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27610. /**
  27611. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27612. * @param scene the scene where the event occurred
  27613. * @param evt The original (browser) event
  27614. * @returns the new ActionEvent
  27615. */
  27616. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27617. /**
  27618. * Helper function to auto-create an ActionEvent from a primitive
  27619. * @param prim defines the target primitive
  27620. * @param pointerPos defines the pointer position
  27621. * @param evt The original (browser) event
  27622. * @param additionalData additional data for the event
  27623. * @returns the new ActionEvent
  27624. */
  27625. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27626. }
  27627. }
  27628. declare module "babylonjs/Actions/abstractActionManager" {
  27629. import { IDisposable } from "babylonjs/scene";
  27630. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27631. import { IAction } from "babylonjs/Actions/action";
  27632. import { Nullable } from "babylonjs/types";
  27633. /**
  27634. * Abstract class used to decouple action Manager from scene and meshes.
  27635. * Do not instantiate.
  27636. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27637. */
  27638. export abstract class AbstractActionManager implements IDisposable {
  27639. /** Gets the list of active triggers */
  27640. static Triggers: {
  27641. [key: string]: number;
  27642. };
  27643. /** Gets the cursor to use when hovering items */
  27644. hoverCursor: string;
  27645. /** Gets the list of actions */
  27646. actions: IAction[];
  27647. /**
  27648. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27649. */
  27650. isRecursive: boolean;
  27651. /**
  27652. * Releases all associated resources
  27653. */
  27654. abstract dispose(): void;
  27655. /**
  27656. * Does this action manager has pointer triggers
  27657. */
  27658. abstract readonly hasPointerTriggers: boolean;
  27659. /**
  27660. * Does this action manager has pick triggers
  27661. */
  27662. abstract readonly hasPickTriggers: boolean;
  27663. /**
  27664. * Process a specific trigger
  27665. * @param trigger defines the trigger to process
  27666. * @param evt defines the event details to be processed
  27667. */
  27668. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27669. /**
  27670. * Does this action manager handles actions of any of the given triggers
  27671. * @param triggers defines the triggers to be tested
  27672. * @return a boolean indicating whether one (or more) of the triggers is handled
  27673. */
  27674. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27675. /**
  27676. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27677. * speed.
  27678. * @param triggerA defines the trigger to be tested
  27679. * @param triggerB defines the trigger to be tested
  27680. * @return a boolean indicating whether one (or more) of the triggers is handled
  27681. */
  27682. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27683. /**
  27684. * Does this action manager handles actions of a given trigger
  27685. * @param trigger defines the trigger to be tested
  27686. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27687. * @return whether the trigger is handled
  27688. */
  27689. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27690. /**
  27691. * Serialize this manager to a JSON object
  27692. * @param name defines the property name to store this manager
  27693. * @returns a JSON representation of this manager
  27694. */
  27695. abstract serialize(name: string): any;
  27696. /**
  27697. * Registers an action to this action manager
  27698. * @param action defines the action to be registered
  27699. * @return the action amended (prepared) after registration
  27700. */
  27701. abstract registerAction(action: IAction): Nullable<IAction>;
  27702. /**
  27703. * Unregisters an action to this action manager
  27704. * @param action defines the action to be unregistered
  27705. * @return a boolean indicating whether the action has been unregistered
  27706. */
  27707. abstract unregisterAction(action: IAction): Boolean;
  27708. /**
  27709. * Does exist one action manager with at least one trigger
  27710. **/
  27711. static readonly HasTriggers: boolean;
  27712. /**
  27713. * Does exist one action manager with at least one pick trigger
  27714. **/
  27715. static readonly HasPickTriggers: boolean;
  27716. /**
  27717. * Does exist one action manager that handles actions of a given trigger
  27718. * @param trigger defines the trigger to be tested
  27719. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27720. **/
  27721. static HasSpecificTrigger(trigger: number): boolean;
  27722. }
  27723. }
  27724. declare module "babylonjs/node" {
  27725. import { Scene } from "babylonjs/scene";
  27726. import { Nullable } from "babylonjs/types";
  27727. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27728. import { Engine } from "babylonjs/Engines/engine";
  27729. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27730. import { Observable } from "babylonjs/Misc/observable";
  27731. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27732. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27733. import { Animatable } from "babylonjs/Animations/animatable";
  27734. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27735. import { Animation } from "babylonjs/Animations/animation";
  27736. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27737. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27738. /**
  27739. * Defines how a node can be built from a string name.
  27740. */
  27741. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27742. /**
  27743. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27744. */
  27745. export class Node implements IBehaviorAware<Node> {
  27746. /** @hidden */
  27747. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27748. private static _NodeConstructors;
  27749. /**
  27750. * Add a new node constructor
  27751. * @param type defines the type name of the node to construct
  27752. * @param constructorFunc defines the constructor function
  27753. */
  27754. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27755. /**
  27756. * Returns a node constructor based on type name
  27757. * @param type defines the type name
  27758. * @param name defines the new node name
  27759. * @param scene defines the hosting scene
  27760. * @param options defines optional options to transmit to constructors
  27761. * @returns the new constructor or null
  27762. */
  27763. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27764. /**
  27765. * Gets or sets the name of the node
  27766. */
  27767. name: string;
  27768. /**
  27769. * Gets or sets the id of the node
  27770. */
  27771. id: string;
  27772. /**
  27773. * Gets or sets the unique id of the node
  27774. */
  27775. uniqueId: number;
  27776. /**
  27777. * Gets or sets a string used to store user defined state for the node
  27778. */
  27779. state: string;
  27780. /**
  27781. * Gets or sets an object used to store user defined information for the node
  27782. */
  27783. metadata: any;
  27784. /**
  27785. * For internal use only. Please do not use.
  27786. */
  27787. reservedDataStore: any;
  27788. /**
  27789. * List of inspectable custom properties (used by the Inspector)
  27790. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27791. */
  27792. inspectableCustomProperties: IInspectable[];
  27793. private _doNotSerialize;
  27794. /**
  27795. * Gets or sets a boolean used to define if the node must be serialized
  27796. */
  27797. doNotSerialize: boolean;
  27798. /** @hidden */
  27799. _isDisposed: boolean;
  27800. /**
  27801. * Gets a list of Animations associated with the node
  27802. */
  27803. animations: import("babylonjs/Animations/animation").Animation[];
  27804. protected _ranges: {
  27805. [name: string]: Nullable<AnimationRange>;
  27806. };
  27807. /**
  27808. * Callback raised when the node is ready to be used
  27809. */
  27810. onReady: Nullable<(node: Node) => void>;
  27811. private _isEnabled;
  27812. private _isParentEnabled;
  27813. private _isReady;
  27814. /** @hidden */
  27815. _currentRenderId: number;
  27816. private _parentUpdateId;
  27817. /** @hidden */
  27818. _childUpdateId: number;
  27819. /** @hidden */
  27820. _waitingParentId: Nullable<string>;
  27821. /** @hidden */
  27822. _scene: Scene;
  27823. /** @hidden */
  27824. _cache: any;
  27825. private _parentNode;
  27826. private _children;
  27827. /** @hidden */
  27828. _worldMatrix: Matrix;
  27829. /** @hidden */
  27830. _worldMatrixDeterminant: number;
  27831. /** @hidden */
  27832. _worldMatrixDeterminantIsDirty: boolean;
  27833. /** @hidden */
  27834. private _sceneRootNodesIndex;
  27835. /**
  27836. * Gets a boolean indicating if the node has been disposed
  27837. * @returns true if the node was disposed
  27838. */
  27839. isDisposed(): boolean;
  27840. /**
  27841. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27842. * @see https://doc.babylonjs.com/how_to/parenting
  27843. */
  27844. parent: Nullable<Node>;
  27845. /** @hidden */
  27846. _addToSceneRootNodes(): void;
  27847. /** @hidden */
  27848. _removeFromSceneRootNodes(): void;
  27849. private _animationPropertiesOverride;
  27850. /**
  27851. * Gets or sets the animation properties override
  27852. */
  27853. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27854. /**
  27855. * Gets a string idenfifying the name of the class
  27856. * @returns "Node" string
  27857. */
  27858. getClassName(): string;
  27859. /** @hidden */
  27860. readonly _isNode: boolean;
  27861. /**
  27862. * An event triggered when the mesh is disposed
  27863. */
  27864. onDisposeObservable: Observable<Node>;
  27865. private _onDisposeObserver;
  27866. /**
  27867. * Sets a callback that will be raised when the node will be disposed
  27868. */
  27869. onDispose: () => void;
  27870. /**
  27871. * Creates a new Node
  27872. * @param name the name and id to be given to this node
  27873. * @param scene the scene this node will be added to
  27874. */
  27875. constructor(name: string, scene?: Nullable<Scene>);
  27876. /**
  27877. * Gets the scene of the node
  27878. * @returns a scene
  27879. */
  27880. getScene(): Scene;
  27881. /**
  27882. * Gets the engine of the node
  27883. * @returns a Engine
  27884. */
  27885. getEngine(): Engine;
  27886. private _behaviors;
  27887. /**
  27888. * Attach a behavior to the node
  27889. * @see http://doc.babylonjs.com/features/behaviour
  27890. * @param behavior defines the behavior to attach
  27891. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27892. * @returns the current Node
  27893. */
  27894. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27895. /**
  27896. * Remove an attached behavior
  27897. * @see http://doc.babylonjs.com/features/behaviour
  27898. * @param behavior defines the behavior to attach
  27899. * @returns the current Node
  27900. */
  27901. removeBehavior(behavior: Behavior<Node>): Node;
  27902. /**
  27903. * Gets the list of attached behaviors
  27904. * @see http://doc.babylonjs.com/features/behaviour
  27905. */
  27906. readonly behaviors: Behavior<Node>[];
  27907. /**
  27908. * Gets an attached behavior by name
  27909. * @param name defines the name of the behavior to look for
  27910. * @see http://doc.babylonjs.com/features/behaviour
  27911. * @returns null if behavior was not found else the requested behavior
  27912. */
  27913. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27914. /**
  27915. * Returns the latest update of the World matrix
  27916. * @returns a Matrix
  27917. */
  27918. getWorldMatrix(): Matrix;
  27919. /** @hidden */
  27920. _getWorldMatrixDeterminant(): number;
  27921. /**
  27922. * Returns directly the latest state of the mesh World matrix.
  27923. * A Matrix is returned.
  27924. */
  27925. readonly worldMatrixFromCache: Matrix;
  27926. /** @hidden */
  27927. _initCache(): void;
  27928. /** @hidden */
  27929. updateCache(force?: boolean): void;
  27930. /** @hidden */
  27931. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27932. /** @hidden */
  27933. _updateCache(ignoreParentClass?: boolean): void;
  27934. /** @hidden */
  27935. _isSynchronized(): boolean;
  27936. /** @hidden */
  27937. _markSyncedWithParent(): void;
  27938. /** @hidden */
  27939. isSynchronizedWithParent(): boolean;
  27940. /** @hidden */
  27941. isSynchronized(): boolean;
  27942. /**
  27943. * Is this node ready to be used/rendered
  27944. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27945. * @return true if the node is ready
  27946. */
  27947. isReady(completeCheck?: boolean): boolean;
  27948. /**
  27949. * Is this node enabled?
  27950. * 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
  27951. * @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
  27952. * @return whether this node (and its parent) is enabled
  27953. */
  27954. isEnabled(checkAncestors?: boolean): boolean;
  27955. /** @hidden */
  27956. protected _syncParentEnabledState(): void;
  27957. /**
  27958. * Set the enabled state of this node
  27959. * @param value defines the new enabled state
  27960. */
  27961. setEnabled(value: boolean): void;
  27962. /**
  27963. * Is this node a descendant of the given node?
  27964. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27965. * @param ancestor defines the parent node to inspect
  27966. * @returns a boolean indicating if this node is a descendant of the given node
  27967. */
  27968. isDescendantOf(ancestor: Node): boolean;
  27969. /** @hidden */
  27970. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27971. /**
  27972. * Will return all nodes that have this node as ascendant
  27973. * @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
  27974. * @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
  27975. * @return all children nodes of all types
  27976. */
  27977. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27978. /**
  27979. * Get all child-meshes of this node
  27980. * @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)
  27981. * @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
  27982. * @returns an array of AbstractMesh
  27983. */
  27984. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27985. /**
  27986. * Get all direct children of this node
  27987. * @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
  27988. * @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)
  27989. * @returns an array of Node
  27990. */
  27991. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27992. /** @hidden */
  27993. _setReady(state: boolean): void;
  27994. /**
  27995. * Get an animation by name
  27996. * @param name defines the name of the animation to look for
  27997. * @returns null if not found else the requested animation
  27998. */
  27999. getAnimationByName(name: string): Nullable<Animation>;
  28000. /**
  28001. * Creates an animation range for this node
  28002. * @param name defines the name of the range
  28003. * @param from defines the starting key
  28004. * @param to defines the end key
  28005. */
  28006. createAnimationRange(name: string, from: number, to: number): void;
  28007. /**
  28008. * Delete a specific animation range
  28009. * @param name defines the name of the range to delete
  28010. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28011. */
  28012. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28013. /**
  28014. * Get an animation range by name
  28015. * @param name defines the name of the animation range to look for
  28016. * @returns null if not found else the requested animation range
  28017. */
  28018. getAnimationRange(name: string): Nullable<AnimationRange>;
  28019. /**
  28020. * Gets the list of all animation ranges defined on this node
  28021. * @returns an array
  28022. */
  28023. getAnimationRanges(): Nullable<AnimationRange>[];
  28024. /**
  28025. * Will start the animation sequence
  28026. * @param name defines the range frames for animation sequence
  28027. * @param loop defines if the animation should loop (false by default)
  28028. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28029. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28030. * @returns the object created for this animation. If range does not exist, it will return null
  28031. */
  28032. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28033. /**
  28034. * Serialize animation ranges into a JSON compatible object
  28035. * @returns serialization object
  28036. */
  28037. serializeAnimationRanges(): any;
  28038. /**
  28039. * Computes the world matrix of the node
  28040. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28041. * @returns the world matrix
  28042. */
  28043. computeWorldMatrix(force?: boolean): Matrix;
  28044. /**
  28045. * Releases resources associated with this node.
  28046. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28047. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28048. */
  28049. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28050. /**
  28051. * Parse animation range data from a serialization object and store them into a given node
  28052. * @param node defines where to store the animation ranges
  28053. * @param parsedNode defines the serialization object to read data from
  28054. * @param scene defines the hosting scene
  28055. */
  28056. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28057. /**
  28058. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28059. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28060. * @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
  28061. * @returns the new bounding vectors
  28062. */
  28063. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28064. min: Vector3;
  28065. max: Vector3;
  28066. };
  28067. }
  28068. }
  28069. declare module "babylonjs/Animations/animation" {
  28070. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28071. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28072. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28073. import { Nullable } from "babylonjs/types";
  28074. import { Scene } from "babylonjs/scene";
  28075. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28076. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28077. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28078. import { Node } from "babylonjs/node";
  28079. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28080. import { Size } from "babylonjs/Maths/math.size";
  28081. import { Animatable } from "babylonjs/Animations/animatable";
  28082. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28083. /**
  28084. * @hidden
  28085. */
  28086. export class _IAnimationState {
  28087. key: number;
  28088. repeatCount: number;
  28089. workValue?: any;
  28090. loopMode?: number;
  28091. offsetValue?: any;
  28092. highLimitValue?: any;
  28093. }
  28094. /**
  28095. * Class used to store any kind of animation
  28096. */
  28097. export class Animation {
  28098. /**Name of the animation */
  28099. name: string;
  28100. /**Property to animate */
  28101. targetProperty: string;
  28102. /**The frames per second of the animation */
  28103. framePerSecond: number;
  28104. /**The data type of the animation */
  28105. dataType: number;
  28106. /**The loop mode of the animation */
  28107. loopMode?: number | undefined;
  28108. /**Specifies if blending should be enabled */
  28109. enableBlending?: boolean | undefined;
  28110. /**
  28111. * Use matrix interpolation instead of using direct key value when animating matrices
  28112. */
  28113. static AllowMatricesInterpolation: boolean;
  28114. /**
  28115. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28116. */
  28117. static AllowMatrixDecomposeForInterpolation: boolean;
  28118. /**
  28119. * Stores the key frames of the animation
  28120. */
  28121. private _keys;
  28122. /**
  28123. * Stores the easing function of the animation
  28124. */
  28125. private _easingFunction;
  28126. /**
  28127. * @hidden Internal use only
  28128. */
  28129. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28130. /**
  28131. * The set of event that will be linked to this animation
  28132. */
  28133. private _events;
  28134. /**
  28135. * Stores an array of target property paths
  28136. */
  28137. targetPropertyPath: string[];
  28138. /**
  28139. * Stores the blending speed of the animation
  28140. */
  28141. blendingSpeed: number;
  28142. /**
  28143. * Stores the animation ranges for the animation
  28144. */
  28145. private _ranges;
  28146. /**
  28147. * @hidden Internal use
  28148. */
  28149. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28150. /**
  28151. * Sets up an animation
  28152. * @param property The property to animate
  28153. * @param animationType The animation type to apply
  28154. * @param framePerSecond The frames per second of the animation
  28155. * @param easingFunction The easing function used in the animation
  28156. * @returns The created animation
  28157. */
  28158. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28159. /**
  28160. * Create and start an animation on a node
  28161. * @param name defines the name of the global animation that will be run on all nodes
  28162. * @param node defines the root node where the animation will take place
  28163. * @param targetProperty defines property to animate
  28164. * @param framePerSecond defines the number of frame per second yo use
  28165. * @param totalFrame defines the number of frames in total
  28166. * @param from defines the initial value
  28167. * @param to defines the final value
  28168. * @param loopMode defines which loop mode you want to use (off by default)
  28169. * @param easingFunction defines the easing function to use (linear by default)
  28170. * @param onAnimationEnd defines the callback to call when animation end
  28171. * @returns the animatable created for this animation
  28172. */
  28173. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28174. /**
  28175. * Create and start an animation on a node and its descendants
  28176. * @param name defines the name of the global animation that will be run on all nodes
  28177. * @param node defines the root node where the animation will take place
  28178. * @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
  28179. * @param targetProperty defines property to animate
  28180. * @param framePerSecond defines the number of frame per second to use
  28181. * @param totalFrame defines the number of frames in total
  28182. * @param from defines the initial value
  28183. * @param to defines the final value
  28184. * @param loopMode defines which loop mode you want to use (off by default)
  28185. * @param easingFunction defines the easing function to use (linear by default)
  28186. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28187. * @returns the list of animatables created for all nodes
  28188. * @example https://www.babylonjs-playground.com/#MH0VLI
  28189. */
  28190. 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[]>;
  28191. /**
  28192. * Creates a new animation, merges it with the existing animations and starts it
  28193. * @param name Name of the animation
  28194. * @param node Node which contains the scene that begins the animations
  28195. * @param targetProperty Specifies which property to animate
  28196. * @param framePerSecond The frames per second of the animation
  28197. * @param totalFrame The total number of frames
  28198. * @param from The frame at the beginning of the animation
  28199. * @param to The frame at the end of the animation
  28200. * @param loopMode Specifies the loop mode of the animation
  28201. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28202. * @param onAnimationEnd Callback to run once the animation is complete
  28203. * @returns Nullable animation
  28204. */
  28205. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28206. /**
  28207. * Transition property of an host to the target Value
  28208. * @param property The property to transition
  28209. * @param targetValue The target Value of the property
  28210. * @param host The object where the property to animate belongs
  28211. * @param scene Scene used to run the animation
  28212. * @param frameRate Framerate (in frame/s) to use
  28213. * @param transition The transition type we want to use
  28214. * @param duration The duration of the animation, in milliseconds
  28215. * @param onAnimationEnd Callback trigger at the end of the animation
  28216. * @returns Nullable animation
  28217. */
  28218. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28219. /**
  28220. * Return the array of runtime animations currently using this animation
  28221. */
  28222. readonly runtimeAnimations: RuntimeAnimation[];
  28223. /**
  28224. * Specifies if any of the runtime animations are currently running
  28225. */
  28226. readonly hasRunningRuntimeAnimations: boolean;
  28227. /**
  28228. * Initializes the animation
  28229. * @param name Name of the animation
  28230. * @param targetProperty Property to animate
  28231. * @param framePerSecond The frames per second of the animation
  28232. * @param dataType The data type of the animation
  28233. * @param loopMode The loop mode of the animation
  28234. * @param enableBlending Specifies if blending should be enabled
  28235. */
  28236. constructor(
  28237. /**Name of the animation */
  28238. name: string,
  28239. /**Property to animate */
  28240. targetProperty: string,
  28241. /**The frames per second of the animation */
  28242. framePerSecond: number,
  28243. /**The data type of the animation */
  28244. dataType: number,
  28245. /**The loop mode of the animation */
  28246. loopMode?: number | undefined,
  28247. /**Specifies if blending should be enabled */
  28248. enableBlending?: boolean | undefined);
  28249. /**
  28250. * Converts the animation to a string
  28251. * @param fullDetails support for multiple levels of logging within scene loading
  28252. * @returns String form of the animation
  28253. */
  28254. toString(fullDetails?: boolean): string;
  28255. /**
  28256. * Add an event to this animation
  28257. * @param event Event to add
  28258. */
  28259. addEvent(event: AnimationEvent): void;
  28260. /**
  28261. * Remove all events found at the given frame
  28262. * @param frame The frame to remove events from
  28263. */
  28264. removeEvents(frame: number): void;
  28265. /**
  28266. * Retrieves all the events from the animation
  28267. * @returns Events from the animation
  28268. */
  28269. getEvents(): AnimationEvent[];
  28270. /**
  28271. * Creates an animation range
  28272. * @param name Name of the animation range
  28273. * @param from Starting frame of the animation range
  28274. * @param to Ending frame of the animation
  28275. */
  28276. createRange(name: string, from: number, to: number): void;
  28277. /**
  28278. * Deletes an animation range by name
  28279. * @param name Name of the animation range to delete
  28280. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28281. */
  28282. deleteRange(name: string, deleteFrames?: boolean): void;
  28283. /**
  28284. * Gets the animation range by name, or null if not defined
  28285. * @param name Name of the animation range
  28286. * @returns Nullable animation range
  28287. */
  28288. getRange(name: string): Nullable<AnimationRange>;
  28289. /**
  28290. * Gets the key frames from the animation
  28291. * @returns The key frames of the animation
  28292. */
  28293. getKeys(): Array<IAnimationKey>;
  28294. /**
  28295. * Gets the highest frame rate of the animation
  28296. * @returns Highest frame rate of the animation
  28297. */
  28298. getHighestFrame(): number;
  28299. /**
  28300. * Gets the easing function of the animation
  28301. * @returns Easing function of the animation
  28302. */
  28303. getEasingFunction(): IEasingFunction;
  28304. /**
  28305. * Sets the easing function of the animation
  28306. * @param easingFunction A custom mathematical formula for animation
  28307. */
  28308. setEasingFunction(easingFunction: EasingFunction): void;
  28309. /**
  28310. * Interpolates a scalar linearly
  28311. * @param startValue Start value of the animation curve
  28312. * @param endValue End value of the animation curve
  28313. * @param gradient Scalar amount to interpolate
  28314. * @returns Interpolated scalar value
  28315. */
  28316. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28317. /**
  28318. * Interpolates a scalar cubically
  28319. * @param startValue Start value of the animation curve
  28320. * @param outTangent End tangent of the animation
  28321. * @param endValue End value of the animation curve
  28322. * @param inTangent Start tangent of the animation curve
  28323. * @param gradient Scalar amount to interpolate
  28324. * @returns Interpolated scalar value
  28325. */
  28326. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28327. /**
  28328. * Interpolates a quaternion using a spherical linear interpolation
  28329. * @param startValue Start value of the animation curve
  28330. * @param endValue End value of the animation curve
  28331. * @param gradient Scalar amount to interpolate
  28332. * @returns Interpolated quaternion value
  28333. */
  28334. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28335. /**
  28336. * Interpolates a quaternion cubically
  28337. * @param startValue Start value of the animation curve
  28338. * @param outTangent End tangent of the animation curve
  28339. * @param endValue End value of the animation curve
  28340. * @param inTangent Start tangent of the animation curve
  28341. * @param gradient Scalar amount to interpolate
  28342. * @returns Interpolated quaternion value
  28343. */
  28344. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28345. /**
  28346. * Interpolates a Vector3 linearl
  28347. * @param startValue Start value of the animation curve
  28348. * @param endValue End value of the animation curve
  28349. * @param gradient Scalar amount to interpolate
  28350. * @returns Interpolated scalar value
  28351. */
  28352. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28353. /**
  28354. * Interpolates a Vector3 cubically
  28355. * @param startValue Start value of the animation curve
  28356. * @param outTangent End tangent of the animation
  28357. * @param endValue End value of the animation curve
  28358. * @param inTangent Start tangent of the animation curve
  28359. * @param gradient Scalar amount to interpolate
  28360. * @returns InterpolatedVector3 value
  28361. */
  28362. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28363. /**
  28364. * Interpolates a Vector2 linearly
  28365. * @param startValue Start value of the animation curve
  28366. * @param endValue End value of the animation curve
  28367. * @param gradient Scalar amount to interpolate
  28368. * @returns Interpolated Vector2 value
  28369. */
  28370. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28371. /**
  28372. * Interpolates a Vector2 cubically
  28373. * @param startValue Start value of the animation curve
  28374. * @param outTangent End tangent of the animation
  28375. * @param endValue End value of the animation curve
  28376. * @param inTangent Start tangent of the animation curve
  28377. * @param gradient Scalar amount to interpolate
  28378. * @returns Interpolated Vector2 value
  28379. */
  28380. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28381. /**
  28382. * Interpolates a size linearly
  28383. * @param startValue Start value of the animation curve
  28384. * @param endValue End value of the animation curve
  28385. * @param gradient Scalar amount to interpolate
  28386. * @returns Interpolated Size value
  28387. */
  28388. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28389. /**
  28390. * Interpolates a Color3 linearly
  28391. * @param startValue Start value of the animation curve
  28392. * @param endValue End value of the animation curve
  28393. * @param gradient Scalar amount to interpolate
  28394. * @returns Interpolated Color3 value
  28395. */
  28396. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28397. /**
  28398. * Interpolates a Color4 linearly
  28399. * @param startValue Start value of the animation curve
  28400. * @param endValue End value of the animation curve
  28401. * @param gradient Scalar amount to interpolate
  28402. * @returns Interpolated Color3 value
  28403. */
  28404. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28405. /**
  28406. * @hidden Internal use only
  28407. */
  28408. _getKeyValue(value: any): any;
  28409. /**
  28410. * @hidden Internal use only
  28411. */
  28412. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28413. /**
  28414. * Defines the function to use to interpolate matrices
  28415. * @param startValue defines the start matrix
  28416. * @param endValue defines the end matrix
  28417. * @param gradient defines the gradient between both matrices
  28418. * @param result defines an optional target matrix where to store the interpolation
  28419. * @returns the interpolated matrix
  28420. */
  28421. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28422. /**
  28423. * Makes a copy of the animation
  28424. * @returns Cloned animation
  28425. */
  28426. clone(): Animation;
  28427. /**
  28428. * Sets the key frames of the animation
  28429. * @param values The animation key frames to set
  28430. */
  28431. setKeys(values: Array<IAnimationKey>): void;
  28432. /**
  28433. * Serializes the animation to an object
  28434. * @returns Serialized object
  28435. */
  28436. serialize(): any;
  28437. /**
  28438. * Float animation type
  28439. */
  28440. static readonly ANIMATIONTYPE_FLOAT: number;
  28441. /**
  28442. * Vector3 animation type
  28443. */
  28444. static readonly ANIMATIONTYPE_VECTOR3: number;
  28445. /**
  28446. * Quaternion animation type
  28447. */
  28448. static readonly ANIMATIONTYPE_QUATERNION: number;
  28449. /**
  28450. * Matrix animation type
  28451. */
  28452. static readonly ANIMATIONTYPE_MATRIX: number;
  28453. /**
  28454. * Color3 animation type
  28455. */
  28456. static readonly ANIMATIONTYPE_COLOR3: number;
  28457. /**
  28458. * Color3 animation type
  28459. */
  28460. static readonly ANIMATIONTYPE_COLOR4: number;
  28461. /**
  28462. * Vector2 animation type
  28463. */
  28464. static readonly ANIMATIONTYPE_VECTOR2: number;
  28465. /**
  28466. * Size animation type
  28467. */
  28468. static readonly ANIMATIONTYPE_SIZE: number;
  28469. /**
  28470. * Relative Loop Mode
  28471. */
  28472. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28473. /**
  28474. * Cycle Loop Mode
  28475. */
  28476. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28477. /**
  28478. * Constant Loop Mode
  28479. */
  28480. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28481. /** @hidden */
  28482. static _UniversalLerp(left: any, right: any, amount: number): any;
  28483. /**
  28484. * Parses an animation object and creates an animation
  28485. * @param parsedAnimation Parsed animation object
  28486. * @returns Animation object
  28487. */
  28488. static Parse(parsedAnimation: any): Animation;
  28489. /**
  28490. * Appends the serialized animations from the source animations
  28491. * @param source Source containing the animations
  28492. * @param destination Target to store the animations
  28493. */
  28494. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28495. }
  28496. }
  28497. declare module "babylonjs/Animations/animatable.interface" {
  28498. import { Nullable } from "babylonjs/types";
  28499. import { Animation } from "babylonjs/Animations/animation";
  28500. /**
  28501. * Interface containing an array of animations
  28502. */
  28503. export interface IAnimatable {
  28504. /**
  28505. * Array of animations
  28506. */
  28507. animations: Nullable<Array<Animation>>;
  28508. }
  28509. }
  28510. declare module "babylonjs/Materials/fresnelParameters" {
  28511. import { Color3 } from "babylonjs/Maths/math.color";
  28512. /**
  28513. * This represents all the required information to add a fresnel effect on a material:
  28514. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28515. */
  28516. export class FresnelParameters {
  28517. private _isEnabled;
  28518. /**
  28519. * Define if the fresnel effect is enable or not.
  28520. */
  28521. isEnabled: boolean;
  28522. /**
  28523. * Define the color used on edges (grazing angle)
  28524. */
  28525. leftColor: Color3;
  28526. /**
  28527. * Define the color used on center
  28528. */
  28529. rightColor: Color3;
  28530. /**
  28531. * Define bias applied to computed fresnel term
  28532. */
  28533. bias: number;
  28534. /**
  28535. * Defined the power exponent applied to fresnel term
  28536. */
  28537. power: number;
  28538. /**
  28539. * Clones the current fresnel and its valuues
  28540. * @returns a clone fresnel configuration
  28541. */
  28542. clone(): FresnelParameters;
  28543. /**
  28544. * Serializes the current fresnel parameters to a JSON representation.
  28545. * @return the JSON serialization
  28546. */
  28547. serialize(): any;
  28548. /**
  28549. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28550. * @param parsedFresnelParameters Define the JSON representation
  28551. * @returns the parsed parameters
  28552. */
  28553. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28554. }
  28555. }
  28556. declare module "babylonjs/Misc/decorators" {
  28557. import { Nullable } from "babylonjs/types";
  28558. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28559. import { Scene } from "babylonjs/scene";
  28560. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28561. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28562. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28563. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28564. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28565. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28566. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28567. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28568. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28569. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28570. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28571. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28572. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28573. /**
  28574. * Decorator used to define property that can be serialized as reference to a camera
  28575. * @param sourceName defines the name of the property to decorate
  28576. */
  28577. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28578. /**
  28579. * Class used to help serialization objects
  28580. */
  28581. export class SerializationHelper {
  28582. /** @hidden */
  28583. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28584. /** @hidden */
  28585. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28586. /** @hidden */
  28587. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28588. /** @hidden */
  28589. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28590. /**
  28591. * Appends the serialized animations from the source animations
  28592. * @param source Source containing the animations
  28593. * @param destination Target to store the animations
  28594. */
  28595. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28596. /**
  28597. * Static function used to serialized a specific entity
  28598. * @param entity defines the entity to serialize
  28599. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28600. * @returns a JSON compatible object representing the serialization of the entity
  28601. */
  28602. static Serialize<T>(entity: T, serializationObject?: any): any;
  28603. /**
  28604. * Creates a new entity from a serialization data object
  28605. * @param creationFunction defines a function used to instanciated the new entity
  28606. * @param source defines the source serialization data
  28607. * @param scene defines the hosting scene
  28608. * @param rootUrl defines the root url for resources
  28609. * @returns a new entity
  28610. */
  28611. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28612. /**
  28613. * Clones an object
  28614. * @param creationFunction defines the function used to instanciate the new object
  28615. * @param source defines the source object
  28616. * @returns the cloned object
  28617. */
  28618. static Clone<T>(creationFunction: () => T, source: T): T;
  28619. /**
  28620. * Instanciates a new object based on a source one (some data will be shared between both object)
  28621. * @param creationFunction defines the function used to instanciate the new object
  28622. * @param source defines the source object
  28623. * @returns the new object
  28624. */
  28625. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28626. }
  28627. }
  28628. declare module "babylonjs/Misc/guid" {
  28629. /**
  28630. * Class used to manipulate GUIDs
  28631. */
  28632. export class GUID {
  28633. /**
  28634. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28635. * Be aware Math.random() could cause collisions, but:
  28636. * "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"
  28637. * @returns a pseudo random id
  28638. */
  28639. static RandomId(): string;
  28640. }
  28641. }
  28642. declare module "babylonjs/Materials/Textures/baseTexture" {
  28643. import { Observable } from "babylonjs/Misc/observable";
  28644. import { Nullable } from "babylonjs/types";
  28645. import { Scene } from "babylonjs/scene";
  28646. import { Matrix } from "babylonjs/Maths/math.vector";
  28647. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28648. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28649. import { ISize } from "babylonjs/Maths/math.size";
  28650. /**
  28651. * Base class of all the textures in babylon.
  28652. * It groups all the common properties the materials, post process, lights... might need
  28653. * in order to make a correct use of the texture.
  28654. */
  28655. export class BaseTexture implements IAnimatable {
  28656. /**
  28657. * Default anisotropic filtering level for the application.
  28658. * It is set to 4 as a good tradeoff between perf and quality.
  28659. */
  28660. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28661. /**
  28662. * Gets or sets the unique id of the texture
  28663. */
  28664. uniqueId: number;
  28665. /**
  28666. * Define the name of the texture.
  28667. */
  28668. name: string;
  28669. /**
  28670. * Gets or sets an object used to store user defined information.
  28671. */
  28672. metadata: any;
  28673. /**
  28674. * For internal use only. Please do not use.
  28675. */
  28676. reservedDataStore: any;
  28677. private _hasAlpha;
  28678. /**
  28679. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28680. */
  28681. hasAlpha: boolean;
  28682. /**
  28683. * Defines if the alpha value should be determined via the rgb values.
  28684. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28685. */
  28686. getAlphaFromRGB: boolean;
  28687. /**
  28688. * Intensity or strength of the texture.
  28689. * It is commonly used by materials to fine tune the intensity of the texture
  28690. */
  28691. level: number;
  28692. /**
  28693. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28694. * This is part of the texture as textures usually maps to one uv set.
  28695. */
  28696. coordinatesIndex: number;
  28697. private _coordinatesMode;
  28698. /**
  28699. * How a texture is mapped.
  28700. *
  28701. * | Value | Type | Description |
  28702. * | ----- | ----------------------------------- | ----------- |
  28703. * | 0 | EXPLICIT_MODE | |
  28704. * | 1 | SPHERICAL_MODE | |
  28705. * | 2 | PLANAR_MODE | |
  28706. * | 3 | CUBIC_MODE | |
  28707. * | 4 | PROJECTION_MODE | |
  28708. * | 5 | SKYBOX_MODE | |
  28709. * | 6 | INVCUBIC_MODE | |
  28710. * | 7 | EQUIRECTANGULAR_MODE | |
  28711. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28712. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28713. */
  28714. coordinatesMode: number;
  28715. /**
  28716. * | Value | Type | Description |
  28717. * | ----- | ------------------ | ----------- |
  28718. * | 0 | CLAMP_ADDRESSMODE | |
  28719. * | 1 | WRAP_ADDRESSMODE | |
  28720. * | 2 | MIRROR_ADDRESSMODE | |
  28721. */
  28722. wrapU: number;
  28723. /**
  28724. * | Value | Type | Description |
  28725. * | ----- | ------------------ | ----------- |
  28726. * | 0 | CLAMP_ADDRESSMODE | |
  28727. * | 1 | WRAP_ADDRESSMODE | |
  28728. * | 2 | MIRROR_ADDRESSMODE | |
  28729. */
  28730. wrapV: number;
  28731. /**
  28732. * | Value | Type | Description |
  28733. * | ----- | ------------------ | ----------- |
  28734. * | 0 | CLAMP_ADDRESSMODE | |
  28735. * | 1 | WRAP_ADDRESSMODE | |
  28736. * | 2 | MIRROR_ADDRESSMODE | |
  28737. */
  28738. wrapR: number;
  28739. /**
  28740. * With compliant hardware and browser (supporting anisotropic filtering)
  28741. * this defines the level of anisotropic filtering in the texture.
  28742. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28743. */
  28744. anisotropicFilteringLevel: number;
  28745. /**
  28746. * Define if the texture is a cube texture or if false a 2d texture.
  28747. */
  28748. isCube: boolean;
  28749. /**
  28750. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28751. */
  28752. is3D: boolean;
  28753. /**
  28754. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28755. * HDR texture are usually stored in linear space.
  28756. * This only impacts the PBR and Background materials
  28757. */
  28758. gammaSpace: boolean;
  28759. /**
  28760. * Gets or sets whether or not the texture contains RGBD data.
  28761. */
  28762. isRGBD: boolean;
  28763. /**
  28764. * Is Z inverted in the texture (useful in a cube texture).
  28765. */
  28766. invertZ: boolean;
  28767. /**
  28768. * Are mip maps generated for this texture or not.
  28769. */
  28770. readonly noMipmap: boolean;
  28771. /**
  28772. * @hidden
  28773. */
  28774. lodLevelInAlpha: boolean;
  28775. /**
  28776. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28777. */
  28778. lodGenerationOffset: number;
  28779. /**
  28780. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28781. */
  28782. lodGenerationScale: number;
  28783. /**
  28784. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28785. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28786. * average roughness values.
  28787. */
  28788. linearSpecularLOD: boolean;
  28789. /**
  28790. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28791. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28792. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28793. */
  28794. irradianceTexture: Nullable<BaseTexture>;
  28795. /**
  28796. * Define if the texture is a render target.
  28797. */
  28798. isRenderTarget: boolean;
  28799. /**
  28800. * Define the unique id of the texture in the scene.
  28801. */
  28802. readonly uid: string;
  28803. /**
  28804. * Return a string representation of the texture.
  28805. * @returns the texture as a string
  28806. */
  28807. toString(): string;
  28808. /**
  28809. * Get the class name of the texture.
  28810. * @returns "BaseTexture"
  28811. */
  28812. getClassName(): string;
  28813. /**
  28814. * Define the list of animation attached to the texture.
  28815. */
  28816. animations: import("babylonjs/Animations/animation").Animation[];
  28817. /**
  28818. * An event triggered when the texture is disposed.
  28819. */
  28820. onDisposeObservable: Observable<BaseTexture>;
  28821. private _onDisposeObserver;
  28822. /**
  28823. * Callback triggered when the texture has been disposed.
  28824. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28825. */
  28826. onDispose: () => void;
  28827. /**
  28828. * Define the current state of the loading sequence when in delayed load mode.
  28829. */
  28830. delayLoadState: number;
  28831. private _scene;
  28832. /** @hidden */
  28833. _texture: Nullable<InternalTexture>;
  28834. private _uid;
  28835. /**
  28836. * Define if the texture is preventinga material to render or not.
  28837. * If not and the texture is not ready, the engine will use a default black texture instead.
  28838. */
  28839. readonly isBlocking: boolean;
  28840. /**
  28841. * Instantiates a new BaseTexture.
  28842. * Base class of all the textures in babylon.
  28843. * It groups all the common properties the materials, post process, lights... might need
  28844. * in order to make a correct use of the texture.
  28845. * @param scene Define the scene the texture blongs to
  28846. */
  28847. constructor(scene: Nullable<Scene>);
  28848. /**
  28849. * Get the scene the texture belongs to.
  28850. * @returns the scene or null if undefined
  28851. */
  28852. getScene(): Nullable<Scene>;
  28853. /**
  28854. * Get the texture transform matrix used to offset tile the texture for istance.
  28855. * @returns the transformation matrix
  28856. */
  28857. getTextureMatrix(): Matrix;
  28858. /**
  28859. * Get the texture reflection matrix used to rotate/transform the reflection.
  28860. * @returns the reflection matrix
  28861. */
  28862. getReflectionTextureMatrix(): Matrix;
  28863. /**
  28864. * Get the underlying lower level texture from Babylon.
  28865. * @returns the insternal texture
  28866. */
  28867. getInternalTexture(): Nullable<InternalTexture>;
  28868. /**
  28869. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28870. * @returns true if ready or not blocking
  28871. */
  28872. isReadyOrNotBlocking(): boolean;
  28873. /**
  28874. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28875. * @returns true if fully ready
  28876. */
  28877. isReady(): boolean;
  28878. private _cachedSize;
  28879. /**
  28880. * Get the size of the texture.
  28881. * @returns the texture size.
  28882. */
  28883. getSize(): ISize;
  28884. /**
  28885. * Get the base size of the texture.
  28886. * It can be different from the size if the texture has been resized for POT for instance
  28887. * @returns the base size
  28888. */
  28889. getBaseSize(): ISize;
  28890. /**
  28891. * Update the sampling mode of the texture.
  28892. * Default is Trilinear mode.
  28893. *
  28894. * | Value | Type | Description |
  28895. * | ----- | ------------------ | ----------- |
  28896. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28897. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28898. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28899. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28900. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28901. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28902. * | 7 | NEAREST_LINEAR | |
  28903. * | 8 | NEAREST_NEAREST | |
  28904. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28905. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28906. * | 11 | LINEAR_LINEAR | |
  28907. * | 12 | LINEAR_NEAREST | |
  28908. *
  28909. * > _mag_: magnification filter (close to the viewer)
  28910. * > _min_: minification filter (far from the viewer)
  28911. * > _mip_: filter used between mip map levels
  28912. *@param samplingMode Define the new sampling mode of the texture
  28913. */
  28914. updateSamplingMode(samplingMode: number): void;
  28915. /**
  28916. * Scales the texture if is `canRescale()`
  28917. * @param ratio the resize factor we want to use to rescale
  28918. */
  28919. scale(ratio: number): void;
  28920. /**
  28921. * Get if the texture can rescale.
  28922. */
  28923. readonly canRescale: boolean;
  28924. /** @hidden */
  28925. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28926. /** @hidden */
  28927. _rebuild(): void;
  28928. /**
  28929. * Triggers the load sequence in delayed load mode.
  28930. */
  28931. delayLoad(): void;
  28932. /**
  28933. * Clones the texture.
  28934. * @returns the cloned texture
  28935. */
  28936. clone(): Nullable<BaseTexture>;
  28937. /**
  28938. * Get the texture underlying type (INT, FLOAT...)
  28939. */
  28940. readonly textureType: number;
  28941. /**
  28942. * Get the texture underlying format (RGB, RGBA...)
  28943. */
  28944. readonly textureFormat: number;
  28945. /**
  28946. * Indicates that textures need to be re-calculated for all materials
  28947. */
  28948. protected _markAllSubMeshesAsTexturesDirty(): void;
  28949. /**
  28950. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28951. * This will returns an RGBA array buffer containing either in values (0-255) or
  28952. * float values (0-1) depending of the underlying buffer type.
  28953. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28954. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28955. * @param buffer defines a user defined buffer to fill with data (can be null)
  28956. * @returns The Array buffer containing the pixels data.
  28957. */
  28958. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28959. /**
  28960. * Release and destroy the underlying lower level texture aka internalTexture.
  28961. */
  28962. releaseInternalTexture(): void;
  28963. /** @hidden */
  28964. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28965. /** @hidden */
  28966. readonly _lodTextureMid: Nullable<BaseTexture>;
  28967. /** @hidden */
  28968. readonly _lodTextureLow: Nullable<BaseTexture>;
  28969. /**
  28970. * Dispose the texture and release its associated resources.
  28971. */
  28972. dispose(): void;
  28973. /**
  28974. * Serialize the texture into a JSON representation that can be parsed later on.
  28975. * @returns the JSON representation of the texture
  28976. */
  28977. serialize(): any;
  28978. /**
  28979. * Helper function to be called back once a list of texture contains only ready textures.
  28980. * @param textures Define the list of textures to wait for
  28981. * @param callback Define the callback triggered once the entire list will be ready
  28982. */
  28983. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28984. }
  28985. }
  28986. declare module "babylonjs/Materials/effect" {
  28987. import { Observable } from "babylonjs/Misc/observable";
  28988. import { Nullable } from "babylonjs/types";
  28989. import { IDisposable } from "babylonjs/scene";
  28990. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28991. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28992. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28993. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  28994. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  28995. import { Engine } from "babylonjs/Engines/engine";
  28996. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28997. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28998. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28999. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29000. /**
  29001. * Options to be used when creating an effect.
  29002. */
  29003. export interface IEffectCreationOptions {
  29004. /**
  29005. * Atrributes that will be used in the shader.
  29006. */
  29007. attributes: string[];
  29008. /**
  29009. * Uniform varible names that will be set in the shader.
  29010. */
  29011. uniformsNames: string[];
  29012. /**
  29013. * Uniform buffer varible names that will be set in the shader.
  29014. */
  29015. uniformBuffersNames: string[];
  29016. /**
  29017. * Sampler texture variable names that will be set in the shader.
  29018. */
  29019. samplers: string[];
  29020. /**
  29021. * Define statements that will be set in the shader.
  29022. */
  29023. defines: any;
  29024. /**
  29025. * Possible fallbacks for this effect to improve performance when needed.
  29026. */
  29027. fallbacks: Nullable<IEffectFallbacks>;
  29028. /**
  29029. * Callback that will be called when the shader is compiled.
  29030. */
  29031. onCompiled: Nullable<(effect: Effect) => void>;
  29032. /**
  29033. * Callback that will be called if an error occurs during shader compilation.
  29034. */
  29035. onError: Nullable<(effect: Effect, errors: string) => void>;
  29036. /**
  29037. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29038. */
  29039. indexParameters?: any;
  29040. /**
  29041. * Max number of lights that can be used in the shader.
  29042. */
  29043. maxSimultaneousLights?: number;
  29044. /**
  29045. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29046. */
  29047. transformFeedbackVaryings?: Nullable<string[]>;
  29048. }
  29049. /**
  29050. * Effect containing vertex and fragment shader that can be executed on an object.
  29051. */
  29052. export class Effect implements IDisposable {
  29053. /**
  29054. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29055. */
  29056. static ShadersRepository: string;
  29057. /**
  29058. * Name of the effect.
  29059. */
  29060. name: any;
  29061. /**
  29062. * String container all the define statements that should be set on the shader.
  29063. */
  29064. defines: string;
  29065. /**
  29066. * Callback that will be called when the shader is compiled.
  29067. */
  29068. onCompiled: Nullable<(effect: Effect) => void>;
  29069. /**
  29070. * Callback that will be called if an error occurs during shader compilation.
  29071. */
  29072. onError: Nullable<(effect: Effect, errors: string) => void>;
  29073. /**
  29074. * Callback that will be called when effect is bound.
  29075. */
  29076. onBind: Nullable<(effect: Effect) => void>;
  29077. /**
  29078. * Unique ID of the effect.
  29079. */
  29080. uniqueId: number;
  29081. /**
  29082. * Observable that will be called when the shader is compiled.
  29083. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29084. */
  29085. onCompileObservable: Observable<Effect>;
  29086. /**
  29087. * Observable that will be called if an error occurs during shader compilation.
  29088. */
  29089. onErrorObservable: Observable<Effect>;
  29090. /** @hidden */
  29091. _onBindObservable: Nullable<Observable<Effect>>;
  29092. /**
  29093. * Observable that will be called when effect is bound.
  29094. */
  29095. readonly onBindObservable: Observable<Effect>;
  29096. /** @hidden */
  29097. _bonesComputationForcedToCPU: boolean;
  29098. private static _uniqueIdSeed;
  29099. private _engine;
  29100. private _uniformBuffersNames;
  29101. private _uniformsNames;
  29102. private _samplerList;
  29103. private _samplers;
  29104. private _isReady;
  29105. private _compilationError;
  29106. private _allFallbacksProcessed;
  29107. private _attributesNames;
  29108. private _attributes;
  29109. private _uniforms;
  29110. /**
  29111. * Key for the effect.
  29112. * @hidden
  29113. */
  29114. _key: string;
  29115. private _indexParameters;
  29116. private _fallbacks;
  29117. private _vertexSourceCode;
  29118. private _fragmentSourceCode;
  29119. private _vertexSourceCodeOverride;
  29120. private _fragmentSourceCodeOverride;
  29121. private _transformFeedbackVaryings;
  29122. /**
  29123. * Compiled shader to webGL program.
  29124. * @hidden
  29125. */
  29126. _pipelineContext: Nullable<IPipelineContext>;
  29127. private _valueCache;
  29128. private static _baseCache;
  29129. /**
  29130. * Instantiates an effect.
  29131. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29132. * @param baseName Name of the effect.
  29133. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29134. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29135. * @param samplers List of sampler variables that will be passed to the shader.
  29136. * @param engine Engine to be used to render the effect
  29137. * @param defines Define statements to be added to the shader.
  29138. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29139. * @param onCompiled Callback that will be called when the shader is compiled.
  29140. * @param onError Callback that will be called if an error occurs during shader compilation.
  29141. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29142. */
  29143. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29144. private _useFinalCode;
  29145. /**
  29146. * Unique key for this effect
  29147. */
  29148. readonly key: string;
  29149. /**
  29150. * If the effect has been compiled and prepared.
  29151. * @returns if the effect is compiled and prepared.
  29152. */
  29153. isReady(): boolean;
  29154. private _isReadyInternal;
  29155. /**
  29156. * The engine the effect was initialized with.
  29157. * @returns the engine.
  29158. */
  29159. getEngine(): Engine;
  29160. /**
  29161. * The pipeline context for this effect
  29162. * @returns the associated pipeline context
  29163. */
  29164. getPipelineContext(): Nullable<IPipelineContext>;
  29165. /**
  29166. * The set of names of attribute variables for the shader.
  29167. * @returns An array of attribute names.
  29168. */
  29169. getAttributesNames(): string[];
  29170. /**
  29171. * Returns the attribute at the given index.
  29172. * @param index The index of the attribute.
  29173. * @returns The location of the attribute.
  29174. */
  29175. getAttributeLocation(index: number): number;
  29176. /**
  29177. * Returns the attribute based on the name of the variable.
  29178. * @param name of the attribute to look up.
  29179. * @returns the attribute location.
  29180. */
  29181. getAttributeLocationByName(name: string): number;
  29182. /**
  29183. * The number of attributes.
  29184. * @returns the numnber of attributes.
  29185. */
  29186. getAttributesCount(): number;
  29187. /**
  29188. * Gets the index of a uniform variable.
  29189. * @param uniformName of the uniform to look up.
  29190. * @returns the index.
  29191. */
  29192. getUniformIndex(uniformName: string): number;
  29193. /**
  29194. * Returns the attribute based on the name of the variable.
  29195. * @param uniformName of the uniform to look up.
  29196. * @returns the location of the uniform.
  29197. */
  29198. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29199. /**
  29200. * Returns an array of sampler variable names
  29201. * @returns The array of sampler variable neames.
  29202. */
  29203. getSamplers(): string[];
  29204. /**
  29205. * The error from the last compilation.
  29206. * @returns the error string.
  29207. */
  29208. getCompilationError(): string;
  29209. /**
  29210. * Gets a boolean indicating that all fallbacks were used during compilation
  29211. * @returns true if all fallbacks were used
  29212. */
  29213. allFallbacksProcessed(): boolean;
  29214. /**
  29215. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29216. * @param func The callback to be used.
  29217. */
  29218. executeWhenCompiled(func: (effect: Effect) => void): void;
  29219. private _checkIsReady;
  29220. private _loadShader;
  29221. /**
  29222. * Recompiles the webGL program
  29223. * @param vertexSourceCode The source code for the vertex shader.
  29224. * @param fragmentSourceCode The source code for the fragment shader.
  29225. * @param onCompiled Callback called when completed.
  29226. * @param onError Callback called on error.
  29227. * @hidden
  29228. */
  29229. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29230. /**
  29231. * Prepares the effect
  29232. * @hidden
  29233. */
  29234. _prepareEffect(): void;
  29235. private _processCompilationErrors;
  29236. /**
  29237. * Checks if the effect is supported. (Must be called after compilation)
  29238. */
  29239. readonly isSupported: boolean;
  29240. /**
  29241. * Binds a texture to the engine to be used as output of the shader.
  29242. * @param channel Name of the output variable.
  29243. * @param texture Texture to bind.
  29244. * @hidden
  29245. */
  29246. _bindTexture(channel: string, texture: InternalTexture): void;
  29247. /**
  29248. * Sets a texture on the engine to be used in the shader.
  29249. * @param channel Name of the sampler variable.
  29250. * @param texture Texture to set.
  29251. */
  29252. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29253. /**
  29254. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29255. * @param channel Name of the sampler variable.
  29256. * @param texture Texture to set.
  29257. */
  29258. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29259. /**
  29260. * Sets an array of textures on the engine to be used in the shader.
  29261. * @param channel Name of the variable.
  29262. * @param textures Textures to set.
  29263. */
  29264. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29265. /**
  29266. * 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)
  29267. * @param channel Name of the sampler variable.
  29268. * @param postProcess Post process to get the input texture from.
  29269. */
  29270. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29271. /**
  29272. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29273. * 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)
  29274. * @param channel Name of the sampler variable.
  29275. * @param postProcess Post process to get the output texture from.
  29276. */
  29277. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29278. /** @hidden */
  29279. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29280. /** @hidden */
  29281. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29282. /** @hidden */
  29283. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29284. /** @hidden */
  29285. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29286. /**
  29287. * Binds a buffer to a uniform.
  29288. * @param buffer Buffer to bind.
  29289. * @param name Name of the uniform variable to bind to.
  29290. */
  29291. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29292. /**
  29293. * Binds block to a uniform.
  29294. * @param blockName Name of the block to bind.
  29295. * @param index Index to bind.
  29296. */
  29297. bindUniformBlock(blockName: string, index: number): void;
  29298. /**
  29299. * Sets an interger value on a uniform variable.
  29300. * @param uniformName Name of the variable.
  29301. * @param value Value to be set.
  29302. * @returns this effect.
  29303. */
  29304. setInt(uniformName: string, value: number): Effect;
  29305. /**
  29306. * Sets an int array on a uniform variable.
  29307. * @param uniformName Name of the variable.
  29308. * @param array array to be set.
  29309. * @returns this effect.
  29310. */
  29311. setIntArray(uniformName: string, array: Int32Array): Effect;
  29312. /**
  29313. * 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)
  29314. * @param uniformName Name of the variable.
  29315. * @param array array to be set.
  29316. * @returns this effect.
  29317. */
  29318. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29319. /**
  29320. * 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)
  29321. * @param uniformName Name of the variable.
  29322. * @param array array to be set.
  29323. * @returns this effect.
  29324. */
  29325. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29326. /**
  29327. * 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)
  29328. * @param uniformName Name of the variable.
  29329. * @param array array to be set.
  29330. * @returns this effect.
  29331. */
  29332. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29333. /**
  29334. * Sets an float array on a uniform variable.
  29335. * @param uniformName Name of the variable.
  29336. * @param array array to be set.
  29337. * @returns this effect.
  29338. */
  29339. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29340. /**
  29341. * 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)
  29342. * @param uniformName Name of the variable.
  29343. * @param array array to be set.
  29344. * @returns this effect.
  29345. */
  29346. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29347. /**
  29348. * 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)
  29349. * @param uniformName Name of the variable.
  29350. * @param array array to be set.
  29351. * @returns this effect.
  29352. */
  29353. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29354. /**
  29355. * 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)
  29356. * @param uniformName Name of the variable.
  29357. * @param array array to be set.
  29358. * @returns this effect.
  29359. */
  29360. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29361. /**
  29362. * Sets an array on a uniform variable.
  29363. * @param uniformName Name of the variable.
  29364. * @param array array to be set.
  29365. * @returns this effect.
  29366. */
  29367. setArray(uniformName: string, array: number[]): Effect;
  29368. /**
  29369. * 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)
  29370. * @param uniformName Name of the variable.
  29371. * @param array array to be set.
  29372. * @returns this effect.
  29373. */
  29374. setArray2(uniformName: string, array: number[]): Effect;
  29375. /**
  29376. * 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)
  29377. * @param uniformName Name of the variable.
  29378. * @param array array to be set.
  29379. * @returns this effect.
  29380. */
  29381. setArray3(uniformName: string, array: number[]): Effect;
  29382. /**
  29383. * 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)
  29384. * @param uniformName Name of the variable.
  29385. * @param array array to be set.
  29386. * @returns this effect.
  29387. */
  29388. setArray4(uniformName: string, array: number[]): Effect;
  29389. /**
  29390. * Sets matrices on a uniform variable.
  29391. * @param uniformName Name of the variable.
  29392. * @param matrices matrices to be set.
  29393. * @returns this effect.
  29394. */
  29395. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29396. /**
  29397. * Sets matrix on a uniform variable.
  29398. * @param uniformName Name of the variable.
  29399. * @param matrix matrix to be set.
  29400. * @returns this effect.
  29401. */
  29402. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29403. /**
  29404. * 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)
  29405. * @param uniformName Name of the variable.
  29406. * @param matrix matrix to be set.
  29407. * @returns this effect.
  29408. */
  29409. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29410. /**
  29411. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29412. * @param uniformName Name of the variable.
  29413. * @param matrix matrix to be set.
  29414. * @returns this effect.
  29415. */
  29416. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29417. /**
  29418. * Sets a float on a uniform variable.
  29419. * @param uniformName Name of the variable.
  29420. * @param value value to be set.
  29421. * @returns this effect.
  29422. */
  29423. setFloat(uniformName: string, value: number): Effect;
  29424. /**
  29425. * Sets a boolean on a uniform variable.
  29426. * @param uniformName Name of the variable.
  29427. * @param bool value to be set.
  29428. * @returns this effect.
  29429. */
  29430. setBool(uniformName: string, bool: boolean): Effect;
  29431. /**
  29432. * Sets a Vector2 on a uniform variable.
  29433. * @param uniformName Name of the variable.
  29434. * @param vector2 vector2 to be set.
  29435. * @returns this effect.
  29436. */
  29437. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29438. /**
  29439. * Sets a float2 on a uniform variable.
  29440. * @param uniformName Name of the variable.
  29441. * @param x First float in float2.
  29442. * @param y Second float in float2.
  29443. * @returns this effect.
  29444. */
  29445. setFloat2(uniformName: string, x: number, y: number): Effect;
  29446. /**
  29447. * Sets a Vector3 on a uniform variable.
  29448. * @param uniformName Name of the variable.
  29449. * @param vector3 Value to be set.
  29450. * @returns this effect.
  29451. */
  29452. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29453. /**
  29454. * Sets a float3 on a uniform variable.
  29455. * @param uniformName Name of the variable.
  29456. * @param x First float in float3.
  29457. * @param y Second float in float3.
  29458. * @param z Third float in float3.
  29459. * @returns this effect.
  29460. */
  29461. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29462. /**
  29463. * Sets a Vector4 on a uniform variable.
  29464. * @param uniformName Name of the variable.
  29465. * @param vector4 Value to be set.
  29466. * @returns this effect.
  29467. */
  29468. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29469. /**
  29470. * Sets a float4 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param x First float in float4.
  29473. * @param y Second float in float4.
  29474. * @param z Third float in float4.
  29475. * @param w Fourth float in float4.
  29476. * @returns this effect.
  29477. */
  29478. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29479. /**
  29480. * Sets a Color3 on a uniform variable.
  29481. * @param uniformName Name of the variable.
  29482. * @param color3 Value to be set.
  29483. * @returns this effect.
  29484. */
  29485. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29486. /**
  29487. * Sets a Color4 on a uniform variable.
  29488. * @param uniformName Name of the variable.
  29489. * @param color3 Value to be set.
  29490. * @param alpha Alpha value to be set.
  29491. * @returns this effect.
  29492. */
  29493. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29494. /**
  29495. * Sets a Color4 on a uniform variable
  29496. * @param uniformName defines the name of the variable
  29497. * @param color4 defines the value to be set
  29498. * @returns this effect.
  29499. */
  29500. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29501. /** Release all associated resources */
  29502. dispose(): void;
  29503. /**
  29504. * This function will add a new shader to the shader store
  29505. * @param name the name of the shader
  29506. * @param pixelShader optional pixel shader content
  29507. * @param vertexShader optional vertex shader content
  29508. */
  29509. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29510. /**
  29511. * Store of each shader (The can be looked up using effect.key)
  29512. */
  29513. static ShadersStore: {
  29514. [key: string]: string;
  29515. };
  29516. /**
  29517. * Store of each included file for a shader (The can be looked up using effect.key)
  29518. */
  29519. static IncludesShadersStore: {
  29520. [key: string]: string;
  29521. };
  29522. /**
  29523. * Resets the cache of effects.
  29524. */
  29525. static ResetCache(): void;
  29526. }
  29527. }
  29528. declare module "babylonjs/Engines/engineCapabilities" {
  29529. /**
  29530. * Interface used to describe the capabilities of the engine relatively to the current browser
  29531. */
  29532. export interface EngineCapabilities {
  29533. /** Maximum textures units per fragment shader */
  29534. maxTexturesImageUnits: number;
  29535. /** Maximum texture units per vertex shader */
  29536. maxVertexTextureImageUnits: number;
  29537. /** Maximum textures units in the entire pipeline */
  29538. maxCombinedTexturesImageUnits: number;
  29539. /** Maximum texture size */
  29540. maxTextureSize: number;
  29541. /** Maximum cube texture size */
  29542. maxCubemapTextureSize: number;
  29543. /** Maximum render texture size */
  29544. maxRenderTextureSize: number;
  29545. /** Maximum number of vertex attributes */
  29546. maxVertexAttribs: number;
  29547. /** Maximum number of varyings */
  29548. maxVaryingVectors: number;
  29549. /** Maximum number of uniforms per vertex shader */
  29550. maxVertexUniformVectors: number;
  29551. /** Maximum number of uniforms per fragment shader */
  29552. maxFragmentUniformVectors: number;
  29553. /** Defines if standard derivates (dx/dy) are supported */
  29554. standardDerivatives: boolean;
  29555. /** Defines if s3tc texture compression is supported */
  29556. s3tc?: WEBGL_compressed_texture_s3tc;
  29557. /** Defines if pvrtc texture compression is supported */
  29558. pvrtc: any;
  29559. /** Defines if etc1 texture compression is supported */
  29560. etc1: any;
  29561. /** Defines if etc2 texture compression is supported */
  29562. etc2: any;
  29563. /** Defines if astc texture compression is supported */
  29564. astc: any;
  29565. /** Defines if float textures are supported */
  29566. textureFloat: boolean;
  29567. /** Defines if vertex array objects are supported */
  29568. vertexArrayObject: boolean;
  29569. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29570. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29571. /** Gets the maximum level of anisotropy supported */
  29572. maxAnisotropy: number;
  29573. /** Defines if instancing is supported */
  29574. instancedArrays: boolean;
  29575. /** Defines if 32 bits indices are supported */
  29576. uintIndices: boolean;
  29577. /** Defines if high precision shaders are supported */
  29578. highPrecisionShaderSupported: boolean;
  29579. /** Defines if depth reading in the fragment shader is supported */
  29580. fragmentDepthSupported: boolean;
  29581. /** Defines if float texture linear filtering is supported*/
  29582. textureFloatLinearFiltering: boolean;
  29583. /** Defines if rendering to float textures is supported */
  29584. textureFloatRender: boolean;
  29585. /** Defines if half float textures are supported*/
  29586. textureHalfFloat: boolean;
  29587. /** Defines if half float texture linear filtering is supported*/
  29588. textureHalfFloatLinearFiltering: boolean;
  29589. /** Defines if rendering to half float textures is supported */
  29590. textureHalfFloatRender: boolean;
  29591. /** Defines if textureLOD shader command is supported */
  29592. textureLOD: boolean;
  29593. /** Defines if draw buffers extension is supported */
  29594. drawBuffersExtension: boolean;
  29595. /** Defines if depth textures are supported */
  29596. depthTextureExtension: boolean;
  29597. /** Defines if float color buffer are supported */
  29598. colorBufferFloat: boolean;
  29599. /** Gets disjoint timer query extension (null if not supported) */
  29600. timerQuery?: EXT_disjoint_timer_query;
  29601. /** Defines if timestamp can be used with timer query */
  29602. canUseTimestampForTimerQuery: boolean;
  29603. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29604. multiview?: any;
  29605. /** Function used to let the system compiles shaders in background */
  29606. parallelShaderCompile?: {
  29607. COMPLETION_STATUS_KHR: number;
  29608. };
  29609. /** Max number of texture samples for MSAA */
  29610. maxMSAASamples: number;
  29611. /** Defines if the blend min max extension is supported */
  29612. blendMinMax: boolean;
  29613. }
  29614. }
  29615. declare module "babylonjs/States/depthCullingState" {
  29616. import { Nullable } from "babylonjs/types";
  29617. /**
  29618. * @hidden
  29619. **/
  29620. export class DepthCullingState {
  29621. private _isDepthTestDirty;
  29622. private _isDepthMaskDirty;
  29623. private _isDepthFuncDirty;
  29624. private _isCullFaceDirty;
  29625. private _isCullDirty;
  29626. private _isZOffsetDirty;
  29627. private _isFrontFaceDirty;
  29628. private _depthTest;
  29629. private _depthMask;
  29630. private _depthFunc;
  29631. private _cull;
  29632. private _cullFace;
  29633. private _zOffset;
  29634. private _frontFace;
  29635. /**
  29636. * Initializes the state.
  29637. */
  29638. constructor();
  29639. readonly isDirty: boolean;
  29640. zOffset: number;
  29641. cullFace: Nullable<number>;
  29642. cull: Nullable<boolean>;
  29643. depthFunc: Nullable<number>;
  29644. depthMask: boolean;
  29645. depthTest: boolean;
  29646. frontFace: Nullable<number>;
  29647. reset(): void;
  29648. apply(gl: WebGLRenderingContext): void;
  29649. }
  29650. }
  29651. declare module "babylonjs/States/stencilState" {
  29652. /**
  29653. * @hidden
  29654. **/
  29655. export class StencilState {
  29656. /** 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 */
  29657. static readonly ALWAYS: number;
  29658. /** Passed to stencilOperation to specify that stencil value must be kept */
  29659. static readonly KEEP: number;
  29660. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29661. static readonly REPLACE: number;
  29662. private _isStencilTestDirty;
  29663. private _isStencilMaskDirty;
  29664. private _isStencilFuncDirty;
  29665. private _isStencilOpDirty;
  29666. private _stencilTest;
  29667. private _stencilMask;
  29668. private _stencilFunc;
  29669. private _stencilFuncRef;
  29670. private _stencilFuncMask;
  29671. private _stencilOpStencilFail;
  29672. private _stencilOpDepthFail;
  29673. private _stencilOpStencilDepthPass;
  29674. readonly isDirty: boolean;
  29675. stencilFunc: number;
  29676. stencilFuncRef: number;
  29677. stencilFuncMask: number;
  29678. stencilOpStencilFail: number;
  29679. stencilOpDepthFail: number;
  29680. stencilOpStencilDepthPass: number;
  29681. stencilMask: number;
  29682. stencilTest: boolean;
  29683. constructor();
  29684. reset(): void;
  29685. apply(gl: WebGLRenderingContext): void;
  29686. }
  29687. }
  29688. declare module "babylonjs/States/alphaCullingState" {
  29689. /**
  29690. * @hidden
  29691. **/
  29692. export class AlphaState {
  29693. private _isAlphaBlendDirty;
  29694. private _isBlendFunctionParametersDirty;
  29695. private _isBlendEquationParametersDirty;
  29696. private _isBlendConstantsDirty;
  29697. private _alphaBlend;
  29698. private _blendFunctionParameters;
  29699. private _blendEquationParameters;
  29700. private _blendConstants;
  29701. /**
  29702. * Initializes the state.
  29703. */
  29704. constructor();
  29705. readonly isDirty: boolean;
  29706. alphaBlend: boolean;
  29707. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29708. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29709. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29710. reset(): void;
  29711. apply(gl: WebGLRenderingContext): void;
  29712. }
  29713. }
  29714. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29715. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29716. /** @hidden */
  29717. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29718. attributeProcessor(attribute: string): string;
  29719. varyingProcessor(varying: string, isFragment: boolean): string;
  29720. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  29721. }
  29722. }
  29723. declare module "babylonjs/Engines/instancingAttributeInfo" {
  29724. /**
  29725. * Interface for attribute information associated with buffer instanciation
  29726. */
  29727. export interface InstancingAttributeInfo {
  29728. /**
  29729. * Index/offset of the attribute in the vertex shader
  29730. */
  29731. index: number;
  29732. /**
  29733. * size of the attribute, 1, 2, 3 or 4
  29734. */
  29735. attributeSize: number;
  29736. /**
  29737. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  29738. * default is FLOAT
  29739. */
  29740. attributeType: number;
  29741. /**
  29742. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  29743. */
  29744. normalized: boolean;
  29745. /**
  29746. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  29747. */
  29748. offset: number;
  29749. /**
  29750. * Name of the GLSL attribute, for debugging purpose only
  29751. */
  29752. attributeName: string;
  29753. }
  29754. }
  29755. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  29756. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29757. import { Nullable } from "babylonjs/types";
  29758. module "babylonjs/Engines/thinEngine" {
  29759. interface ThinEngine {
  29760. /**
  29761. * Update a video texture
  29762. * @param texture defines the texture to update
  29763. * @param video defines the video element to use
  29764. * @param invertY defines if data must be stored with Y axis inverted
  29765. */
  29766. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  29767. }
  29768. }
  29769. }
  29770. declare module "babylonjs/Materials/Textures/videoTexture" {
  29771. import { Observable } from "babylonjs/Misc/observable";
  29772. import { Nullable } from "babylonjs/types";
  29773. import { Scene } from "babylonjs/scene";
  29774. import { Texture } from "babylonjs/Materials/Textures/texture";
  29775. import "babylonjs/Engines/Extensions/engine.videoTexture";
  29776. /**
  29777. * Settings for finer control over video usage
  29778. */
  29779. export interface VideoTextureSettings {
  29780. /**
  29781. * Applies `autoplay` to video, if specified
  29782. */
  29783. autoPlay?: boolean;
  29784. /**
  29785. * Applies `loop` to video, if specified
  29786. */
  29787. loop?: boolean;
  29788. /**
  29789. * Automatically updates internal texture from video at every frame in the render loop
  29790. */
  29791. autoUpdateTexture: boolean;
  29792. /**
  29793. * Image src displayed during the video loading or until the user interacts with the video.
  29794. */
  29795. poster?: string;
  29796. }
  29797. /**
  29798. * If you want to display a video in your scene, this is the special texture for that.
  29799. * This special texture works similar to other textures, with the exception of a few parameters.
  29800. * @see https://doc.babylonjs.com/how_to/video_texture
  29801. */
  29802. export class VideoTexture extends Texture {
  29803. /**
  29804. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  29805. */
  29806. readonly autoUpdateTexture: boolean;
  29807. /**
  29808. * The video instance used by the texture internally
  29809. */
  29810. readonly video: HTMLVideoElement;
  29811. private _onUserActionRequestedObservable;
  29812. /**
  29813. * Event triggerd when a dom action is required by the user to play the video.
  29814. * This happens due to recent changes in browser policies preventing video to auto start.
  29815. */
  29816. readonly onUserActionRequestedObservable: Observable<Texture>;
  29817. private _generateMipMaps;
  29818. private _engine;
  29819. private _stillImageCaptured;
  29820. private _displayingPosterTexture;
  29821. private _settings;
  29822. private _createInternalTextureOnEvent;
  29823. private _frameId;
  29824. /**
  29825. * Creates a video texture.
  29826. * If you want to display a video in your scene, this is the special texture for that.
  29827. * This special texture works similar to other textures, with the exception of a few parameters.
  29828. * @see https://doc.babylonjs.com/how_to/video_texture
  29829. * @param name optional name, will detect from video source, if not defined
  29830. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  29831. * @param scene is obviously the current scene.
  29832. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  29833. * @param invertY is false by default but can be used to invert video on Y axis
  29834. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  29835. * @param settings allows finer control over video usage
  29836. */
  29837. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  29838. private _getName;
  29839. private _getVideo;
  29840. private _createInternalTexture;
  29841. private reset;
  29842. /**
  29843. * @hidden Internal method to initiate `update`.
  29844. */
  29845. _rebuild(): void;
  29846. /**
  29847. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  29848. */
  29849. update(): void;
  29850. /**
  29851. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  29852. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  29853. */
  29854. updateTexture(isVisible: boolean): void;
  29855. protected _updateInternalTexture: () => void;
  29856. /**
  29857. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  29858. * @param url New url.
  29859. */
  29860. updateURL(url: string): void;
  29861. /**
  29862. * Dispose the texture and release its associated resources.
  29863. */
  29864. dispose(): void;
  29865. /**
  29866. * Creates a video texture straight from a stream.
  29867. * @param scene Define the scene the texture should be created in
  29868. * @param stream Define the stream the texture should be created from
  29869. * @returns The created video texture as a promise
  29870. */
  29871. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  29872. /**
  29873. * Creates a video texture straight from your WebCam video feed.
  29874. * @param scene Define the scene the texture should be created in
  29875. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29876. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29877. * @returns The created video texture as a promise
  29878. */
  29879. static CreateFromWebCamAsync(scene: Scene, constraints: {
  29880. minWidth: number;
  29881. maxWidth: number;
  29882. minHeight: number;
  29883. maxHeight: number;
  29884. deviceId: string;
  29885. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  29886. /**
  29887. * Creates a video texture straight from your WebCam video feed.
  29888. * @param scene Define the scene the texture should be created in
  29889. * @param onReady Define a callback to triggered once the texture will be ready
  29890. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  29891. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  29892. */
  29893. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  29894. minWidth: number;
  29895. maxWidth: number;
  29896. minHeight: number;
  29897. maxHeight: number;
  29898. deviceId: string;
  29899. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  29900. }
  29901. }
  29902. declare module "babylonjs/Engines/thinEngine" {
  29903. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  29904. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  29905. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29906. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  29907. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  29908. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  29909. import { Observable } from "babylonjs/Misc/observable";
  29910. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  29911. import { StencilState } from "babylonjs/States/stencilState";
  29912. import { AlphaState } from "babylonjs/States/alphaCullingState";
  29913. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29914. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  29915. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29916. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  29917. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29918. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  29919. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  29920. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  29921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29922. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  29923. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29924. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  29925. /**
  29926. * Defines the interface used by objects working like Scene
  29927. * @hidden
  29928. */
  29929. interface ISceneLike {
  29930. _addPendingData(data: any): void;
  29931. _removePendingData(data: any): void;
  29932. offlineProvider: IOfflineProvider;
  29933. }
  29934. /** Interface defining initialization parameters for Engine class */
  29935. export interface EngineOptions extends WebGLContextAttributes {
  29936. /**
  29937. * Defines if the engine should no exceed a specified device ratio
  29938. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  29939. */
  29940. limitDeviceRatio?: number;
  29941. /**
  29942. * Defines if webvr should be enabled automatically
  29943. * @see http://doc.babylonjs.com/how_to/webvr_camera
  29944. */
  29945. autoEnableWebVR?: boolean;
  29946. /**
  29947. * Defines if webgl2 should be turned off even if supported
  29948. * @see http://doc.babylonjs.com/features/webgl2
  29949. */
  29950. disableWebGL2Support?: boolean;
  29951. /**
  29952. * Defines if webaudio should be initialized as well
  29953. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29954. */
  29955. audioEngine?: boolean;
  29956. /**
  29957. * Defines if animations should run using a deterministic lock step
  29958. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29959. */
  29960. deterministicLockstep?: boolean;
  29961. /** Defines the maximum steps to use with deterministic lock step mode */
  29962. lockstepMaxSteps?: number;
  29963. /**
  29964. * Defines that engine should ignore context lost events
  29965. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  29966. */
  29967. doNotHandleContextLost?: boolean;
  29968. /**
  29969. * Defines that engine should ignore modifying touch action attribute and style
  29970. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  29971. */
  29972. doNotHandleTouchAction?: boolean;
  29973. /**
  29974. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  29975. */
  29976. useHighPrecisionFloats?: boolean;
  29977. }
  29978. /**
  29979. * The base engine class (root of all engines)
  29980. */
  29981. export class ThinEngine {
  29982. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  29983. static ExceptionList: ({
  29984. key: string;
  29985. capture: string;
  29986. captureConstraint: number;
  29987. targets: string[];
  29988. } | {
  29989. key: string;
  29990. capture: null;
  29991. captureConstraint: null;
  29992. targets: string[];
  29993. })[];
  29994. /** @hidden */
  29995. static _TextureLoaders: IInternalTextureLoader[];
  29996. /**
  29997. * Returns the current npm package of the sdk
  29998. */
  29999. static readonly NpmPackage: string;
  30000. /**
  30001. * Returns the current version of the framework
  30002. */
  30003. static readonly Version: string;
  30004. /**
  30005. * Returns a string describing the current engine
  30006. */
  30007. readonly description: string;
  30008. /**
  30009. * Gets or sets the epsilon value used by collision engine
  30010. */
  30011. static CollisionsEpsilon: number;
  30012. /**
  30013. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30014. */
  30015. static ShadersRepository: string;
  30016. /** @hidden */
  30017. _shaderProcessor: IShaderProcessor;
  30018. /**
  30019. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30020. */
  30021. forcePOTTextures: boolean;
  30022. /**
  30023. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30024. */
  30025. isFullscreen: boolean;
  30026. /**
  30027. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30028. */
  30029. cullBackFaces: boolean;
  30030. /**
  30031. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30032. */
  30033. renderEvenInBackground: boolean;
  30034. /**
  30035. * Gets or sets a boolean indicating that cache can be kept between frames
  30036. */
  30037. preventCacheWipeBetweenFrames: boolean;
  30038. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30039. validateShaderPrograms: boolean;
  30040. /**
  30041. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30042. */
  30043. disableUniformBuffers: boolean;
  30044. /** @hidden */
  30045. _uniformBuffers: UniformBuffer[];
  30046. /**
  30047. * Gets a boolean indicating that the engine supports uniform buffers
  30048. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30049. */
  30050. readonly supportsUniformBuffers: boolean;
  30051. /** @hidden */
  30052. _gl: WebGLRenderingContext;
  30053. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30054. protected _windowIsBackground: boolean;
  30055. protected _webGLVersion: number;
  30056. protected _creationOptions: EngineOptions;
  30057. protected _highPrecisionShadersAllowed: boolean;
  30058. /** @hidden */
  30059. readonly _shouldUseHighPrecisionShader: boolean;
  30060. /**
  30061. * Gets a boolean indicating that only power of 2 textures are supported
  30062. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30063. */
  30064. readonly needPOTTextures: boolean;
  30065. /** @hidden */
  30066. _badOS: boolean;
  30067. /** @hidden */
  30068. _badDesktopOS: boolean;
  30069. private _hardwareScalingLevel;
  30070. /** @hidden */
  30071. _caps: EngineCapabilities;
  30072. private _isStencilEnable;
  30073. protected _colorWrite: boolean;
  30074. private _glVersion;
  30075. private _glRenderer;
  30076. private _glVendor;
  30077. /** @hidden */
  30078. _videoTextureSupported: boolean;
  30079. protected _renderingQueueLaunched: boolean;
  30080. protected _activeRenderLoops: (() => void)[];
  30081. /**
  30082. * Observable signaled when a context lost event is raised
  30083. */
  30084. onContextLostObservable: Observable<ThinEngine>;
  30085. /**
  30086. * Observable signaled when a context restored event is raised
  30087. */
  30088. onContextRestoredObservable: Observable<ThinEngine>;
  30089. private _onContextLost;
  30090. private _onContextRestored;
  30091. protected _contextWasLost: boolean;
  30092. /** @hidden */
  30093. _doNotHandleContextLost: boolean;
  30094. /**
  30095. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30096. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30097. */
  30098. doNotHandleContextLost: boolean;
  30099. /**
  30100. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30101. */
  30102. disableVertexArrayObjects: boolean;
  30103. /** @hidden */
  30104. protected _depthCullingState: DepthCullingState;
  30105. /** @hidden */
  30106. protected _stencilState: StencilState;
  30107. /** @hidden */
  30108. protected _alphaState: AlphaState;
  30109. /** @hidden */
  30110. _internalTexturesCache: InternalTexture[];
  30111. /** @hidden */
  30112. protected _activeChannel: number;
  30113. private _currentTextureChannel;
  30114. /** @hidden */
  30115. protected _boundTexturesCache: {
  30116. [key: string]: Nullable<InternalTexture>;
  30117. };
  30118. /** @hidden */
  30119. protected _currentEffect: Nullable<Effect>;
  30120. /** @hidden */
  30121. protected _currentProgram: Nullable<WebGLProgram>;
  30122. private _compiledEffects;
  30123. private _vertexAttribArraysEnabled;
  30124. /** @hidden */
  30125. protected _cachedViewport: Nullable<IViewportLike>;
  30126. private _cachedVertexArrayObject;
  30127. /** @hidden */
  30128. protected _cachedVertexBuffers: any;
  30129. /** @hidden */
  30130. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30131. /** @hidden */
  30132. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30133. /** @hidden */
  30134. _currentRenderTarget: Nullable<InternalTexture>;
  30135. private _uintIndicesCurrentlySet;
  30136. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30137. /** @hidden */
  30138. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30139. private _currentBufferPointers;
  30140. private _currentInstanceLocations;
  30141. private _currentInstanceBuffers;
  30142. private _textureUnits;
  30143. /** @hidden */
  30144. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30145. /** @hidden */
  30146. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30147. /** @hidden */
  30148. _bindedRenderFunction: any;
  30149. private _vaoRecordInProgress;
  30150. private _mustWipeVertexAttributes;
  30151. private _emptyTexture;
  30152. private _emptyCubeTexture;
  30153. private _emptyTexture3D;
  30154. /** @hidden */
  30155. _frameHandler: number;
  30156. private _nextFreeTextureSlots;
  30157. private _maxSimultaneousTextures;
  30158. private _activeRequests;
  30159. protected _texturesSupported: string[];
  30160. /** @hidden */
  30161. _textureFormatInUse: Nullable<string>;
  30162. protected readonly _supportsHardwareTextureRescaling: boolean;
  30163. /**
  30164. * Gets the list of texture formats supported
  30165. */
  30166. readonly texturesSupported: Array<string>;
  30167. /**
  30168. * Gets the list of texture formats in use
  30169. */
  30170. readonly textureFormatInUse: Nullable<string>;
  30171. /**
  30172. * Gets the current viewport
  30173. */
  30174. readonly currentViewport: Nullable<IViewportLike>;
  30175. /**
  30176. * Gets the default empty texture
  30177. */
  30178. readonly emptyTexture: InternalTexture;
  30179. /**
  30180. * Gets the default empty 3D texture
  30181. */
  30182. readonly emptyTexture3D: InternalTexture;
  30183. /**
  30184. * Gets the default empty cube texture
  30185. */
  30186. readonly emptyCubeTexture: InternalTexture;
  30187. /**
  30188. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30189. */
  30190. readonly premultipliedAlpha: boolean;
  30191. /**
  30192. * Observable event triggered before each texture is initialized
  30193. */
  30194. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30195. /**
  30196. * Creates a new engine
  30197. * @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
  30198. * @param antialias defines enable antialiasing (default: false)
  30199. * @param options defines further options to be sent to the getContext() function
  30200. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30201. */
  30202. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30203. private _rebuildInternalTextures;
  30204. private _rebuildEffects;
  30205. /**
  30206. * Gets a boolean indicating if all created effects are ready
  30207. * @returns true if all effects are ready
  30208. */
  30209. areAllEffectsReady(): boolean;
  30210. protected _rebuildBuffers(): void;
  30211. private _initGLContext;
  30212. /**
  30213. * Gets version of the current webGL context
  30214. */
  30215. readonly webGLVersion: number;
  30216. /**
  30217. * Gets a string idenfifying the name of the class
  30218. * @returns "Engine" string
  30219. */
  30220. getClassName(): string;
  30221. /**
  30222. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30223. */
  30224. readonly isStencilEnable: boolean;
  30225. /** @hidden */
  30226. _prepareWorkingCanvas(): void;
  30227. /**
  30228. * Reset the texture cache to empty state
  30229. */
  30230. resetTextureCache(): void;
  30231. /**
  30232. * Gets an object containing information about the current webGL context
  30233. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30234. */
  30235. getGlInfo(): {
  30236. vendor: string;
  30237. renderer: string;
  30238. version: string;
  30239. };
  30240. /**
  30241. * Defines the hardware scaling level.
  30242. * By default the hardware scaling level is computed from the window device ratio.
  30243. * 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.
  30244. * @param level defines the level to use
  30245. */
  30246. setHardwareScalingLevel(level: number): void;
  30247. /**
  30248. * Gets the current hardware scaling level.
  30249. * By default the hardware scaling level is computed from the window device ratio.
  30250. * 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.
  30251. * @returns a number indicating the current hardware scaling level
  30252. */
  30253. getHardwareScalingLevel(): number;
  30254. /**
  30255. * Gets the list of loaded textures
  30256. * @returns an array containing all loaded textures
  30257. */
  30258. getLoadedTexturesCache(): InternalTexture[];
  30259. /**
  30260. * Gets the object containing all engine capabilities
  30261. * @returns the EngineCapabilities object
  30262. */
  30263. getCaps(): EngineCapabilities;
  30264. /**
  30265. * stop executing a render loop function and remove it from the execution array
  30266. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30267. */
  30268. stopRenderLoop(renderFunction?: () => void): void;
  30269. /** @hidden */
  30270. _renderLoop(): void;
  30271. /**
  30272. * Gets the HTML canvas attached with the current webGL context
  30273. * @returns a HTML canvas
  30274. */
  30275. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30276. /**
  30277. * Gets host window
  30278. * @returns the host window object
  30279. */
  30280. getHostWindow(): Nullable<Window>;
  30281. /**
  30282. * Gets the current render width
  30283. * @param useScreen defines if screen size must be used (or the current render target if any)
  30284. * @returns a number defining the current render width
  30285. */
  30286. getRenderWidth(useScreen?: boolean): number;
  30287. /**
  30288. * Gets the current render height
  30289. * @param useScreen defines if screen size must be used (or the current render target if any)
  30290. * @returns a number defining the current render height
  30291. */
  30292. getRenderHeight(useScreen?: boolean): number;
  30293. /**
  30294. * Can be used to override the current requestAnimationFrame requester.
  30295. * @hidden
  30296. */
  30297. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30298. /**
  30299. * Register and execute a render loop. The engine can have more than one render function
  30300. * @param renderFunction defines the function to continuously execute
  30301. */
  30302. runRenderLoop(renderFunction: () => void): void;
  30303. /**
  30304. * Clear the current render buffer or the current render target (if any is set up)
  30305. * @param color defines the color to use
  30306. * @param backBuffer defines if the back buffer must be cleared
  30307. * @param depth defines if the depth buffer must be cleared
  30308. * @param stencil defines if the stencil buffer must be cleared
  30309. */
  30310. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30311. private _viewportCached;
  30312. /** @hidden */
  30313. _viewport(x: number, y: number, width: number, height: number): void;
  30314. /**
  30315. * Set the WebGL's viewport
  30316. * @param viewport defines the viewport element to be used
  30317. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30318. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30319. */
  30320. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30321. /**
  30322. * Begin a new frame
  30323. */
  30324. beginFrame(): void;
  30325. /**
  30326. * Enf the current frame
  30327. */
  30328. endFrame(): void;
  30329. /**
  30330. * Resize the view according to the canvas' size
  30331. */
  30332. resize(): void;
  30333. /**
  30334. * Force a specific size of the canvas
  30335. * @param width defines the new canvas' width
  30336. * @param height defines the new canvas' height
  30337. */
  30338. setSize(width: number, height: number): void;
  30339. /**
  30340. * Binds the frame buffer to the specified texture.
  30341. * @param texture The texture to render to or null for the default canvas
  30342. * @param faceIndex The face of the texture to render to in case of cube texture
  30343. * @param requiredWidth The width of the target to render to
  30344. * @param requiredHeight The height of the target to render to
  30345. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30346. * @param depthStencilTexture The depth stencil texture to use to render
  30347. * @param lodLevel defines le lod level to bind to the frame buffer
  30348. */
  30349. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30350. /** @hidden */
  30351. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30352. /**
  30353. * Unbind the current render target texture from the webGL context
  30354. * @param texture defines the render target texture to unbind
  30355. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30356. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30357. */
  30358. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30359. /**
  30360. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30361. */
  30362. flushFramebuffer(): void;
  30363. /**
  30364. * Unbind the current render target and bind the default framebuffer
  30365. */
  30366. restoreDefaultFramebuffer(): void;
  30367. /** @hidden */
  30368. protected _resetVertexBufferBinding(): void;
  30369. /**
  30370. * Creates a vertex buffer
  30371. * @param data the data for the vertex buffer
  30372. * @returns the new WebGL static buffer
  30373. */
  30374. createVertexBuffer(data: DataArray): DataBuffer;
  30375. private _createVertexBuffer;
  30376. /**
  30377. * Creates a dynamic vertex buffer
  30378. * @param data the data for the dynamic vertex buffer
  30379. * @returns the new WebGL dynamic buffer
  30380. */
  30381. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30382. protected _resetIndexBufferBinding(): void;
  30383. /**
  30384. * Creates a new index buffer
  30385. * @param indices defines the content of the index buffer
  30386. * @param updatable defines if the index buffer must be updatable
  30387. * @returns a new webGL buffer
  30388. */
  30389. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30390. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30391. /**
  30392. * Bind a webGL buffer to the webGL context
  30393. * @param buffer defines the buffer to bind
  30394. */
  30395. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30396. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30397. private bindBuffer;
  30398. /**
  30399. * update the bound buffer with the given data
  30400. * @param data defines the data to update
  30401. */
  30402. updateArrayBuffer(data: Float32Array): void;
  30403. private _vertexAttribPointer;
  30404. private _bindIndexBufferWithCache;
  30405. private _bindVertexBuffersAttributes;
  30406. /**
  30407. * Records a vertex array object
  30408. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30409. * @param vertexBuffers defines the list of vertex buffers to store
  30410. * @param indexBuffer defines the index buffer to store
  30411. * @param effect defines the effect to store
  30412. * @returns the new vertex array object
  30413. */
  30414. recordVertexArrayObject(vertexBuffers: {
  30415. [key: string]: VertexBuffer;
  30416. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30417. /**
  30418. * Bind a specific vertex array object
  30419. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30420. * @param vertexArrayObject defines the vertex array object to bind
  30421. * @param indexBuffer defines the index buffer to bind
  30422. */
  30423. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30424. /**
  30425. * Bind webGl buffers directly to the webGL context
  30426. * @param vertexBuffer defines the vertex buffer to bind
  30427. * @param indexBuffer defines the index buffer to bind
  30428. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30429. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30430. * @param effect defines the effect associated with the vertex buffer
  30431. */
  30432. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30433. private _unbindVertexArrayObject;
  30434. /**
  30435. * Bind a list of vertex buffers to the webGL context
  30436. * @param vertexBuffers defines the list of vertex buffers to bind
  30437. * @param indexBuffer defines the index buffer to bind
  30438. * @param effect defines the effect associated with the vertex buffers
  30439. */
  30440. bindBuffers(vertexBuffers: {
  30441. [key: string]: Nullable<VertexBuffer>;
  30442. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30443. /**
  30444. * Unbind all instance attributes
  30445. */
  30446. unbindInstanceAttributes(): void;
  30447. /**
  30448. * Release and free the memory of a vertex array object
  30449. * @param vao defines the vertex array object to delete
  30450. */
  30451. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30452. /** @hidden */
  30453. _releaseBuffer(buffer: DataBuffer): boolean;
  30454. protected _deleteBuffer(buffer: DataBuffer): void;
  30455. /**
  30456. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30457. * @param instancesBuffer defines the webGL buffer to update and bind
  30458. * @param data defines the data to store in the buffer
  30459. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30460. */
  30461. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30462. /**
  30463. * Apply all cached states (depth, culling, stencil and alpha)
  30464. */
  30465. applyStates(): void;
  30466. /**
  30467. * Send a draw order
  30468. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30469. * @param indexStart defines the starting index
  30470. * @param indexCount defines the number of index to draw
  30471. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30472. */
  30473. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30474. /**
  30475. * Draw a list of points
  30476. * @param verticesStart defines the index of first vertex to draw
  30477. * @param verticesCount defines the count of vertices to draw
  30478. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30479. */
  30480. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30481. /**
  30482. * Draw a list of unindexed primitives
  30483. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30484. * @param verticesStart defines the index of first vertex to draw
  30485. * @param verticesCount defines the count of vertices to draw
  30486. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30487. */
  30488. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30489. /**
  30490. * Draw a list of indexed primitives
  30491. * @param fillMode defines the primitive to use
  30492. * @param indexStart defines the starting index
  30493. * @param indexCount defines the number of index to draw
  30494. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30495. */
  30496. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30497. /**
  30498. * Draw a list of unindexed primitives
  30499. * @param fillMode defines the primitive to use
  30500. * @param verticesStart defines the index of first vertex to draw
  30501. * @param verticesCount defines the count of vertices to draw
  30502. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30503. */
  30504. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30505. private _drawMode;
  30506. /** @hidden */
  30507. protected _reportDrawCall(): void;
  30508. /** @hidden */
  30509. _releaseEffect(effect: Effect): void;
  30510. /** @hidden */
  30511. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30512. /**
  30513. * Create a new effect (used to store vertex/fragment shaders)
  30514. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30515. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30516. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30517. * @param samplers defines an array of string used to represent textures
  30518. * @param defines defines the string containing the defines to use to compile the shaders
  30519. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30520. * @param onCompiled defines a function to call when the effect creation is successful
  30521. * @param onError defines a function to call when the effect creation has failed
  30522. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30523. * @returns the new Effect
  30524. */
  30525. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30526. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30527. private _compileShader;
  30528. private _compileRawShader;
  30529. /**
  30530. * Directly creates a webGL program
  30531. * @param pipelineContext defines the pipeline context to attach to
  30532. * @param vertexCode defines the vertex shader code to use
  30533. * @param fragmentCode defines the fragment shader code to use
  30534. * @param context defines the webGL context to use (if not set, the current one will be used)
  30535. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30536. * @returns the new webGL program
  30537. */
  30538. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30539. /**
  30540. * Creates a webGL program
  30541. * @param pipelineContext defines the pipeline context to attach to
  30542. * @param vertexCode defines the vertex shader code to use
  30543. * @param fragmentCode defines the fragment shader code to use
  30544. * @param defines defines the string containing the defines to use to compile the shaders
  30545. * @param context defines the webGL context to use (if not set, the current one will be used)
  30546. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30547. * @returns the new webGL program
  30548. */
  30549. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30550. /**
  30551. * Creates a new pipeline context
  30552. * @returns the new pipeline
  30553. */
  30554. createPipelineContext(): IPipelineContext;
  30555. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30556. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30557. /** @hidden */
  30558. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30559. /** @hidden */
  30560. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30561. /** @hidden */
  30562. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30563. /**
  30564. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30565. * @param pipelineContext defines the pipeline context to use
  30566. * @param uniformsNames defines the list of uniform names
  30567. * @returns an array of webGL uniform locations
  30568. */
  30569. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30570. /**
  30571. * Gets the lsit of active attributes for a given webGL program
  30572. * @param pipelineContext defines the pipeline context to use
  30573. * @param attributesNames defines the list of attribute names to get
  30574. * @returns an array of indices indicating the offset of each attribute
  30575. */
  30576. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30577. /**
  30578. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30579. * @param effect defines the effect to activate
  30580. */
  30581. enableEffect(effect: Nullable<Effect>): void;
  30582. /**
  30583. * Set the value of an uniform to a number (int)
  30584. * @param uniform defines the webGL uniform location where to store the value
  30585. * @param value defines the int number to store
  30586. */
  30587. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30588. /**
  30589. * Set the value of an uniform to an array of int32
  30590. * @param uniform defines the webGL uniform location where to store the value
  30591. * @param array defines the array of int32 to store
  30592. */
  30593. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30594. /**
  30595. * Set the value of an uniform to an array of int32 (stored as vec2)
  30596. * @param uniform defines the webGL uniform location where to store the value
  30597. * @param array defines the array of int32 to store
  30598. */
  30599. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30600. /**
  30601. * Set the value of an uniform to an array of int32 (stored as vec3)
  30602. * @param uniform defines the webGL uniform location where to store the value
  30603. * @param array defines the array of int32 to store
  30604. */
  30605. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30606. /**
  30607. * Set the value of an uniform to an array of int32 (stored as vec4)
  30608. * @param uniform defines the webGL uniform location where to store the value
  30609. * @param array defines the array of int32 to store
  30610. */
  30611. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30612. /**
  30613. * Set the value of an uniform to an array of number
  30614. * @param uniform defines the webGL uniform location where to store the value
  30615. * @param array defines the array of number to store
  30616. */
  30617. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30618. /**
  30619. * Set the value of an uniform to an array of number (stored as vec2)
  30620. * @param uniform defines the webGL uniform location where to store the value
  30621. * @param array defines the array of number to store
  30622. */
  30623. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30624. /**
  30625. * Set the value of an uniform to an array of number (stored as vec3)
  30626. * @param uniform defines the webGL uniform location where to store the value
  30627. * @param array defines the array of number to store
  30628. */
  30629. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30630. /**
  30631. * Set the value of an uniform to an array of number (stored as vec4)
  30632. * @param uniform defines the webGL uniform location where to store the value
  30633. * @param array defines the array of number to store
  30634. */
  30635. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30636. /**
  30637. * Set the value of an uniform to an array of float32 (stored as matrices)
  30638. * @param uniform defines the webGL uniform location where to store the value
  30639. * @param matrices defines the array of float32 to store
  30640. */
  30641. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30642. /**
  30643. * Set the value of an uniform to a matrix (3x3)
  30644. * @param uniform defines the webGL uniform location where to store the value
  30645. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30646. */
  30647. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30648. /**
  30649. * Set the value of an uniform to a matrix (2x2)
  30650. * @param uniform defines the webGL uniform location where to store the value
  30651. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30652. */
  30653. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30654. /**
  30655. * Set the value of an uniform to a number (float)
  30656. * @param uniform defines the webGL uniform location where to store the value
  30657. * @param value defines the float number to store
  30658. */
  30659. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30660. /**
  30661. * Set the value of an uniform to a vec2
  30662. * @param uniform defines the webGL uniform location where to store the value
  30663. * @param x defines the 1st component of the value
  30664. * @param y defines the 2nd component of the value
  30665. */
  30666. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30667. /**
  30668. * Set the value of an uniform to a vec3
  30669. * @param uniform defines the webGL uniform location where to store the value
  30670. * @param x defines the 1st component of the value
  30671. * @param y defines the 2nd component of the value
  30672. * @param z defines the 3rd component of the value
  30673. */
  30674. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30675. /**
  30676. * Set the value of an uniform to a vec4
  30677. * @param uniform defines the webGL uniform location where to store the value
  30678. * @param x defines the 1st component of the value
  30679. * @param y defines the 2nd component of the value
  30680. * @param z defines the 3rd component of the value
  30681. * @param w defines the 4th component of the value
  30682. */
  30683. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30684. /**
  30685. * Gets the depth culling state manager
  30686. */
  30687. readonly depthCullingState: DepthCullingState;
  30688. /**
  30689. * Gets the alpha state manager
  30690. */
  30691. readonly alphaState: AlphaState;
  30692. /**
  30693. * Gets the stencil state manager
  30694. */
  30695. readonly stencilState: StencilState;
  30696. /**
  30697. * Clears the list of texture accessible through engine.
  30698. * This can help preventing texture load conflict due to name collision.
  30699. */
  30700. clearInternalTexturesCache(): void;
  30701. /**
  30702. * Force the entire cache to be cleared
  30703. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30704. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30705. */
  30706. wipeCaches(bruteForce?: boolean): void;
  30707. /** @hidden */
  30708. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30709. min: number;
  30710. mag: number;
  30711. };
  30712. /** @hidden */
  30713. _createTexture(): WebGLTexture;
  30714. /**
  30715. * Usually called from Texture.ts.
  30716. * Passed information to create a WebGLTexture
  30717. * @param urlArg defines a value which contains one of the following:
  30718. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  30719. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  30720. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  30721. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  30722. * @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)
  30723. * @param scene needed for loading to the correct scene
  30724. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  30725. * @param onLoad optional callback to be called upon successful completion
  30726. * @param onError optional callback to be called upon failure
  30727. * @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
  30728. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  30729. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  30730. * @param forcedExtension defines the extension to use to pick the right loader
  30731. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  30732. * @param mimeType defines an optional mime type
  30733. * @returns a InternalTexture for assignment back into BABYLON.Texture
  30734. */
  30735. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  30736. /**
  30737. * @hidden
  30738. */
  30739. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  30740. /**
  30741. * Creates a raw texture
  30742. * @param data defines the data to store in the texture
  30743. * @param width defines the width of the texture
  30744. * @param height defines the height of the texture
  30745. * @param format defines the format of the data
  30746. * @param generateMipMaps defines if the engine should generate the mip levels
  30747. * @param invertY defines if data must be stored with Y axis inverted
  30748. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  30749. * @param compression defines the compression used (null by default)
  30750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  30751. * @returns the raw texture inside an InternalTexture
  30752. */
  30753. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  30754. /**
  30755. * Creates a new raw cube texture
  30756. * @param data defines the array of data to use to create each face
  30757. * @param size defines the size of the textures
  30758. * @param format defines the format of the data
  30759. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  30760. * @param generateMipMaps defines if the engine should generate the mip levels
  30761. * @param invertY defines if data must be stored with Y axis inverted
  30762. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30763. * @param compression defines the compression used (null by default)
  30764. * @returns the cube texture as an InternalTexture
  30765. */
  30766. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  30767. /**
  30768. * Creates a new raw 3D texture
  30769. * @param data defines the data used to create the texture
  30770. * @param width defines the width of the texture
  30771. * @param height defines the height of the texture
  30772. * @param depth defines the depth of the texture
  30773. * @param format defines the format of the texture
  30774. * @param generateMipMaps defines if the engine must generate mip levels
  30775. * @param invertY defines if data must be stored with Y axis inverted
  30776. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30777. * @param compression defines the compressed used (can be null)
  30778. * @param textureType defines the compressed used (can be null)
  30779. * @returns a new raw 3D texture (stored in an InternalTexture)
  30780. */
  30781. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30782. private _unpackFlipYCached;
  30783. /**
  30784. * In case you are sharing the context with other applications, it might
  30785. * be interested to not cache the unpack flip y state to ensure a consistent
  30786. * value would be set.
  30787. */
  30788. enableUnpackFlipYCached: boolean;
  30789. /** @hidden */
  30790. _unpackFlipY(value: boolean): void;
  30791. /** @hidden */
  30792. _getUnpackAlignement(): number;
  30793. /**
  30794. * Update the sampling mode of a given texture
  30795. * @param samplingMode defines the required sampling mode
  30796. * @param texture defines the texture to update
  30797. */
  30798. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  30799. /** @hidden */
  30800. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  30801. width: number;
  30802. height: number;
  30803. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  30804. /** @hidden */
  30805. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30806. /** @hidden */
  30807. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  30808. /** @hidden */
  30809. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30810. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  30811. private _prepareWebGLTexture;
  30812. /** @hidden */
  30813. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  30814. /** @hidden */
  30815. _releaseFramebufferObjects(texture: InternalTexture): void;
  30816. /** @hidden */
  30817. _releaseTexture(texture: InternalTexture): void;
  30818. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  30819. protected _setProgram(program: WebGLProgram): void;
  30820. protected _boundUniforms: {
  30821. [key: number]: WebGLUniformLocation;
  30822. };
  30823. /**
  30824. * Binds an effect to the webGL context
  30825. * @param effect defines the effect to bind
  30826. */
  30827. bindSamplers(effect: Effect): void;
  30828. private _activateCurrentTexture;
  30829. /** @hidden */
  30830. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  30831. /** @hidden */
  30832. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  30833. /**
  30834. * Unbind all textures from the webGL context
  30835. */
  30836. unbindAllTextures(): void;
  30837. /**
  30838. * Sets a texture to the according uniform.
  30839. * @param channel The texture channel
  30840. * @param uniform The uniform to set
  30841. * @param texture The texture to apply
  30842. */
  30843. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  30844. private _bindSamplerUniformToChannel;
  30845. private _getTextureWrapMode;
  30846. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  30847. /**
  30848. * Sets an array of texture to the webGL context
  30849. * @param channel defines the channel where the texture array must be set
  30850. * @param uniform defines the associated uniform location
  30851. * @param textures defines the array of textures to bind
  30852. */
  30853. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  30854. /** @hidden */
  30855. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  30856. private _setTextureParameterFloat;
  30857. private _setTextureParameterInteger;
  30858. /**
  30859. * Unbind all vertex attributes from the webGL context
  30860. */
  30861. unbindAllAttributes(): void;
  30862. /**
  30863. * 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
  30864. */
  30865. releaseEffects(): void;
  30866. /**
  30867. * Dispose and release all associated resources
  30868. */
  30869. dispose(): void;
  30870. /**
  30871. * Attach a new callback raised when context lost event is fired
  30872. * @param callback defines the callback to call
  30873. */
  30874. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30875. /**
  30876. * Attach a new callback raised when context restored event is fired
  30877. * @param callback defines the callback to call
  30878. */
  30879. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  30880. /**
  30881. * Get the current error code of the webGL context
  30882. * @returns the error code
  30883. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  30884. */
  30885. getError(): number;
  30886. private _canRenderToFloatFramebuffer;
  30887. private _canRenderToHalfFloatFramebuffer;
  30888. private _canRenderToFramebuffer;
  30889. /** @hidden */
  30890. _getWebGLTextureType(type: number): number;
  30891. /** @hidden */
  30892. _getInternalFormat(format: number): number;
  30893. /** @hidden */
  30894. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  30895. /** @hidden */
  30896. _getRGBAMultiSampleBufferFormat(type: number): number;
  30897. /** @hidden */
  30898. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  30899. /**
  30900. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  30901. * @returns true if the engine can be created
  30902. * @ignorenaming
  30903. */
  30904. static isSupported(): boolean;
  30905. /**
  30906. * Find the next highest power of two.
  30907. * @param x Number to start search from.
  30908. * @return Next highest power of two.
  30909. */
  30910. static CeilingPOT(x: number): number;
  30911. /**
  30912. * Find the next lowest power of two.
  30913. * @param x Number to start search from.
  30914. * @return Next lowest power of two.
  30915. */
  30916. static FloorPOT(x: number): number;
  30917. /**
  30918. * Find the nearest power of two.
  30919. * @param x Number to start search from.
  30920. * @return Next nearest power of two.
  30921. */
  30922. static NearestPOT(x: number): number;
  30923. /**
  30924. * Get the closest exponent of two
  30925. * @param value defines the value to approximate
  30926. * @param max defines the maximum value to return
  30927. * @param mode defines how to define the closest value
  30928. * @returns closest exponent of two of the given value
  30929. */
  30930. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  30931. /**
  30932. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  30933. * @param func - the function to be called
  30934. * @param requester - the object that will request the next frame. Falls back to window.
  30935. * @returns frame number
  30936. */
  30937. static QueueNewFrame(func: () => void, requester?: any): number;
  30938. }
  30939. }
  30940. declare module "babylonjs/Maths/sphericalPolynomial" {
  30941. import { Vector3 } from "babylonjs/Maths/math.vector";
  30942. import { Color3 } from "babylonjs/Maths/math.color";
  30943. /**
  30944. * Class representing spherical harmonics coefficients to the 3rd degree
  30945. */
  30946. export class SphericalHarmonics {
  30947. /**
  30948. * Defines whether or not the harmonics have been prescaled for rendering.
  30949. */
  30950. preScaled: boolean;
  30951. /**
  30952. * The l0,0 coefficients of the spherical harmonics
  30953. */
  30954. l00: Vector3;
  30955. /**
  30956. * The l1,-1 coefficients of the spherical harmonics
  30957. */
  30958. l1_1: Vector3;
  30959. /**
  30960. * The l1,0 coefficients of the spherical harmonics
  30961. */
  30962. l10: Vector3;
  30963. /**
  30964. * The l1,1 coefficients of the spherical harmonics
  30965. */
  30966. l11: Vector3;
  30967. /**
  30968. * The l2,-2 coefficients of the spherical harmonics
  30969. */
  30970. l2_2: Vector3;
  30971. /**
  30972. * The l2,-1 coefficients of the spherical harmonics
  30973. */
  30974. l2_1: Vector3;
  30975. /**
  30976. * The l2,0 coefficients of the spherical harmonics
  30977. */
  30978. l20: Vector3;
  30979. /**
  30980. * The l2,1 coefficients of the spherical harmonics
  30981. */
  30982. l21: Vector3;
  30983. /**
  30984. * The l2,2 coefficients of the spherical harmonics
  30985. */
  30986. l22: Vector3;
  30987. /**
  30988. * Adds a light to the spherical harmonics
  30989. * @param direction the direction of the light
  30990. * @param color the color of the light
  30991. * @param deltaSolidAngle the delta solid angle of the light
  30992. */
  30993. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  30994. /**
  30995. * Scales the spherical harmonics by the given amount
  30996. * @param scale the amount to scale
  30997. */
  30998. scaleInPlace(scale: number): void;
  30999. /**
  31000. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31001. *
  31002. * ```
  31003. * E_lm = A_l * L_lm
  31004. * ```
  31005. *
  31006. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31007. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31008. * the scaling factors are given in equation 9.
  31009. */
  31010. convertIncidentRadianceToIrradiance(): void;
  31011. /**
  31012. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31013. *
  31014. * ```
  31015. * L = (1/pi) * E * rho
  31016. * ```
  31017. *
  31018. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31019. */
  31020. convertIrradianceToLambertianRadiance(): void;
  31021. /**
  31022. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31023. * required operations at run time.
  31024. *
  31025. * This is simply done by scaling back the SH with Ylm constants parameter.
  31026. * The trigonometric part being applied by the shader at run time.
  31027. */
  31028. preScaleForRendering(): void;
  31029. /**
  31030. * Constructs a spherical harmonics from an array.
  31031. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31032. * @returns the spherical harmonics
  31033. */
  31034. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31035. /**
  31036. * Gets the spherical harmonics from polynomial
  31037. * @param polynomial the spherical polynomial
  31038. * @returns the spherical harmonics
  31039. */
  31040. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31041. }
  31042. /**
  31043. * Class representing spherical polynomial coefficients to the 3rd degree
  31044. */
  31045. export class SphericalPolynomial {
  31046. private _harmonics;
  31047. /**
  31048. * The spherical harmonics used to create the polynomials.
  31049. */
  31050. readonly preScaledHarmonics: SphericalHarmonics;
  31051. /**
  31052. * The x coefficients of the spherical polynomial
  31053. */
  31054. x: Vector3;
  31055. /**
  31056. * The y coefficients of the spherical polynomial
  31057. */
  31058. y: Vector3;
  31059. /**
  31060. * The z coefficients of the spherical polynomial
  31061. */
  31062. z: Vector3;
  31063. /**
  31064. * The xx coefficients of the spherical polynomial
  31065. */
  31066. xx: Vector3;
  31067. /**
  31068. * The yy coefficients of the spherical polynomial
  31069. */
  31070. yy: Vector3;
  31071. /**
  31072. * The zz coefficients of the spherical polynomial
  31073. */
  31074. zz: Vector3;
  31075. /**
  31076. * The xy coefficients of the spherical polynomial
  31077. */
  31078. xy: Vector3;
  31079. /**
  31080. * The yz coefficients of the spherical polynomial
  31081. */
  31082. yz: Vector3;
  31083. /**
  31084. * The zx coefficients of the spherical polynomial
  31085. */
  31086. zx: Vector3;
  31087. /**
  31088. * Adds an ambient color to the spherical polynomial
  31089. * @param color the color to add
  31090. */
  31091. addAmbient(color: Color3): void;
  31092. /**
  31093. * Scales the spherical polynomial by the given amount
  31094. * @param scale the amount to scale
  31095. */
  31096. scaleInPlace(scale: number): void;
  31097. /**
  31098. * Gets the spherical polynomial from harmonics
  31099. * @param harmonics the spherical harmonics
  31100. * @returns the spherical polynomial
  31101. */
  31102. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31103. /**
  31104. * Constructs a spherical polynomial from an array.
  31105. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31106. * @returns the spherical polynomial
  31107. */
  31108. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31109. }
  31110. }
  31111. declare module "babylonjs/Materials/Textures/internalTexture" {
  31112. import { Observable } from "babylonjs/Misc/observable";
  31113. import { Nullable, int } from "babylonjs/types";
  31114. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31115. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31116. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31117. /**
  31118. * Defines the source of the internal texture
  31119. */
  31120. export enum InternalTextureSource {
  31121. /**
  31122. * The source of the texture data is unknown
  31123. */
  31124. Unknown = 0,
  31125. /**
  31126. * Texture data comes from an URL
  31127. */
  31128. Url = 1,
  31129. /**
  31130. * Texture data is only used for temporary storage
  31131. */
  31132. Temp = 2,
  31133. /**
  31134. * Texture data comes from raw data (ArrayBuffer)
  31135. */
  31136. Raw = 3,
  31137. /**
  31138. * Texture content is dynamic (video or dynamic texture)
  31139. */
  31140. Dynamic = 4,
  31141. /**
  31142. * Texture content is generated by rendering to it
  31143. */
  31144. RenderTarget = 5,
  31145. /**
  31146. * Texture content is part of a multi render target process
  31147. */
  31148. MultiRenderTarget = 6,
  31149. /**
  31150. * Texture data comes from a cube data file
  31151. */
  31152. Cube = 7,
  31153. /**
  31154. * Texture data comes from a raw cube data
  31155. */
  31156. CubeRaw = 8,
  31157. /**
  31158. * Texture data come from a prefiltered cube data file
  31159. */
  31160. CubePrefiltered = 9,
  31161. /**
  31162. * Texture content is raw 3D data
  31163. */
  31164. Raw3D = 10,
  31165. /**
  31166. * Texture content is a depth texture
  31167. */
  31168. Depth = 11,
  31169. /**
  31170. * Texture data comes from a raw cube data encoded with RGBD
  31171. */
  31172. CubeRawRGBD = 12
  31173. }
  31174. /**
  31175. * Class used to store data associated with WebGL texture data for the engine
  31176. * This class should not be used directly
  31177. */
  31178. export class InternalTexture {
  31179. /** @hidden */
  31180. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31181. /**
  31182. * Defines if the texture is ready
  31183. */
  31184. isReady: boolean;
  31185. /**
  31186. * Defines if the texture is a cube texture
  31187. */
  31188. isCube: boolean;
  31189. /**
  31190. * Defines if the texture contains 3D data
  31191. */
  31192. is3D: boolean;
  31193. /**
  31194. * Defines if the texture contains multiview data
  31195. */
  31196. isMultiview: boolean;
  31197. /**
  31198. * Gets the URL used to load this texture
  31199. */
  31200. url: string;
  31201. /**
  31202. * Gets the sampling mode of the texture
  31203. */
  31204. samplingMode: number;
  31205. /**
  31206. * Gets a boolean indicating if the texture needs mipmaps generation
  31207. */
  31208. generateMipMaps: boolean;
  31209. /**
  31210. * Gets the number of samples used by the texture (WebGL2+ only)
  31211. */
  31212. samples: number;
  31213. /**
  31214. * Gets the type of the texture (int, float...)
  31215. */
  31216. type: number;
  31217. /**
  31218. * Gets the format of the texture (RGB, RGBA...)
  31219. */
  31220. format: number;
  31221. /**
  31222. * Observable called when the texture is loaded
  31223. */
  31224. onLoadedObservable: Observable<InternalTexture>;
  31225. /**
  31226. * Gets the width of the texture
  31227. */
  31228. width: number;
  31229. /**
  31230. * Gets the height of the texture
  31231. */
  31232. height: number;
  31233. /**
  31234. * Gets the depth of the texture
  31235. */
  31236. depth: number;
  31237. /**
  31238. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31239. */
  31240. baseWidth: number;
  31241. /**
  31242. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31243. */
  31244. baseHeight: number;
  31245. /**
  31246. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31247. */
  31248. baseDepth: number;
  31249. /**
  31250. * Gets a boolean indicating if the texture is inverted on Y axis
  31251. */
  31252. invertY: boolean;
  31253. /** @hidden */
  31254. _invertVScale: boolean;
  31255. /** @hidden */
  31256. _associatedChannel: number;
  31257. /** @hidden */
  31258. _source: InternalTextureSource;
  31259. /** @hidden */
  31260. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31261. /** @hidden */
  31262. _bufferView: Nullable<ArrayBufferView>;
  31263. /** @hidden */
  31264. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31265. /** @hidden */
  31266. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31267. /** @hidden */
  31268. _size: number;
  31269. /** @hidden */
  31270. _extension: string;
  31271. /** @hidden */
  31272. _files: Nullable<string[]>;
  31273. /** @hidden */
  31274. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31275. /** @hidden */
  31276. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31277. /** @hidden */
  31278. _framebuffer: Nullable<WebGLFramebuffer>;
  31279. /** @hidden */
  31280. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31281. /** @hidden */
  31282. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31283. /** @hidden */
  31284. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31285. /** @hidden */
  31286. _attachments: Nullable<number[]>;
  31287. /** @hidden */
  31288. _cachedCoordinatesMode: Nullable<number>;
  31289. /** @hidden */
  31290. _cachedWrapU: Nullable<number>;
  31291. /** @hidden */
  31292. _cachedWrapV: Nullable<number>;
  31293. /** @hidden */
  31294. _cachedWrapR: Nullable<number>;
  31295. /** @hidden */
  31296. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31297. /** @hidden */
  31298. _isDisabled: boolean;
  31299. /** @hidden */
  31300. _compression: Nullable<string>;
  31301. /** @hidden */
  31302. _generateStencilBuffer: boolean;
  31303. /** @hidden */
  31304. _generateDepthBuffer: boolean;
  31305. /** @hidden */
  31306. _comparisonFunction: number;
  31307. /** @hidden */
  31308. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31309. /** @hidden */
  31310. _lodGenerationScale: number;
  31311. /** @hidden */
  31312. _lodGenerationOffset: number;
  31313. /** @hidden */
  31314. _colorTextureArray: Nullable<WebGLTexture>;
  31315. /** @hidden */
  31316. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31317. /** @hidden */
  31318. _lodTextureHigh: Nullable<BaseTexture>;
  31319. /** @hidden */
  31320. _lodTextureMid: Nullable<BaseTexture>;
  31321. /** @hidden */
  31322. _lodTextureLow: Nullable<BaseTexture>;
  31323. /** @hidden */
  31324. _isRGBD: boolean;
  31325. /** @hidden */
  31326. _linearSpecularLOD: boolean;
  31327. /** @hidden */
  31328. _irradianceTexture: Nullable<BaseTexture>;
  31329. /** @hidden */
  31330. _webGLTexture: Nullable<WebGLTexture>;
  31331. /** @hidden */
  31332. _references: number;
  31333. private _engine;
  31334. /**
  31335. * Gets the Engine the texture belongs to.
  31336. * @returns The babylon engine
  31337. */
  31338. getEngine(): ThinEngine;
  31339. /**
  31340. * Gets the data source type of the texture
  31341. */
  31342. readonly source: InternalTextureSource;
  31343. /**
  31344. * Creates a new InternalTexture
  31345. * @param engine defines the engine to use
  31346. * @param source defines the type of data that will be used
  31347. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31348. */
  31349. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31350. /**
  31351. * Increments the number of references (ie. the number of Texture that point to it)
  31352. */
  31353. incrementReferences(): void;
  31354. /**
  31355. * Change the size of the texture (not the size of the content)
  31356. * @param width defines the new width
  31357. * @param height defines the new height
  31358. * @param depth defines the new depth (1 by default)
  31359. */
  31360. updateSize(width: int, height: int, depth?: int): void;
  31361. /** @hidden */
  31362. _rebuild(): void;
  31363. /** @hidden */
  31364. _swapAndDie(target: InternalTexture): void;
  31365. /**
  31366. * Dispose the current allocated resources
  31367. */
  31368. dispose(): void;
  31369. }
  31370. }
  31371. declare module "babylonjs/Audio/analyser" {
  31372. import { Scene } from "babylonjs/scene";
  31373. /**
  31374. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31375. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31376. */
  31377. export class Analyser {
  31378. /**
  31379. * Gets or sets the smoothing
  31380. * @ignorenaming
  31381. */
  31382. SMOOTHING: number;
  31383. /**
  31384. * Gets or sets the FFT table size
  31385. * @ignorenaming
  31386. */
  31387. FFT_SIZE: number;
  31388. /**
  31389. * Gets or sets the bar graph amplitude
  31390. * @ignorenaming
  31391. */
  31392. BARGRAPHAMPLITUDE: number;
  31393. /**
  31394. * Gets or sets the position of the debug canvas
  31395. * @ignorenaming
  31396. */
  31397. DEBUGCANVASPOS: {
  31398. x: number;
  31399. y: number;
  31400. };
  31401. /**
  31402. * Gets or sets the debug canvas size
  31403. * @ignorenaming
  31404. */
  31405. DEBUGCANVASSIZE: {
  31406. width: number;
  31407. height: number;
  31408. };
  31409. private _byteFreqs;
  31410. private _byteTime;
  31411. private _floatFreqs;
  31412. private _webAudioAnalyser;
  31413. private _debugCanvas;
  31414. private _debugCanvasContext;
  31415. private _scene;
  31416. private _registerFunc;
  31417. private _audioEngine;
  31418. /**
  31419. * Creates a new analyser
  31420. * @param scene defines hosting scene
  31421. */
  31422. constructor(scene: Scene);
  31423. /**
  31424. * Get the number of data values you will have to play with for the visualization
  31425. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31426. * @returns a number
  31427. */
  31428. getFrequencyBinCount(): number;
  31429. /**
  31430. * Gets the current frequency data as a byte array
  31431. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31432. * @returns a Uint8Array
  31433. */
  31434. getByteFrequencyData(): Uint8Array;
  31435. /**
  31436. * Gets the current waveform as a byte array
  31437. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31438. * @returns a Uint8Array
  31439. */
  31440. getByteTimeDomainData(): Uint8Array;
  31441. /**
  31442. * Gets the current frequency data as a float array
  31443. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31444. * @returns a Float32Array
  31445. */
  31446. getFloatFrequencyData(): Float32Array;
  31447. /**
  31448. * Renders the debug canvas
  31449. */
  31450. drawDebugCanvas(): void;
  31451. /**
  31452. * Stops rendering the debug canvas and removes it
  31453. */
  31454. stopDebugCanvas(): void;
  31455. /**
  31456. * Connects two audio nodes
  31457. * @param inputAudioNode defines first node to connect
  31458. * @param outputAudioNode defines second node to connect
  31459. */
  31460. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31461. /**
  31462. * Releases all associated resources
  31463. */
  31464. dispose(): void;
  31465. }
  31466. }
  31467. declare module "babylonjs/Audio/audioEngine" {
  31468. import { IDisposable } from "babylonjs/scene";
  31469. import { Analyser } from "babylonjs/Audio/analyser";
  31470. import { Nullable } from "babylonjs/types";
  31471. import { Observable } from "babylonjs/Misc/observable";
  31472. /**
  31473. * This represents an audio engine and it is responsible
  31474. * to play, synchronize and analyse sounds throughout the application.
  31475. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31476. */
  31477. export interface IAudioEngine extends IDisposable {
  31478. /**
  31479. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31480. */
  31481. readonly canUseWebAudio: boolean;
  31482. /**
  31483. * Gets the current AudioContext if available.
  31484. */
  31485. readonly audioContext: Nullable<AudioContext>;
  31486. /**
  31487. * The master gain node defines the global audio volume of your audio engine.
  31488. */
  31489. readonly masterGain: GainNode;
  31490. /**
  31491. * Gets whether or not mp3 are supported by your browser.
  31492. */
  31493. readonly isMP3supported: boolean;
  31494. /**
  31495. * Gets whether or not ogg are supported by your browser.
  31496. */
  31497. readonly isOGGsupported: boolean;
  31498. /**
  31499. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31500. * @ignoreNaming
  31501. */
  31502. WarnedWebAudioUnsupported: boolean;
  31503. /**
  31504. * Defines if the audio engine relies on a custom unlocked button.
  31505. * In this case, the embedded button will not be displayed.
  31506. */
  31507. useCustomUnlockedButton: boolean;
  31508. /**
  31509. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31510. */
  31511. readonly unlocked: boolean;
  31512. /**
  31513. * Event raised when audio has been unlocked on the browser.
  31514. */
  31515. onAudioUnlockedObservable: Observable<AudioEngine>;
  31516. /**
  31517. * Event raised when audio has been locked on the browser.
  31518. */
  31519. onAudioLockedObservable: Observable<AudioEngine>;
  31520. /**
  31521. * Flags the audio engine in Locked state.
  31522. * This happens due to new browser policies preventing audio to autoplay.
  31523. */
  31524. lock(): void;
  31525. /**
  31526. * Unlocks the audio engine once a user action has been done on the dom.
  31527. * This is helpful to resume play once browser policies have been satisfied.
  31528. */
  31529. unlock(): void;
  31530. }
  31531. /**
  31532. * This represents the default audio engine used in babylon.
  31533. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31535. */
  31536. export class AudioEngine implements IAudioEngine {
  31537. private _audioContext;
  31538. private _audioContextInitialized;
  31539. private _muteButton;
  31540. private _hostElement;
  31541. /**
  31542. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31543. */
  31544. canUseWebAudio: boolean;
  31545. /**
  31546. * The master gain node defines the global audio volume of your audio engine.
  31547. */
  31548. masterGain: GainNode;
  31549. /**
  31550. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31551. * @ignoreNaming
  31552. */
  31553. WarnedWebAudioUnsupported: boolean;
  31554. /**
  31555. * Gets whether or not mp3 are supported by your browser.
  31556. */
  31557. isMP3supported: boolean;
  31558. /**
  31559. * Gets whether or not ogg are supported by your browser.
  31560. */
  31561. isOGGsupported: boolean;
  31562. /**
  31563. * Gets whether audio has been unlocked on the device.
  31564. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31565. * a user interaction has happened.
  31566. */
  31567. unlocked: boolean;
  31568. /**
  31569. * Defines if the audio engine relies on a custom unlocked button.
  31570. * In this case, the embedded button will not be displayed.
  31571. */
  31572. useCustomUnlockedButton: boolean;
  31573. /**
  31574. * Event raised when audio has been unlocked on the browser.
  31575. */
  31576. onAudioUnlockedObservable: Observable<AudioEngine>;
  31577. /**
  31578. * Event raised when audio has been locked on the browser.
  31579. */
  31580. onAudioLockedObservable: Observable<AudioEngine>;
  31581. /**
  31582. * Gets the current AudioContext if available.
  31583. */
  31584. readonly audioContext: Nullable<AudioContext>;
  31585. private _connectedAnalyser;
  31586. /**
  31587. * Instantiates a new audio engine.
  31588. *
  31589. * There should be only one per page as some browsers restrict the number
  31590. * of audio contexts you can create.
  31591. * @param hostElement defines the host element where to display the mute icon if necessary
  31592. */
  31593. constructor(hostElement?: Nullable<HTMLElement>);
  31594. /**
  31595. * Flags the audio engine in Locked state.
  31596. * This happens due to new browser policies preventing audio to autoplay.
  31597. */
  31598. lock(): void;
  31599. /**
  31600. * Unlocks the audio engine once a user action has been done on the dom.
  31601. * This is helpful to resume play once browser policies have been satisfied.
  31602. */
  31603. unlock(): void;
  31604. private _resumeAudioContext;
  31605. private _initializeAudioContext;
  31606. private _tryToRun;
  31607. private _triggerRunningState;
  31608. private _triggerSuspendedState;
  31609. private _displayMuteButton;
  31610. private _moveButtonToTopLeft;
  31611. private _onResize;
  31612. private _hideMuteButton;
  31613. /**
  31614. * Destroy and release the resources associated with the audio ccontext.
  31615. */
  31616. dispose(): void;
  31617. /**
  31618. * Gets the global volume sets on the master gain.
  31619. * @returns the global volume if set or -1 otherwise
  31620. */
  31621. getGlobalVolume(): number;
  31622. /**
  31623. * Sets the global volume of your experience (sets on the master gain).
  31624. * @param newVolume Defines the new global volume of the application
  31625. */
  31626. setGlobalVolume(newVolume: number): void;
  31627. /**
  31628. * Connect the audio engine to an audio analyser allowing some amazing
  31629. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31630. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31631. * @param analyser The analyser to connect to the engine
  31632. */
  31633. connectToAnalyser(analyser: Analyser): void;
  31634. }
  31635. }
  31636. declare module "babylonjs/Loading/loadingScreen" {
  31637. /**
  31638. * Interface used to present a loading screen while loading a scene
  31639. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31640. */
  31641. export interface ILoadingScreen {
  31642. /**
  31643. * Function called to display the loading screen
  31644. */
  31645. displayLoadingUI: () => void;
  31646. /**
  31647. * Function called to hide the loading screen
  31648. */
  31649. hideLoadingUI: () => void;
  31650. /**
  31651. * Gets or sets the color to use for the background
  31652. */
  31653. loadingUIBackgroundColor: string;
  31654. /**
  31655. * Gets or sets the text to display while loading
  31656. */
  31657. loadingUIText: string;
  31658. }
  31659. /**
  31660. * Class used for the default loading screen
  31661. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31662. */
  31663. export class DefaultLoadingScreen implements ILoadingScreen {
  31664. private _renderingCanvas;
  31665. private _loadingText;
  31666. private _loadingDivBackgroundColor;
  31667. private _loadingDiv;
  31668. private _loadingTextDiv;
  31669. /** Gets or sets the logo url to use for the default loading screen */
  31670. static DefaultLogoUrl: string;
  31671. /** Gets or sets the spinner url to use for the default loading screen */
  31672. static DefaultSpinnerUrl: string;
  31673. /**
  31674. * Creates a new default loading screen
  31675. * @param _renderingCanvas defines the canvas used to render the scene
  31676. * @param _loadingText defines the default text to display
  31677. * @param _loadingDivBackgroundColor defines the default background color
  31678. */
  31679. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31680. /**
  31681. * Function called to display the loading screen
  31682. */
  31683. displayLoadingUI(): void;
  31684. /**
  31685. * Function called to hide the loading screen
  31686. */
  31687. hideLoadingUI(): void;
  31688. /**
  31689. * Gets or sets the text to display while loading
  31690. */
  31691. loadingUIText: string;
  31692. /**
  31693. * Gets or sets the color to use for the background
  31694. */
  31695. loadingUIBackgroundColor: string;
  31696. private _resizeLoadingUI;
  31697. }
  31698. }
  31699. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  31700. /**
  31701. * Interface for any object that can request an animation frame
  31702. */
  31703. export interface ICustomAnimationFrameRequester {
  31704. /**
  31705. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  31706. */
  31707. renderFunction?: Function;
  31708. /**
  31709. * Called to request the next frame to render to
  31710. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  31711. */
  31712. requestAnimationFrame: Function;
  31713. /**
  31714. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  31715. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  31716. */
  31717. requestID?: number;
  31718. }
  31719. }
  31720. declare module "babylonjs/Misc/performanceMonitor" {
  31721. /**
  31722. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  31723. */
  31724. export class PerformanceMonitor {
  31725. private _enabled;
  31726. private _rollingFrameTime;
  31727. private _lastFrameTimeMs;
  31728. /**
  31729. * constructor
  31730. * @param frameSampleSize The number of samples required to saturate the sliding window
  31731. */
  31732. constructor(frameSampleSize?: number);
  31733. /**
  31734. * Samples current frame
  31735. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  31736. */
  31737. sampleFrame(timeMs?: number): void;
  31738. /**
  31739. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31740. */
  31741. readonly averageFrameTime: number;
  31742. /**
  31743. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31744. */
  31745. readonly averageFrameTimeVariance: number;
  31746. /**
  31747. * Returns the frame time of the most recent frame
  31748. */
  31749. readonly instantaneousFrameTime: number;
  31750. /**
  31751. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  31752. */
  31753. readonly averageFPS: number;
  31754. /**
  31755. * Returns the average framerate in frames per second using the most recent frame time
  31756. */
  31757. readonly instantaneousFPS: number;
  31758. /**
  31759. * Returns true if enough samples have been taken to completely fill the sliding window
  31760. */
  31761. readonly isSaturated: boolean;
  31762. /**
  31763. * Enables contributions to the sliding window sample set
  31764. */
  31765. enable(): void;
  31766. /**
  31767. * Disables contributions to the sliding window sample set
  31768. * Samples will not be interpolated over the disabled period
  31769. */
  31770. disable(): void;
  31771. /**
  31772. * Returns true if sampling is enabled
  31773. */
  31774. readonly isEnabled: boolean;
  31775. /**
  31776. * Resets performance monitor
  31777. */
  31778. reset(): void;
  31779. }
  31780. /**
  31781. * RollingAverage
  31782. *
  31783. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  31784. */
  31785. export class RollingAverage {
  31786. /**
  31787. * Current average
  31788. */
  31789. average: number;
  31790. /**
  31791. * Current variance
  31792. */
  31793. variance: number;
  31794. protected _samples: Array<number>;
  31795. protected _sampleCount: number;
  31796. protected _pos: number;
  31797. protected _m2: number;
  31798. /**
  31799. * constructor
  31800. * @param length The number of samples required to saturate the sliding window
  31801. */
  31802. constructor(length: number);
  31803. /**
  31804. * Adds a sample to the sample set
  31805. * @param v The sample value
  31806. */
  31807. add(v: number): void;
  31808. /**
  31809. * Returns previously added values or null if outside of history or outside the sliding window domain
  31810. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  31811. * @return Value previously recorded with add() or null if outside of range
  31812. */
  31813. history(i: number): number;
  31814. /**
  31815. * Returns true if enough samples have been taken to completely fill the sliding window
  31816. * @return true if sample-set saturated
  31817. */
  31818. isSaturated(): boolean;
  31819. /**
  31820. * Resets the rolling average (equivalent to 0 samples taken so far)
  31821. */
  31822. reset(): void;
  31823. /**
  31824. * Wraps a value around the sample range boundaries
  31825. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  31826. * @return Wrapped position in sample range
  31827. */
  31828. protected _wrapPosition(i: number): number;
  31829. }
  31830. }
  31831. declare module "babylonjs/Misc/perfCounter" {
  31832. /**
  31833. * This class is used to track a performance counter which is number based.
  31834. * The user has access to many properties which give statistics of different nature.
  31835. *
  31836. * The implementer can track two kinds of Performance Counter: time and count.
  31837. * 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.
  31838. * 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.
  31839. */
  31840. export class PerfCounter {
  31841. /**
  31842. * Gets or sets a global boolean to turn on and off all the counters
  31843. */
  31844. static Enabled: boolean;
  31845. /**
  31846. * Returns the smallest value ever
  31847. */
  31848. readonly min: number;
  31849. /**
  31850. * Returns the biggest value ever
  31851. */
  31852. readonly max: number;
  31853. /**
  31854. * Returns the average value since the performance counter is running
  31855. */
  31856. readonly average: number;
  31857. /**
  31858. * Returns the average value of the last second the counter was monitored
  31859. */
  31860. readonly lastSecAverage: number;
  31861. /**
  31862. * Returns the current value
  31863. */
  31864. readonly current: number;
  31865. /**
  31866. * Gets the accumulated total
  31867. */
  31868. readonly total: number;
  31869. /**
  31870. * Gets the total value count
  31871. */
  31872. readonly count: number;
  31873. /**
  31874. * Creates a new counter
  31875. */
  31876. constructor();
  31877. /**
  31878. * Call this method to start monitoring a new frame.
  31879. * 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.
  31880. */
  31881. fetchNewFrame(): void;
  31882. /**
  31883. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  31884. * @param newCount the count value to add to the monitored count
  31885. * @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.
  31886. */
  31887. addCount(newCount: number, fetchResult: boolean): void;
  31888. /**
  31889. * Start monitoring this performance counter
  31890. */
  31891. beginMonitoring(): void;
  31892. /**
  31893. * Compute the time lapsed since the previous beginMonitoring() call.
  31894. * @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
  31895. */
  31896. endMonitoring(newFrame?: boolean): void;
  31897. private _fetchResult;
  31898. private _startMonitoringTime;
  31899. private _min;
  31900. private _max;
  31901. private _average;
  31902. private _current;
  31903. private _totalValueCount;
  31904. private _totalAccumulated;
  31905. private _lastSecAverage;
  31906. private _lastSecAccumulated;
  31907. private _lastSecTime;
  31908. private _lastSecValueCount;
  31909. }
  31910. }
  31911. declare module "babylonjs/Engines/engine" {
  31912. import { Observable } from "babylonjs/Misc/observable";
  31913. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  31914. import { Scene } from "babylonjs/scene";
  31915. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31916. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  31917. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  31918. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  31919. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  31920. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  31921. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  31922. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  31923. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  31924. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  31925. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  31926. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  31927. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  31928. import { Material } from "babylonjs/Materials/material";
  31929. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  31930. /**
  31931. * Defines the interface used by display changed events
  31932. */
  31933. export interface IDisplayChangedEventArgs {
  31934. /** Gets the vrDisplay object (if any) */
  31935. vrDisplay: Nullable<any>;
  31936. /** Gets a boolean indicating if webVR is supported */
  31937. vrSupported: boolean;
  31938. }
  31939. /**
  31940. * Defines the interface used by objects containing a viewport (like a camera)
  31941. */
  31942. interface IViewportOwnerLike {
  31943. /**
  31944. * Gets or sets the viewport
  31945. */
  31946. viewport: IViewportLike;
  31947. }
  31948. /**
  31949. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  31950. */
  31951. export class Engine extends ThinEngine {
  31952. /** Defines that alpha blending is disabled */
  31953. static readonly ALPHA_DISABLE: number;
  31954. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  31955. static readonly ALPHA_ADD: number;
  31956. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  31957. static readonly ALPHA_COMBINE: number;
  31958. /** Defines that alpha blending to DEST - SRC * DEST */
  31959. static readonly ALPHA_SUBTRACT: number;
  31960. /** Defines that alpha blending to SRC * DEST */
  31961. static readonly ALPHA_MULTIPLY: number;
  31962. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  31963. static readonly ALPHA_MAXIMIZED: number;
  31964. /** Defines that alpha blending to SRC + DEST */
  31965. static readonly ALPHA_ONEONE: number;
  31966. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  31967. static readonly ALPHA_PREMULTIPLIED: number;
  31968. /**
  31969. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  31970. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  31971. */
  31972. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  31973. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  31974. static readonly ALPHA_INTERPOLATE: number;
  31975. /**
  31976. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  31977. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  31978. */
  31979. static readonly ALPHA_SCREENMODE: number;
  31980. /** Defines that the ressource is not delayed*/
  31981. static readonly DELAYLOADSTATE_NONE: number;
  31982. /** Defines that the ressource was successfully delay loaded */
  31983. static readonly DELAYLOADSTATE_LOADED: number;
  31984. /** Defines that the ressource is currently delay loading */
  31985. static readonly DELAYLOADSTATE_LOADING: number;
  31986. /** Defines that the ressource is delayed and has not started loading */
  31987. static readonly DELAYLOADSTATE_NOTLOADED: number;
  31988. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  31989. static readonly NEVER: number;
  31990. /** 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 */
  31991. static readonly ALWAYS: number;
  31992. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  31993. static readonly LESS: number;
  31994. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  31995. static readonly EQUAL: number;
  31996. /** 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 */
  31997. static readonly LEQUAL: number;
  31998. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  31999. static readonly GREATER: number;
  32000. /** 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 */
  32001. static readonly GEQUAL: number;
  32002. /** 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 */
  32003. static readonly NOTEQUAL: number;
  32004. /** Passed to stencilOperation to specify that stencil value must be kept */
  32005. static readonly KEEP: number;
  32006. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32007. static readonly REPLACE: number;
  32008. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32009. static readonly INCR: number;
  32010. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32011. static readonly DECR: number;
  32012. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32013. static readonly INVERT: number;
  32014. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32015. static readonly INCR_WRAP: number;
  32016. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32017. static readonly DECR_WRAP: number;
  32018. /** Texture is not repeating outside of 0..1 UVs */
  32019. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32020. /** Texture is repeating outside of 0..1 UVs */
  32021. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32022. /** Texture is repeating and mirrored */
  32023. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32024. /** ALPHA */
  32025. static readonly TEXTUREFORMAT_ALPHA: number;
  32026. /** LUMINANCE */
  32027. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32028. /** LUMINANCE_ALPHA */
  32029. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32030. /** RGB */
  32031. static readonly TEXTUREFORMAT_RGB: number;
  32032. /** RGBA */
  32033. static readonly TEXTUREFORMAT_RGBA: number;
  32034. /** RED */
  32035. static readonly TEXTUREFORMAT_RED: number;
  32036. /** RED (2nd reference) */
  32037. static readonly TEXTUREFORMAT_R: number;
  32038. /** RG */
  32039. static readonly TEXTUREFORMAT_RG: number;
  32040. /** RED_INTEGER */
  32041. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32042. /** RED_INTEGER (2nd reference) */
  32043. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32044. /** RG_INTEGER */
  32045. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32046. /** RGB_INTEGER */
  32047. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32048. /** RGBA_INTEGER */
  32049. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32050. /** UNSIGNED_BYTE */
  32051. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32052. /** UNSIGNED_BYTE (2nd reference) */
  32053. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32054. /** FLOAT */
  32055. static readonly TEXTURETYPE_FLOAT: number;
  32056. /** HALF_FLOAT */
  32057. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32058. /** BYTE */
  32059. static readonly TEXTURETYPE_BYTE: number;
  32060. /** SHORT */
  32061. static readonly TEXTURETYPE_SHORT: number;
  32062. /** UNSIGNED_SHORT */
  32063. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32064. /** INT */
  32065. static readonly TEXTURETYPE_INT: number;
  32066. /** UNSIGNED_INT */
  32067. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32068. /** UNSIGNED_SHORT_4_4_4_4 */
  32069. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32070. /** UNSIGNED_SHORT_5_5_5_1 */
  32071. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32072. /** UNSIGNED_SHORT_5_6_5 */
  32073. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32074. /** UNSIGNED_INT_2_10_10_10_REV */
  32075. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32076. /** UNSIGNED_INT_24_8 */
  32077. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32078. /** UNSIGNED_INT_10F_11F_11F_REV */
  32079. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32080. /** UNSIGNED_INT_5_9_9_9_REV */
  32081. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32082. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32083. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32084. /** nearest is mag = nearest and min = nearest and mip = linear */
  32085. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32086. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32087. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32088. /** Trilinear is mag = linear and min = linear and mip = linear */
  32089. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32090. /** nearest is mag = nearest and min = nearest and mip = linear */
  32091. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32092. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32093. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32094. /** Trilinear is mag = linear and min = linear and mip = linear */
  32095. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32096. /** mag = nearest and min = nearest and mip = nearest */
  32097. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32098. /** mag = nearest and min = linear and mip = nearest */
  32099. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32100. /** mag = nearest and min = linear and mip = linear */
  32101. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32102. /** mag = nearest and min = linear and mip = none */
  32103. static readonly TEXTURE_NEAREST_LINEAR: number;
  32104. /** mag = nearest and min = nearest and mip = none */
  32105. static readonly TEXTURE_NEAREST_NEAREST: number;
  32106. /** mag = linear and min = nearest and mip = nearest */
  32107. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32108. /** mag = linear and min = nearest and mip = linear */
  32109. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32110. /** mag = linear and min = linear and mip = none */
  32111. static readonly TEXTURE_LINEAR_LINEAR: number;
  32112. /** mag = linear and min = nearest and mip = none */
  32113. static readonly TEXTURE_LINEAR_NEAREST: number;
  32114. /** Explicit coordinates mode */
  32115. static readonly TEXTURE_EXPLICIT_MODE: number;
  32116. /** Spherical coordinates mode */
  32117. static readonly TEXTURE_SPHERICAL_MODE: number;
  32118. /** Planar coordinates mode */
  32119. static readonly TEXTURE_PLANAR_MODE: number;
  32120. /** Cubic coordinates mode */
  32121. static readonly TEXTURE_CUBIC_MODE: number;
  32122. /** Projection coordinates mode */
  32123. static readonly TEXTURE_PROJECTION_MODE: number;
  32124. /** Skybox coordinates mode */
  32125. static readonly TEXTURE_SKYBOX_MODE: number;
  32126. /** Inverse Cubic coordinates mode */
  32127. static readonly TEXTURE_INVCUBIC_MODE: number;
  32128. /** Equirectangular coordinates mode */
  32129. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32130. /** Equirectangular Fixed coordinates mode */
  32131. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32132. /** Equirectangular Fixed Mirrored coordinates mode */
  32133. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32134. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32135. static readonly SCALEMODE_FLOOR: number;
  32136. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32137. static readonly SCALEMODE_NEAREST: number;
  32138. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32139. static readonly SCALEMODE_CEILING: number;
  32140. /**
  32141. * Returns the current npm package of the sdk
  32142. */
  32143. static readonly NpmPackage: string;
  32144. /**
  32145. * Returns the current version of the framework
  32146. */
  32147. static readonly Version: string;
  32148. /** Gets the list of created engines */
  32149. static readonly Instances: Engine[];
  32150. /**
  32151. * Gets the latest created engine
  32152. */
  32153. static readonly LastCreatedEngine: Nullable<Engine>;
  32154. /**
  32155. * Gets the latest created scene
  32156. */
  32157. static readonly LastCreatedScene: Nullable<Scene>;
  32158. /**
  32159. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32160. * @param flag defines which part of the materials must be marked as dirty
  32161. * @param predicate defines a predicate used to filter which materials should be affected
  32162. */
  32163. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32164. /**
  32165. * Method called to create the default loading screen.
  32166. * This can be overriden in your own app.
  32167. * @param canvas The rendering canvas element
  32168. * @returns The loading screen
  32169. */
  32170. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32171. /**
  32172. * Method called to create the default rescale post process on each engine.
  32173. */
  32174. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32175. /**
  32176. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32177. **/
  32178. enableOfflineSupport: boolean;
  32179. /**
  32180. * 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)
  32181. **/
  32182. disableManifestCheck: boolean;
  32183. /**
  32184. * Gets the list of created scenes
  32185. */
  32186. scenes: Scene[];
  32187. /**
  32188. * Event raised when a new scene is created
  32189. */
  32190. onNewSceneAddedObservable: Observable<Scene>;
  32191. /**
  32192. * Gets the list of created postprocesses
  32193. */
  32194. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32195. /**
  32196. * Gets a boolean indicating if the pointer is currently locked
  32197. */
  32198. isPointerLock: boolean;
  32199. /**
  32200. * Observable event triggered each time the rendering canvas is resized
  32201. */
  32202. onResizeObservable: Observable<Engine>;
  32203. /**
  32204. * Observable event triggered each time the canvas loses focus
  32205. */
  32206. onCanvasBlurObservable: Observable<Engine>;
  32207. /**
  32208. * Observable event triggered each time the canvas gains focus
  32209. */
  32210. onCanvasFocusObservable: Observable<Engine>;
  32211. /**
  32212. * Observable event triggered each time the canvas receives pointerout event
  32213. */
  32214. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32215. /**
  32216. * Observable raised when the engine begins a new frame
  32217. */
  32218. onBeginFrameObservable: Observable<Engine>;
  32219. /**
  32220. * If set, will be used to request the next animation frame for the render loop
  32221. */
  32222. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32223. /**
  32224. * Observable raised when the engine ends the current frame
  32225. */
  32226. onEndFrameObservable: Observable<Engine>;
  32227. /**
  32228. * Observable raised when the engine is about to compile a shader
  32229. */
  32230. onBeforeShaderCompilationObservable: Observable<Engine>;
  32231. /**
  32232. * Observable raised when the engine has jsut compiled a shader
  32233. */
  32234. onAfterShaderCompilationObservable: Observable<Engine>;
  32235. /**
  32236. * Gets the audio engine
  32237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32238. * @ignorenaming
  32239. */
  32240. static audioEngine: IAudioEngine;
  32241. /**
  32242. * Default AudioEngine factory responsible of creating the Audio Engine.
  32243. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32244. */
  32245. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32246. /**
  32247. * Default offline support factory responsible of creating a tool used to store data locally.
  32248. * By default, this will create a Database object if the workload has been embedded.
  32249. */
  32250. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32251. private _loadingScreen;
  32252. private _pointerLockRequested;
  32253. private _dummyFramebuffer;
  32254. private _rescalePostProcess;
  32255. /** @hidden */
  32256. protected _alphaMode: number;
  32257. /** @hidden */
  32258. protected _alphaEquation: number;
  32259. private _deterministicLockstep;
  32260. private _lockstepMaxSteps;
  32261. protected readonly _supportsHardwareTextureRescaling: boolean;
  32262. private _fps;
  32263. private _deltaTime;
  32264. /** @hidden */
  32265. _drawCalls: PerfCounter;
  32266. /**
  32267. * Turn this value on if you want to pause FPS computation when in background
  32268. */
  32269. disablePerformanceMonitorInBackground: boolean;
  32270. private _performanceMonitor;
  32271. /**
  32272. * Gets the performance monitor attached to this engine
  32273. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32274. */
  32275. readonly performanceMonitor: PerformanceMonitor;
  32276. private _onFocus;
  32277. private _onBlur;
  32278. private _onCanvasPointerOut;
  32279. private _onCanvasBlur;
  32280. private _onCanvasFocus;
  32281. private _onFullscreenChange;
  32282. private _onPointerLockChange;
  32283. /**
  32284. * Creates a new engine
  32285. * @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
  32286. * @param antialias defines enable antialiasing (default: false)
  32287. * @param options defines further options to be sent to the getContext() function
  32288. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32289. */
  32290. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32291. /**
  32292. * Gets current aspect ratio
  32293. * @param viewportOwner defines the camera to use to get the aspect ratio
  32294. * @param useScreen defines if screen size must be used (or the current render target if any)
  32295. * @returns a number defining the aspect ratio
  32296. */
  32297. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32298. /**
  32299. * Gets current screen aspect ratio
  32300. * @returns a number defining the aspect ratio
  32301. */
  32302. getScreenAspectRatio(): number;
  32303. /**
  32304. * Gets host document
  32305. * @returns the host document object
  32306. */
  32307. getHostDocument(): Document;
  32308. /**
  32309. * Gets the client rect of the HTML canvas attached with the current webGL context
  32310. * @returns a client rectanglee
  32311. */
  32312. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32313. /**
  32314. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32315. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32316. * @returns true if engine is in deterministic lock step mode
  32317. */
  32318. isDeterministicLockStep(): boolean;
  32319. /**
  32320. * Gets the max steps when engine is running in deterministic lock step
  32321. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32322. * @returns the max steps
  32323. */
  32324. getLockstepMaxSteps(): number;
  32325. /**
  32326. * Force the mipmap generation for the given render target texture
  32327. * @param texture defines the render target texture to use
  32328. */
  32329. generateMipMapsForCubemap(texture: InternalTexture): void;
  32330. /** States */
  32331. /**
  32332. * Set various states to the webGL context
  32333. * @param culling defines backface culling state
  32334. * @param zOffset defines the value to apply to zOffset (0 by default)
  32335. * @param force defines if states must be applied even if cache is up to date
  32336. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32337. */
  32338. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32339. /**
  32340. * Set the z offset to apply to current rendering
  32341. * @param value defines the offset to apply
  32342. */
  32343. setZOffset(value: number): void;
  32344. /**
  32345. * Gets the current value of the zOffset
  32346. * @returns the current zOffset state
  32347. */
  32348. getZOffset(): number;
  32349. /**
  32350. * Enable or disable depth buffering
  32351. * @param enable defines the state to set
  32352. */
  32353. setDepthBuffer(enable: boolean): void;
  32354. /**
  32355. * Gets a boolean indicating if depth writing is enabled
  32356. * @returns the current depth writing state
  32357. */
  32358. getDepthWrite(): boolean;
  32359. /**
  32360. * Enable or disable depth writing
  32361. * @param enable defines the state to set
  32362. */
  32363. setDepthWrite(enable: boolean): void;
  32364. /**
  32365. * Enable or disable color writing
  32366. * @param enable defines the state to set
  32367. */
  32368. setColorWrite(enable: boolean): void;
  32369. /**
  32370. * Gets a boolean indicating if color writing is enabled
  32371. * @returns the current color writing state
  32372. */
  32373. getColorWrite(): boolean;
  32374. /**
  32375. * Sets alpha constants used by some alpha blending modes
  32376. * @param r defines the red component
  32377. * @param g defines the green component
  32378. * @param b defines the blue component
  32379. * @param a defines the alpha component
  32380. */
  32381. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32382. /**
  32383. * Sets the current alpha mode
  32384. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32385. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32386. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32387. */
  32388. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32389. /**
  32390. * Gets the current alpha mode
  32391. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32392. * @returns the current alpha mode
  32393. */
  32394. getAlphaMode(): number;
  32395. /**
  32396. * Sets the current alpha equation
  32397. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32398. */
  32399. setAlphaEquation(equation: number): void;
  32400. /**
  32401. * Gets the current alpha equation.
  32402. * @returns the current alpha equation
  32403. */
  32404. getAlphaEquation(): number;
  32405. /**
  32406. * Gets a boolean indicating if stencil buffer is enabled
  32407. * @returns the current stencil buffer state
  32408. */
  32409. getStencilBuffer(): boolean;
  32410. /**
  32411. * Enable or disable the stencil buffer
  32412. * @param enable defines if the stencil buffer must be enabled or disabled
  32413. */
  32414. setStencilBuffer(enable: boolean): void;
  32415. /**
  32416. * Gets the current stencil mask
  32417. * @returns a number defining the new stencil mask to use
  32418. */
  32419. getStencilMask(): number;
  32420. /**
  32421. * Sets the current stencil mask
  32422. * @param mask defines the new stencil mask to use
  32423. */
  32424. setStencilMask(mask: number): void;
  32425. /**
  32426. * Gets the current stencil function
  32427. * @returns a number defining the stencil function to use
  32428. */
  32429. getStencilFunction(): number;
  32430. /**
  32431. * Gets the current stencil reference value
  32432. * @returns a number defining the stencil reference value to use
  32433. */
  32434. getStencilFunctionReference(): number;
  32435. /**
  32436. * Gets the current stencil mask
  32437. * @returns a number defining the stencil mask to use
  32438. */
  32439. getStencilFunctionMask(): number;
  32440. /**
  32441. * Sets the current stencil function
  32442. * @param stencilFunc defines the new stencil function to use
  32443. */
  32444. setStencilFunction(stencilFunc: number): void;
  32445. /**
  32446. * Sets the current stencil reference
  32447. * @param reference defines the new stencil reference to use
  32448. */
  32449. setStencilFunctionReference(reference: number): void;
  32450. /**
  32451. * Sets the current stencil mask
  32452. * @param mask defines the new stencil mask to use
  32453. */
  32454. setStencilFunctionMask(mask: number): void;
  32455. /**
  32456. * Gets the current stencil operation when stencil fails
  32457. * @returns a number defining stencil operation to use when stencil fails
  32458. */
  32459. getStencilOperationFail(): number;
  32460. /**
  32461. * Gets the current stencil operation when depth fails
  32462. * @returns a number defining stencil operation to use when depth fails
  32463. */
  32464. getStencilOperationDepthFail(): number;
  32465. /**
  32466. * Gets the current stencil operation when stencil passes
  32467. * @returns a number defining stencil operation to use when stencil passes
  32468. */
  32469. getStencilOperationPass(): number;
  32470. /**
  32471. * Sets the stencil operation to use when stencil fails
  32472. * @param operation defines the stencil operation to use when stencil fails
  32473. */
  32474. setStencilOperationFail(operation: number): void;
  32475. /**
  32476. * Sets the stencil operation to use when depth fails
  32477. * @param operation defines the stencil operation to use when depth fails
  32478. */
  32479. setStencilOperationDepthFail(operation: number): void;
  32480. /**
  32481. * Sets the stencil operation to use when stencil passes
  32482. * @param operation defines the stencil operation to use when stencil passes
  32483. */
  32484. setStencilOperationPass(operation: number): void;
  32485. /**
  32486. * Sets a boolean indicating if the dithering state is enabled or disabled
  32487. * @param value defines the dithering state
  32488. */
  32489. setDitheringState(value: boolean): void;
  32490. /**
  32491. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32492. * @param value defines the rasterizer state
  32493. */
  32494. setRasterizerState(value: boolean): void;
  32495. /**
  32496. * Gets the current depth function
  32497. * @returns a number defining the depth function
  32498. */
  32499. getDepthFunction(): Nullable<number>;
  32500. /**
  32501. * Sets the current depth function
  32502. * @param depthFunc defines the function to use
  32503. */
  32504. setDepthFunction(depthFunc: number): void;
  32505. /**
  32506. * Sets the current depth function to GREATER
  32507. */
  32508. setDepthFunctionToGreater(): void;
  32509. /**
  32510. * Sets the current depth function to GEQUAL
  32511. */
  32512. setDepthFunctionToGreaterOrEqual(): void;
  32513. /**
  32514. * Sets the current depth function to LESS
  32515. */
  32516. setDepthFunctionToLess(): void;
  32517. /**
  32518. * Sets the current depth function to LEQUAL
  32519. */
  32520. setDepthFunctionToLessOrEqual(): void;
  32521. private _cachedStencilBuffer;
  32522. private _cachedStencilFunction;
  32523. private _cachedStencilMask;
  32524. private _cachedStencilOperationPass;
  32525. private _cachedStencilOperationFail;
  32526. private _cachedStencilOperationDepthFail;
  32527. private _cachedStencilReference;
  32528. /**
  32529. * Caches the the state of the stencil buffer
  32530. */
  32531. cacheStencilState(): void;
  32532. /**
  32533. * Restores the state of the stencil buffer
  32534. */
  32535. restoreStencilState(): void;
  32536. /**
  32537. * Directly set the WebGL Viewport
  32538. * @param x defines the x coordinate of the viewport (in screen space)
  32539. * @param y defines the y coordinate of the viewport (in screen space)
  32540. * @param width defines the width of the viewport (in screen space)
  32541. * @param height defines the height of the viewport (in screen space)
  32542. * @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
  32543. */
  32544. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32545. /**
  32546. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32547. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32548. * @param y defines the y-coordinate of the corner of the clear rectangle
  32549. * @param width defines the width of the clear rectangle
  32550. * @param height defines the height of the clear rectangle
  32551. * @param clearColor defines the clear color
  32552. */
  32553. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32554. /**
  32555. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32556. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32557. * @param y defines the y-coordinate of the corner of the clear rectangle
  32558. * @param width defines the width of the clear rectangle
  32559. * @param height defines the height of the clear rectangle
  32560. */
  32561. enableScissor(x: number, y: number, width: number, height: number): void;
  32562. /**
  32563. * Disable previously set scissor test rectangle
  32564. */
  32565. disableScissor(): void;
  32566. protected _reportDrawCall(): void;
  32567. /**
  32568. * Initializes a webVR display and starts listening to display change events
  32569. * The onVRDisplayChangedObservable will be notified upon these changes
  32570. * @returns The onVRDisplayChangedObservable
  32571. */
  32572. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32573. /** @hidden */
  32574. _prepareVRComponent(): void;
  32575. /** @hidden */
  32576. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32577. /** @hidden */
  32578. _submitVRFrame(): void;
  32579. /**
  32580. * Call this function to leave webVR mode
  32581. * Will do nothing if webVR is not supported or if there is no webVR device
  32582. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32583. */
  32584. disableVR(): void;
  32585. /**
  32586. * Gets a boolean indicating that the system is in VR mode and is presenting
  32587. * @returns true if VR mode is engaged
  32588. */
  32589. isVRPresenting(): boolean;
  32590. /** @hidden */
  32591. _requestVRFrame(): void;
  32592. /** @hidden */
  32593. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32594. /**
  32595. * Gets the source code of the vertex shader associated with a specific webGL program
  32596. * @param program defines the program to use
  32597. * @returns a string containing the source code of the vertex shader associated with the program
  32598. */
  32599. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32600. /**
  32601. * Gets the source code of the fragment shader associated with a specific webGL program
  32602. * @param program defines the program to use
  32603. * @returns a string containing the source code of the fragment shader associated with the program
  32604. */
  32605. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32606. /**
  32607. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32608. * @param x defines the x coordinate of the rectangle where pixels must be read
  32609. * @param y defines the y coordinate of the rectangle where pixels must be read
  32610. * @param width defines the width of the rectangle where pixels must be read
  32611. * @param height defines the height of the rectangle where pixels must be read
  32612. * @returns a Uint8Array containing RGBA colors
  32613. */
  32614. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32615. /**
  32616. * Sets a depth stencil texture from a render target to the according uniform.
  32617. * @param channel The texture channel
  32618. * @param uniform The uniform to set
  32619. * @param texture The render target texture containing the depth stencil texture to apply
  32620. */
  32621. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32622. /**
  32623. * Sets a texture to the webGL context from a postprocess
  32624. * @param channel defines the channel to use
  32625. * @param postProcess defines the source postprocess
  32626. */
  32627. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32628. /**
  32629. * Binds the output of the passed in post process to the texture channel specified
  32630. * @param channel The channel the texture should be bound to
  32631. * @param postProcess The post process which's output should be bound
  32632. */
  32633. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32634. /** @hidden */
  32635. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32636. protected _rebuildBuffers(): void;
  32637. _renderLoop(): void;
  32638. /**
  32639. * Toggle full screen mode
  32640. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32641. */
  32642. switchFullscreen(requestPointerLock: boolean): void;
  32643. /**
  32644. * Enters full screen mode
  32645. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32646. */
  32647. enterFullscreen(requestPointerLock: boolean): void;
  32648. /**
  32649. * Exits full screen mode
  32650. */
  32651. exitFullscreen(): void;
  32652. /**
  32653. * Enters Pointerlock mode
  32654. */
  32655. enterPointerlock(): void;
  32656. /**
  32657. * Exits Pointerlock mode
  32658. */
  32659. exitPointerlock(): void;
  32660. /**
  32661. * Begin a new frame
  32662. */
  32663. beginFrame(): void;
  32664. /**
  32665. * Enf the current frame
  32666. */
  32667. endFrame(): void;
  32668. resize(): void;
  32669. /**
  32670. * Set the compressed texture format to use, based on the formats you have, and the formats
  32671. * supported by the hardware / browser.
  32672. *
  32673. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32674. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32675. * to API arguments needed to compressed textures. This puts the burden on the container
  32676. * generator to house the arcane code for determining these for current & future formats.
  32677. *
  32678. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32679. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32680. *
  32681. * Note: The result of this call is not taken into account when a texture is base64.
  32682. *
  32683. * @param formatsAvailable defines the list of those format families you have created
  32684. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32685. *
  32686. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32687. * @returns The extension selected.
  32688. */
  32689. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32690. /**
  32691. * Force a specific size of the canvas
  32692. * @param width defines the new canvas' width
  32693. * @param height defines the new canvas' height
  32694. */
  32695. setSize(width: number, height: number): void;
  32696. /**
  32697. * Updates a dynamic vertex buffer.
  32698. * @param vertexBuffer the vertex buffer to update
  32699. * @param data the data used to update the vertex buffer
  32700. * @param byteOffset the byte offset of the data
  32701. * @param byteLength the byte length of the data
  32702. */
  32703. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  32704. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32705. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32706. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32707. _releaseTexture(texture: InternalTexture): void;
  32708. /**
  32709. * @hidden
  32710. * Rescales a texture
  32711. * @param source input texutre
  32712. * @param destination destination texture
  32713. * @param scene scene to use to render the resize
  32714. * @param internalFormat format to use when resizing
  32715. * @param onComplete callback to be called when resize has completed
  32716. */
  32717. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32718. /**
  32719. * Gets the current framerate
  32720. * @returns a number representing the framerate
  32721. */
  32722. getFps(): number;
  32723. /**
  32724. * Gets the time spent between current and previous frame
  32725. * @returns a number representing the delta time in ms
  32726. */
  32727. getDeltaTime(): number;
  32728. private _measureFps;
  32729. /** @hidden */
  32730. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  32731. /**
  32732. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32733. * @param renderTarget The render target to set the frame buffer for
  32734. */
  32735. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32736. /**
  32737. * Update a dynamic index buffer
  32738. * @param indexBuffer defines the target index buffer
  32739. * @param indices defines the data to update
  32740. * @param offset defines the offset in the target index buffer where update should start
  32741. */
  32742. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  32743. /**
  32744. * Updates the sample count of a render target texture
  32745. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32746. * @param texture defines the texture to update
  32747. * @param samples defines the sample count to set
  32748. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32749. */
  32750. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32751. /**
  32752. * Updates a depth texture Comparison Mode and Function.
  32753. * If the comparison Function is equal to 0, the mode will be set to none.
  32754. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32755. * @param texture The texture to set the comparison function for
  32756. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32757. */
  32758. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32759. /**
  32760. * Creates a webGL buffer to use with instanciation
  32761. * @param capacity defines the size of the buffer
  32762. * @returns the webGL buffer
  32763. */
  32764. createInstancesBuffer(capacity: number): DataBuffer;
  32765. /**
  32766. * Delete a webGL buffer used with instanciation
  32767. * @param buffer defines the webGL buffer to delete
  32768. */
  32769. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  32770. /** @hidden */
  32771. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32772. dispose(): void;
  32773. private _disableTouchAction;
  32774. /**
  32775. * Display the loading screen
  32776. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32777. */
  32778. displayLoadingUI(): void;
  32779. /**
  32780. * Hide the loading screen
  32781. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32782. */
  32783. hideLoadingUI(): void;
  32784. /**
  32785. * Gets the current loading screen object
  32786. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32787. */
  32788. /**
  32789. * Sets the current loading screen object
  32790. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32791. */
  32792. loadingScreen: ILoadingScreen;
  32793. /**
  32794. * Sets the current loading screen text
  32795. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32796. */
  32797. loadingUIText: string;
  32798. /**
  32799. * Sets the current loading screen background color
  32800. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32801. */
  32802. loadingUIBackgroundColor: string;
  32803. /** Pointerlock and fullscreen */
  32804. /**
  32805. * Ask the browser to promote the current element to pointerlock mode
  32806. * @param element defines the DOM element to promote
  32807. */
  32808. static _RequestPointerlock(element: HTMLElement): void;
  32809. /**
  32810. * Asks the browser to exit pointerlock mode
  32811. */
  32812. static _ExitPointerlock(): void;
  32813. /**
  32814. * Ask the browser to promote the current element to fullscreen rendering mode
  32815. * @param element defines the DOM element to promote
  32816. */
  32817. static _RequestFullscreen(element: HTMLElement): void;
  32818. /**
  32819. * Asks the browser to exit fullscreen mode
  32820. */
  32821. static _ExitFullscreen(): void;
  32822. }
  32823. }
  32824. declare module "babylonjs/Engines/engineStore" {
  32825. import { Nullable } from "babylonjs/types";
  32826. import { Engine } from "babylonjs/Engines/engine";
  32827. import { Scene } from "babylonjs/scene";
  32828. /**
  32829. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32830. * during the life time of the application.
  32831. */
  32832. export class EngineStore {
  32833. /** Gets the list of created engines */
  32834. static Instances: import("babylonjs/Engines/engine").Engine[];
  32835. /** @hidden */
  32836. static _LastCreatedScene: Nullable<Scene>;
  32837. /**
  32838. * Gets the latest created engine
  32839. */
  32840. static readonly LastCreatedEngine: Nullable<Engine>;
  32841. /**
  32842. * Gets the latest created scene
  32843. */
  32844. static readonly LastCreatedScene: Nullable<Scene>;
  32845. /**
  32846. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32847. * @ignorenaming
  32848. */
  32849. static UseFallbackTexture: boolean;
  32850. /**
  32851. * Texture content used if a texture cannot loaded
  32852. * @ignorenaming
  32853. */
  32854. static FallbackTexture: string;
  32855. }
  32856. }
  32857. declare module "babylonjs/Misc/promise" {
  32858. /**
  32859. * Helper class that provides a small promise polyfill
  32860. */
  32861. export class PromisePolyfill {
  32862. /**
  32863. * Static function used to check if the polyfill is required
  32864. * If this is the case then the function will inject the polyfill to window.Promise
  32865. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32866. */
  32867. static Apply(force?: boolean): void;
  32868. }
  32869. }
  32870. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32871. /**
  32872. * Interface for screenshot methods with describe argument called `size` as object with options
  32873. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32874. */
  32875. export interface IScreenshotSize {
  32876. /**
  32877. * number in pixels for canvas height
  32878. */
  32879. height?: number;
  32880. /**
  32881. * multiplier allowing render at a higher or lower resolution
  32882. * If value is defined then height and width will be ignored and taken from camera
  32883. */
  32884. precision?: number;
  32885. /**
  32886. * number in pixels for canvas width
  32887. */
  32888. width?: number;
  32889. }
  32890. }
  32891. declare module "babylonjs/Misc/tools" {
  32892. import { Nullable, float } from "babylonjs/types";
  32893. import { DomManagement } from "babylonjs/Misc/domManagement";
  32894. import { WebRequest } from "babylonjs/Misc/webRequest";
  32895. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32896. import { ReadFileError } from "babylonjs/Misc/fileTools";
  32897. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32898. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32899. import { Camera } from "babylonjs/Cameras/camera";
  32900. import { Engine } from "babylonjs/Engines/engine";
  32901. interface IColor4Like {
  32902. r: float;
  32903. g: float;
  32904. b: float;
  32905. a: float;
  32906. }
  32907. /**
  32908. * Class containing a set of static utilities functions
  32909. */
  32910. export class Tools {
  32911. /**
  32912. * Gets or sets the base URL to use to load assets
  32913. */
  32914. static BaseUrl: string;
  32915. /**
  32916. * Enable/Disable Custom HTTP Request Headers globally.
  32917. * default = false
  32918. * @see CustomRequestHeaders
  32919. */
  32920. static UseCustomRequestHeaders: boolean;
  32921. /**
  32922. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32923. * i.e. when loading files, where the server/service expects an Authorization header
  32924. */
  32925. static CustomRequestHeaders: {
  32926. [key: string]: string;
  32927. };
  32928. /**
  32929. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32930. */
  32931. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32932. /**
  32933. * Default behaviour for cors in the application.
  32934. * It can be a string if the expected behavior is identical in the entire app.
  32935. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32936. */
  32937. static CorsBehavior: string | ((url: string | string[]) => string);
  32938. /**
  32939. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32940. * @ignorenaming
  32941. */
  32942. static UseFallbackTexture: boolean;
  32943. /**
  32944. * Use this object to register external classes like custom textures or material
  32945. * to allow the laoders to instantiate them
  32946. */
  32947. static RegisteredExternalClasses: {
  32948. [key: string]: Object;
  32949. };
  32950. /**
  32951. * Texture content used if a texture cannot loaded
  32952. * @ignorenaming
  32953. */
  32954. static fallbackTexture: string;
  32955. /**
  32956. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32957. * @param u defines the coordinate on X axis
  32958. * @param v defines the coordinate on Y axis
  32959. * @param width defines the width of the source data
  32960. * @param height defines the height of the source data
  32961. * @param pixels defines the source byte array
  32962. * @param color defines the output color
  32963. */
  32964. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32965. /**
  32966. * Interpolates between a and b via alpha
  32967. * @param a The lower value (returned when alpha = 0)
  32968. * @param b The upper value (returned when alpha = 1)
  32969. * @param alpha The interpolation-factor
  32970. * @return The mixed value
  32971. */
  32972. static Mix(a: number, b: number, alpha: number): number;
  32973. /**
  32974. * Tries to instantiate a new object from a given class name
  32975. * @param className defines the class name to instantiate
  32976. * @returns the new object or null if the system was not able to do the instantiation
  32977. */
  32978. static Instantiate(className: string): any;
  32979. /**
  32980. * Provides a slice function that will work even on IE
  32981. * @param data defines the array to slice
  32982. * @param start defines the start of the data (optional)
  32983. * @param end defines the end of the data (optional)
  32984. * @returns the new sliced array
  32985. */
  32986. static Slice<T>(data: T, start?: number, end?: number): T;
  32987. /**
  32988. * Polyfill for setImmediate
  32989. * @param action defines the action to execute after the current execution block
  32990. */
  32991. static SetImmediate(action: () => void): void;
  32992. /**
  32993. * Function indicating if a number is an exponent of 2
  32994. * @param value defines the value to test
  32995. * @returns true if the value is an exponent of 2
  32996. */
  32997. static IsExponentOfTwo(value: number): boolean;
  32998. private static _tmpFloatArray;
  32999. /**
  33000. * Returns the nearest 32-bit single precision float representation of a Number
  33001. * @param value A Number. If the parameter is of a different type, it will get converted
  33002. * to a number or to NaN if it cannot be converted
  33003. * @returns number
  33004. */
  33005. static FloatRound(value: number): number;
  33006. /**
  33007. * Extracts the filename from a path
  33008. * @param path defines the path to use
  33009. * @returns the filename
  33010. */
  33011. static GetFilename(path: string): string;
  33012. /**
  33013. * Extracts the "folder" part of a path (everything before the filename).
  33014. * @param uri The URI to extract the info from
  33015. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33016. * @returns The "folder" part of the path
  33017. */
  33018. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33019. /**
  33020. * Extracts text content from a DOM element hierarchy
  33021. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33022. */
  33023. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33024. /**
  33025. * Convert an angle in radians to degrees
  33026. * @param angle defines the angle to convert
  33027. * @returns the angle in degrees
  33028. */
  33029. static ToDegrees(angle: number): number;
  33030. /**
  33031. * Convert an angle in degrees to radians
  33032. * @param angle defines the angle to convert
  33033. * @returns the angle in radians
  33034. */
  33035. static ToRadians(angle: number): number;
  33036. /**
  33037. * Returns an array if obj is not an array
  33038. * @param obj defines the object to evaluate as an array
  33039. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33040. * @returns either obj directly if obj is an array or a new array containing obj
  33041. */
  33042. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33043. /**
  33044. * Gets the pointer prefix to use
  33045. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33046. */
  33047. static GetPointerPrefix(): string;
  33048. /**
  33049. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33050. * @param url define the url we are trying
  33051. * @param element define the dom element where to configure the cors policy
  33052. */
  33053. static SetCorsBehavior(url: string | string[], element: {
  33054. crossOrigin: string | null;
  33055. }): void;
  33056. /**
  33057. * Removes unwanted characters from an url
  33058. * @param url defines the url to clean
  33059. * @returns the cleaned url
  33060. */
  33061. static CleanUrl(url: string): string;
  33062. /**
  33063. * Gets or sets a function used to pre-process url before using them to load assets
  33064. */
  33065. static PreprocessUrl: (url: string) => string;
  33066. /**
  33067. * Loads an image as an HTMLImageElement.
  33068. * @param input url string, ArrayBuffer, or Blob to load
  33069. * @param onLoad callback called when the image successfully loads
  33070. * @param onError callback called when the image fails to load
  33071. * @param offlineProvider offline provider for caching
  33072. * @param mimeType optional mime type
  33073. * @returns the HTMLImageElement of the loaded image
  33074. */
  33075. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33076. /**
  33077. * Loads a file from a url
  33078. * @param url url string, ArrayBuffer, or Blob to load
  33079. * @param onSuccess callback called when the file successfully loads
  33080. * @param onProgress callback called while file is loading (if the server supports this mode)
  33081. * @param offlineProvider defines the offline provider for caching
  33082. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33083. * @param onError callback called when the file fails to load
  33084. * @returns a file request object
  33085. */
  33086. 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;
  33087. /**
  33088. * Loads a file from a url
  33089. * @param url the file url to load
  33090. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33091. */
  33092. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33093. /**
  33094. * Load a script (identified by an url). When the url returns, the
  33095. * content of this file is added into a new script element, attached to the DOM (body element)
  33096. * @param scriptUrl defines the url of the script to laod
  33097. * @param onSuccess defines the callback called when the script is loaded
  33098. * @param onError defines the callback to call if an error occurs
  33099. * @param scriptId defines the id of the script element
  33100. */
  33101. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33102. /**
  33103. * Load an asynchronous script (identified by an url). When the url returns, the
  33104. * content of this file is added into a new script element, attached to the DOM (body element)
  33105. * @param scriptUrl defines the url of the script to laod
  33106. * @param scriptId defines the id of the script element
  33107. * @returns a promise request object
  33108. */
  33109. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33110. /**
  33111. * Loads a file from a blob
  33112. * @param fileToLoad defines the blob to use
  33113. * @param callback defines the callback to call when data is loaded
  33114. * @param progressCallback defines the callback to call during loading process
  33115. * @returns a file request object
  33116. */
  33117. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33118. /**
  33119. * Reads a file from a File object
  33120. * @param file defines the file to load
  33121. * @param onSuccess defines the callback to call when data is loaded
  33122. * @param onProgress defines the callback to call during loading process
  33123. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33124. * @param onError defines the callback to call when an error occurs
  33125. * @returns a file request object
  33126. */
  33127. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33128. /**
  33129. * Creates a data url from a given string content
  33130. * @param content defines the content to convert
  33131. * @returns the new data url link
  33132. */
  33133. static FileAsURL(content: string): string;
  33134. /**
  33135. * Format the given number to a specific decimal format
  33136. * @param value defines the number to format
  33137. * @param decimals defines the number of decimals to use
  33138. * @returns the formatted string
  33139. */
  33140. static Format(value: number, decimals?: number): string;
  33141. /**
  33142. * Tries to copy an object by duplicating every property
  33143. * @param source defines the source object
  33144. * @param destination defines the target object
  33145. * @param doNotCopyList defines a list of properties to avoid
  33146. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33147. */
  33148. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33149. /**
  33150. * Gets a boolean indicating if the given object has no own property
  33151. * @param obj defines the object to test
  33152. * @returns true if object has no own property
  33153. */
  33154. static IsEmpty(obj: any): boolean;
  33155. /**
  33156. * Function used to register events at window level
  33157. * @param windowElement defines the Window object to use
  33158. * @param events defines the events to register
  33159. */
  33160. static RegisterTopRootEvents(windowElement: Window, events: {
  33161. name: string;
  33162. handler: Nullable<(e: FocusEvent) => any>;
  33163. }[]): void;
  33164. /**
  33165. * Function used to unregister events from window level
  33166. * @param windowElement defines the Window object to use
  33167. * @param events defines the events to unregister
  33168. */
  33169. static UnregisterTopRootEvents(windowElement: Window, events: {
  33170. name: string;
  33171. handler: Nullable<(e: FocusEvent) => any>;
  33172. }[]): void;
  33173. /**
  33174. * @ignore
  33175. */
  33176. static _ScreenshotCanvas: HTMLCanvasElement;
  33177. /**
  33178. * Dumps the current bound framebuffer
  33179. * @param width defines the rendering width
  33180. * @param height defines the rendering height
  33181. * @param engine defines the hosting engine
  33182. * @param successCallback defines the callback triggered once the data are available
  33183. * @param mimeType defines the mime type of the result
  33184. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33185. */
  33186. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33187. /**
  33188. * Converts the canvas data to blob.
  33189. * This acts as a polyfill for browsers not supporting the to blob function.
  33190. * @param canvas Defines the canvas to extract the data from
  33191. * @param successCallback Defines the callback triggered once the data are available
  33192. * @param mimeType Defines the mime type of the result
  33193. */
  33194. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33195. /**
  33196. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33197. * @param successCallback defines the callback triggered once the data are available
  33198. * @param mimeType defines the mime type of the result
  33199. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33200. */
  33201. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33202. /**
  33203. * Downloads a blob in the browser
  33204. * @param blob defines the blob to download
  33205. * @param fileName defines the name of the downloaded file
  33206. */
  33207. static Download(blob: Blob, fileName: string): void;
  33208. /**
  33209. * Captures a screenshot of the current rendering
  33210. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33211. * @param engine defines the rendering engine
  33212. * @param camera defines the source camera
  33213. * @param size This parameter can be set to a single number or to an object with the
  33214. * following (optional) properties: precision, width, height. If a single number is passed,
  33215. * it will be used for both width and height. If an object is passed, the screenshot size
  33216. * will be derived from the parameters. The precision property is a multiplier allowing
  33217. * rendering at a higher or lower resolution
  33218. * @param successCallback defines the callback receives a single parameter which contains the
  33219. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33220. * src parameter of an <img> to display it
  33221. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33222. * Check your browser for supported MIME types
  33223. */
  33224. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33225. /**
  33226. * Captures a screenshot of the current rendering
  33227. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33228. * @param engine defines the rendering engine
  33229. * @param camera defines the source camera
  33230. * @param size This parameter can be set to a single number or to an object with the
  33231. * following (optional) properties: precision, width, height. If a single number is passed,
  33232. * it will be used for both width and height. If an object is passed, the screenshot size
  33233. * will be derived from the parameters. The precision property is a multiplier allowing
  33234. * rendering at a higher or lower resolution
  33235. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33236. * Check your browser for supported MIME types
  33237. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33238. * to the src parameter of an <img> to display it
  33239. */
  33240. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33241. /**
  33242. * Generates an image screenshot from the specified camera.
  33243. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33244. * @param engine The engine to use for rendering
  33245. * @param camera The camera to use for rendering
  33246. * @param size This parameter can be set to a single number or to an object with the
  33247. * following (optional) properties: precision, width, height. If a single number is passed,
  33248. * it will be used for both width and height. If an object is passed, the screenshot size
  33249. * will be derived from the parameters. The precision property is a multiplier allowing
  33250. * rendering at a higher or lower resolution
  33251. * @param successCallback The callback receives a single parameter which contains the
  33252. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33253. * src parameter of an <img> to display it
  33254. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33255. * Check your browser for supported MIME types
  33256. * @param samples Texture samples (default: 1)
  33257. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33258. * @param fileName A name for for the downloaded file.
  33259. */
  33260. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33261. /**
  33262. * Generates an image screenshot from the specified camera.
  33263. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33264. * @param engine The engine to use for rendering
  33265. * @param camera The camera to use for rendering
  33266. * @param size This parameter can be set to a single number or to an object with the
  33267. * following (optional) properties: precision, width, height. If a single number is passed,
  33268. * it will be used for both width and height. If an object is passed, the screenshot size
  33269. * will be derived from the parameters. The precision property is a multiplier allowing
  33270. * rendering at a higher or lower resolution
  33271. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33272. * Check your browser for supported MIME types
  33273. * @param samples Texture samples (default: 1)
  33274. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33275. * @param fileName A name for for the downloaded file.
  33276. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33277. * to the src parameter of an <img> to display it
  33278. */
  33279. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33280. /**
  33281. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33282. * Be aware Math.random() could cause collisions, but:
  33283. * "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"
  33284. * @returns a pseudo random id
  33285. */
  33286. static RandomId(): string;
  33287. /**
  33288. * Test if the given uri is a base64 string
  33289. * @param uri The uri to test
  33290. * @return True if the uri is a base64 string or false otherwise
  33291. */
  33292. static IsBase64(uri: string): boolean;
  33293. /**
  33294. * Decode the given base64 uri.
  33295. * @param uri The uri to decode
  33296. * @return The decoded base64 data.
  33297. */
  33298. static DecodeBase64(uri: string): ArrayBuffer;
  33299. /**
  33300. * Gets the absolute url.
  33301. * @param url the input url
  33302. * @return the absolute url
  33303. */
  33304. static GetAbsoluteUrl(url: string): string;
  33305. /**
  33306. * No log
  33307. */
  33308. static readonly NoneLogLevel: number;
  33309. /**
  33310. * Only message logs
  33311. */
  33312. static readonly MessageLogLevel: number;
  33313. /**
  33314. * Only warning logs
  33315. */
  33316. static readonly WarningLogLevel: number;
  33317. /**
  33318. * Only error logs
  33319. */
  33320. static readonly ErrorLogLevel: number;
  33321. /**
  33322. * All logs
  33323. */
  33324. static readonly AllLogLevel: number;
  33325. /**
  33326. * Gets a value indicating the number of loading errors
  33327. * @ignorenaming
  33328. */
  33329. static readonly errorsCount: number;
  33330. /**
  33331. * Callback called when a new log is added
  33332. */
  33333. static OnNewCacheEntry: (entry: string) => void;
  33334. /**
  33335. * Log a message to the console
  33336. * @param message defines the message to log
  33337. */
  33338. static Log(message: string): void;
  33339. /**
  33340. * Write a warning message to the console
  33341. * @param message defines the message to log
  33342. */
  33343. static Warn(message: string): void;
  33344. /**
  33345. * Write an error message to the console
  33346. * @param message defines the message to log
  33347. */
  33348. static Error(message: string): void;
  33349. /**
  33350. * Gets current log cache (list of logs)
  33351. */
  33352. static readonly LogCache: string;
  33353. /**
  33354. * Clears the log cache
  33355. */
  33356. static ClearLogCache(): void;
  33357. /**
  33358. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33359. */
  33360. static LogLevels: number;
  33361. /**
  33362. * Checks if the window object exists
  33363. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33364. */
  33365. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33366. /**
  33367. * No performance log
  33368. */
  33369. static readonly PerformanceNoneLogLevel: number;
  33370. /**
  33371. * Use user marks to log performance
  33372. */
  33373. static readonly PerformanceUserMarkLogLevel: number;
  33374. /**
  33375. * Log performance to the console
  33376. */
  33377. static readonly PerformanceConsoleLogLevel: number;
  33378. private static _performance;
  33379. /**
  33380. * Sets the current performance log level
  33381. */
  33382. static PerformanceLogLevel: number;
  33383. private static _StartPerformanceCounterDisabled;
  33384. private static _EndPerformanceCounterDisabled;
  33385. private static _StartUserMark;
  33386. private static _EndUserMark;
  33387. private static _StartPerformanceConsole;
  33388. private static _EndPerformanceConsole;
  33389. /**
  33390. * Starts a performance counter
  33391. */
  33392. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33393. /**
  33394. * Ends a specific performance coutner
  33395. */
  33396. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33397. /**
  33398. * Gets either window.performance.now() if supported or Date.now() else
  33399. */
  33400. static readonly Now: number;
  33401. /**
  33402. * This method will return the name of the class used to create the instance of the given object.
  33403. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33404. * @param object the object to get the class name from
  33405. * @param isType defines if the object is actually a type
  33406. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33407. */
  33408. static GetClassName(object: any, isType?: boolean): string;
  33409. /**
  33410. * Gets the first element of an array satisfying a given predicate
  33411. * @param array defines the array to browse
  33412. * @param predicate defines the predicate to use
  33413. * @returns null if not found or the element
  33414. */
  33415. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33416. /**
  33417. * This method will return the name of the full name of the class, including its owning module (if any).
  33418. * 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).
  33419. * @param object the object to get the class name from
  33420. * @param isType defines if the object is actually a type
  33421. * @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.
  33422. * @ignorenaming
  33423. */
  33424. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33425. /**
  33426. * Returns a promise that resolves after the given amount of time.
  33427. * @param delay Number of milliseconds to delay
  33428. * @returns Promise that resolves after the given amount of time
  33429. */
  33430. static DelayAsync(delay: number): Promise<void>;
  33431. }
  33432. /**
  33433. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33434. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33435. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33436. * @param name The name of the class, case should be preserved
  33437. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33438. */
  33439. export function className(name: string, module?: string): (target: Object) => void;
  33440. /**
  33441. * An implementation of a loop for asynchronous functions.
  33442. */
  33443. export class AsyncLoop {
  33444. /**
  33445. * Defines the number of iterations for the loop
  33446. */
  33447. iterations: number;
  33448. /**
  33449. * Defines the current index of the loop.
  33450. */
  33451. index: number;
  33452. private _done;
  33453. private _fn;
  33454. private _successCallback;
  33455. /**
  33456. * Constructor.
  33457. * @param iterations the number of iterations.
  33458. * @param func the function to run each iteration
  33459. * @param successCallback the callback that will be called upon succesful execution
  33460. * @param offset starting offset.
  33461. */
  33462. constructor(
  33463. /**
  33464. * Defines the number of iterations for the loop
  33465. */
  33466. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33467. /**
  33468. * Execute the next iteration. Must be called after the last iteration was finished.
  33469. */
  33470. executeNext(): void;
  33471. /**
  33472. * Break the loop and run the success callback.
  33473. */
  33474. breakLoop(): void;
  33475. /**
  33476. * Create and run an async loop.
  33477. * @param iterations the number of iterations.
  33478. * @param fn the function to run each iteration
  33479. * @param successCallback the callback that will be called upon succesful execution
  33480. * @param offset starting offset.
  33481. * @returns the created async loop object
  33482. */
  33483. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33484. /**
  33485. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33486. * @param iterations total number of iterations
  33487. * @param syncedIterations number of synchronous iterations in each async iteration.
  33488. * @param fn the function to call each iteration.
  33489. * @param callback a success call back that will be called when iterating stops.
  33490. * @param breakFunction a break condition (optional)
  33491. * @param timeout timeout settings for the setTimeout function. default - 0.
  33492. * @returns the created async loop object
  33493. */
  33494. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33495. }
  33496. }
  33497. declare module "babylonjs/Misc/stringDictionary" {
  33498. import { Nullable } from "babylonjs/types";
  33499. /**
  33500. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33501. * The underlying implementation relies on an associative array to ensure the best performances.
  33502. * The value can be anything including 'null' but except 'undefined'
  33503. */
  33504. export class StringDictionary<T> {
  33505. /**
  33506. * This will clear this dictionary and copy the content from the 'source' one.
  33507. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33508. * @param source the dictionary to take the content from and copy to this dictionary
  33509. */
  33510. copyFrom(source: StringDictionary<T>): void;
  33511. /**
  33512. * Get a value based from its key
  33513. * @param key the given key to get the matching value from
  33514. * @return the value if found, otherwise undefined is returned
  33515. */
  33516. get(key: string): T | undefined;
  33517. /**
  33518. * Get a value from its key or add it if it doesn't exist.
  33519. * This method will ensure you that a given key/data will be present in the dictionary.
  33520. * @param key the given key to get the matching value from
  33521. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33522. * The factory will only be invoked if there's no data for the given key.
  33523. * @return the value corresponding to the key.
  33524. */
  33525. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33526. /**
  33527. * Get a value from its key if present in the dictionary otherwise add it
  33528. * @param key the key to get the value from
  33529. * @param val if there's no such key/value pair in the dictionary add it with this value
  33530. * @return the value corresponding to the key
  33531. */
  33532. getOrAdd(key: string, val: T): T;
  33533. /**
  33534. * Check if there's a given key in the dictionary
  33535. * @param key the key to check for
  33536. * @return true if the key is present, false otherwise
  33537. */
  33538. contains(key: string): boolean;
  33539. /**
  33540. * Add a new key and its corresponding value
  33541. * @param key the key to add
  33542. * @param value the value corresponding to the key
  33543. * @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
  33544. */
  33545. add(key: string, value: T): boolean;
  33546. /**
  33547. * Update a specific value associated to a key
  33548. * @param key defines the key to use
  33549. * @param value defines the value to store
  33550. * @returns true if the value was updated (or false if the key was not found)
  33551. */
  33552. set(key: string, value: T): boolean;
  33553. /**
  33554. * Get the element of the given key and remove it from the dictionary
  33555. * @param key defines the key to search
  33556. * @returns the value associated with the key or null if not found
  33557. */
  33558. getAndRemove(key: string): Nullable<T>;
  33559. /**
  33560. * Remove a key/value from the dictionary.
  33561. * @param key the key to remove
  33562. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33563. */
  33564. remove(key: string): boolean;
  33565. /**
  33566. * Clear the whole content of the dictionary
  33567. */
  33568. clear(): void;
  33569. /**
  33570. * Gets the current count
  33571. */
  33572. readonly count: number;
  33573. /**
  33574. * Execute a callback on each key/val of the dictionary.
  33575. * Note that you can remove any element in this dictionary in the callback implementation
  33576. * @param callback the callback to execute on a given key/value pair
  33577. */
  33578. forEach(callback: (key: string, val: T) => void): void;
  33579. /**
  33580. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33581. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33582. * Note that you can remove any element in this dictionary in the callback implementation
  33583. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33584. * @returns the first item
  33585. */
  33586. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33587. private _count;
  33588. private _data;
  33589. }
  33590. }
  33591. declare module "babylonjs/Collisions/collisionCoordinator" {
  33592. import { Nullable } from "babylonjs/types";
  33593. import { Scene } from "babylonjs/scene";
  33594. import { Vector3 } from "babylonjs/Maths/math.vector";
  33595. import { Collider } from "babylonjs/Collisions/collider";
  33596. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33597. /** @hidden */
  33598. export interface ICollisionCoordinator {
  33599. createCollider(): Collider;
  33600. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33601. init(scene: Scene): void;
  33602. }
  33603. /** @hidden */
  33604. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33605. private _scene;
  33606. private _scaledPosition;
  33607. private _scaledVelocity;
  33608. private _finalPosition;
  33609. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33610. createCollider(): Collider;
  33611. init(scene: Scene): void;
  33612. private _collideWithWorld;
  33613. }
  33614. }
  33615. declare module "babylonjs/Inputs/scene.inputManager" {
  33616. import { Nullable } from "babylonjs/types";
  33617. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33618. import { Vector2 } from "babylonjs/Maths/math.vector";
  33619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33620. import { Scene } from "babylonjs/scene";
  33621. /**
  33622. * Class used to manage all inputs for the scene.
  33623. */
  33624. export class InputManager {
  33625. /** The distance in pixel that you have to move to prevent some events */
  33626. static DragMovementThreshold: number;
  33627. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33628. static LongPressDelay: number;
  33629. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33630. static DoubleClickDelay: number;
  33631. /** If you need to check double click without raising a single click at first click, enable this flag */
  33632. static ExclusiveDoubleClickMode: boolean;
  33633. private _wheelEventName;
  33634. private _onPointerMove;
  33635. private _onPointerDown;
  33636. private _onPointerUp;
  33637. private _initClickEvent;
  33638. private _initActionManager;
  33639. private _delayedSimpleClick;
  33640. private _delayedSimpleClickTimeout;
  33641. private _previousDelayedSimpleClickTimeout;
  33642. private _meshPickProceed;
  33643. private _previousButtonPressed;
  33644. private _currentPickResult;
  33645. private _previousPickResult;
  33646. private _totalPointersPressed;
  33647. private _doubleClickOccured;
  33648. private _pointerOverMesh;
  33649. private _pickedDownMesh;
  33650. private _pickedUpMesh;
  33651. private _pointerX;
  33652. private _pointerY;
  33653. private _unTranslatedPointerX;
  33654. private _unTranslatedPointerY;
  33655. private _startingPointerPosition;
  33656. private _previousStartingPointerPosition;
  33657. private _startingPointerTime;
  33658. private _previousStartingPointerTime;
  33659. private _pointerCaptures;
  33660. private _onKeyDown;
  33661. private _onKeyUp;
  33662. private _onCanvasFocusObserver;
  33663. private _onCanvasBlurObserver;
  33664. private _scene;
  33665. /**
  33666. * Creates a new InputManager
  33667. * @param scene defines the hosting scene
  33668. */
  33669. constructor(scene: Scene);
  33670. /**
  33671. * Gets the mesh that is currently under the pointer
  33672. */
  33673. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33674. /**
  33675. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33676. */
  33677. readonly unTranslatedPointer: Vector2;
  33678. /**
  33679. * Gets or sets the current on-screen X position of the pointer
  33680. */
  33681. pointerX: number;
  33682. /**
  33683. * Gets or sets the current on-screen Y position of the pointer
  33684. */
  33685. pointerY: number;
  33686. private _updatePointerPosition;
  33687. private _processPointerMove;
  33688. private _setRayOnPointerInfo;
  33689. private _checkPrePointerObservable;
  33690. /**
  33691. * Use this method to simulate a pointer move on a mesh
  33692. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33693. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33694. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33695. */
  33696. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33697. /**
  33698. * Use this method to simulate a pointer down on a mesh
  33699. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33700. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33701. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33702. */
  33703. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33704. private _processPointerDown;
  33705. /** @hidden */
  33706. _isPointerSwiping(): boolean;
  33707. /**
  33708. * Use this method to simulate a pointer up on a mesh
  33709. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33710. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33711. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33712. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33713. */
  33714. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33715. private _processPointerUp;
  33716. /**
  33717. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33718. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33719. * @returns true if the pointer was captured
  33720. */
  33721. isPointerCaptured(pointerId?: number): boolean;
  33722. /**
  33723. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33724. * @param attachUp defines if you want to attach events to pointerup
  33725. * @param attachDown defines if you want to attach events to pointerdown
  33726. * @param attachMove defines if you want to attach events to pointermove
  33727. */
  33728. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33729. /**
  33730. * Detaches all event handlers
  33731. */
  33732. detachControl(): void;
  33733. /**
  33734. * Force the value of meshUnderPointer
  33735. * @param mesh defines the mesh to use
  33736. */
  33737. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33738. /**
  33739. * Gets the mesh under the pointer
  33740. * @returns a Mesh or null if no mesh is under the pointer
  33741. */
  33742. getPointerOverMesh(): Nullable<AbstractMesh>;
  33743. }
  33744. }
  33745. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33746. /**
  33747. * Helper class used to generate session unique ID
  33748. */
  33749. export class UniqueIdGenerator {
  33750. private static _UniqueIdCounter;
  33751. /**
  33752. * Gets an unique (relatively to the current scene) Id
  33753. */
  33754. static readonly UniqueId: number;
  33755. }
  33756. }
  33757. declare module "babylonjs/Animations/animationGroup" {
  33758. import { Animatable } from "babylonjs/Animations/animatable";
  33759. import { Animation } from "babylonjs/Animations/animation";
  33760. import { Scene, IDisposable } from "babylonjs/scene";
  33761. import { Observable } from "babylonjs/Misc/observable";
  33762. import { Nullable } from "babylonjs/types";
  33763. import "babylonjs/Animations/animatable";
  33764. /**
  33765. * This class defines the direct association between an animation and a target
  33766. */
  33767. export class TargetedAnimation {
  33768. /**
  33769. * Animation to perform
  33770. */
  33771. animation: Animation;
  33772. /**
  33773. * Target to animate
  33774. */
  33775. target: any;
  33776. /**
  33777. * Serialize the object
  33778. * @returns the JSON object representing the current entity
  33779. */
  33780. serialize(): any;
  33781. }
  33782. /**
  33783. * Use this class to create coordinated animations on multiple targets
  33784. */
  33785. export class AnimationGroup implements IDisposable {
  33786. /** The name of the animation group */
  33787. name: string;
  33788. private _scene;
  33789. private _targetedAnimations;
  33790. private _animatables;
  33791. private _from;
  33792. private _to;
  33793. private _isStarted;
  33794. private _isPaused;
  33795. private _speedRatio;
  33796. private _loopAnimation;
  33797. /**
  33798. * Gets or sets the unique id of the node
  33799. */
  33800. uniqueId: number;
  33801. /**
  33802. * This observable will notify when one animation have ended
  33803. */
  33804. onAnimationEndObservable: Observable<TargetedAnimation>;
  33805. /**
  33806. * Observer raised when one animation loops
  33807. */
  33808. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33809. /**
  33810. * Observer raised when all animations have looped
  33811. */
  33812. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  33813. /**
  33814. * This observable will notify when all animations have ended.
  33815. */
  33816. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33817. /**
  33818. * This observable will notify when all animations have paused.
  33819. */
  33820. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33821. /**
  33822. * This observable will notify when all animations are playing.
  33823. */
  33824. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33825. /**
  33826. * Gets the first frame
  33827. */
  33828. readonly from: number;
  33829. /**
  33830. * Gets the last frame
  33831. */
  33832. readonly to: number;
  33833. /**
  33834. * Define if the animations are started
  33835. */
  33836. readonly isStarted: boolean;
  33837. /**
  33838. * Gets a value indicating that the current group is playing
  33839. */
  33840. readonly isPlaying: boolean;
  33841. /**
  33842. * Gets or sets the speed ratio to use for all animations
  33843. */
  33844. /**
  33845. * Gets or sets the speed ratio to use for all animations
  33846. */
  33847. speedRatio: number;
  33848. /**
  33849. * Gets or sets if all animations should loop or not
  33850. */
  33851. loopAnimation: boolean;
  33852. /**
  33853. * Gets the targeted animations for this animation group
  33854. */
  33855. readonly targetedAnimations: Array<TargetedAnimation>;
  33856. /**
  33857. * returning the list of animatables controlled by this animation group.
  33858. */
  33859. readonly animatables: Array<Animatable>;
  33860. /**
  33861. * Instantiates a new Animation Group.
  33862. * This helps managing several animations at once.
  33863. * @see http://doc.babylonjs.com/how_to/group
  33864. * @param name Defines the name of the group
  33865. * @param scene Defines the scene the group belongs to
  33866. */
  33867. constructor(
  33868. /** The name of the animation group */
  33869. name: string, scene?: Nullable<Scene>);
  33870. /**
  33871. * Add an animation (with its target) in the group
  33872. * @param animation defines the animation we want to add
  33873. * @param target defines the target of the animation
  33874. * @returns the TargetedAnimation object
  33875. */
  33876. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33877. /**
  33878. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33879. * It can add constant keys at begin or end
  33880. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33881. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33882. * @returns the animation group
  33883. */
  33884. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33885. private _animationLoopCount;
  33886. private _animationLoopFlags;
  33887. private _processLoop;
  33888. /**
  33889. * Start all animations on given targets
  33890. * @param loop defines if animations must loop
  33891. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33892. * @param from defines the from key (optional)
  33893. * @param to defines the to key (optional)
  33894. * @returns the current animation group
  33895. */
  33896. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33897. /**
  33898. * Pause all animations
  33899. * @returns the animation group
  33900. */
  33901. pause(): AnimationGroup;
  33902. /**
  33903. * Play all animations to initial state
  33904. * This function will start() the animations if they were not started or will restart() them if they were paused
  33905. * @param loop defines if animations must loop
  33906. * @returns the animation group
  33907. */
  33908. play(loop?: boolean): AnimationGroup;
  33909. /**
  33910. * Reset all animations to initial state
  33911. * @returns the animation group
  33912. */
  33913. reset(): AnimationGroup;
  33914. /**
  33915. * Restart animations from key 0
  33916. * @returns the animation group
  33917. */
  33918. restart(): AnimationGroup;
  33919. /**
  33920. * Stop all animations
  33921. * @returns the animation group
  33922. */
  33923. stop(): AnimationGroup;
  33924. /**
  33925. * Set animation weight for all animatables
  33926. * @param weight defines the weight to use
  33927. * @return the animationGroup
  33928. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33929. */
  33930. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33931. /**
  33932. * Synchronize and normalize all animatables with a source animatable
  33933. * @param root defines the root animatable to synchronize with
  33934. * @return the animationGroup
  33935. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33936. */
  33937. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33938. /**
  33939. * Goes to a specific frame in this animation group
  33940. * @param frame the frame number to go to
  33941. * @return the animationGroup
  33942. */
  33943. goToFrame(frame: number): AnimationGroup;
  33944. /**
  33945. * Dispose all associated resources
  33946. */
  33947. dispose(): void;
  33948. private _checkAnimationGroupEnded;
  33949. /**
  33950. * Clone the current animation group and returns a copy
  33951. * @param newName defines the name of the new group
  33952. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33953. * @returns the new aniamtion group
  33954. */
  33955. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33956. /**
  33957. * Serializes the animationGroup to an object
  33958. * @returns Serialized object
  33959. */
  33960. serialize(): any;
  33961. /**
  33962. * Returns a new AnimationGroup object parsed from the source provided.
  33963. * @param parsedAnimationGroup defines the source
  33964. * @param scene defines the scene that will receive the animationGroup
  33965. * @returns a new AnimationGroup
  33966. */
  33967. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33968. /**
  33969. * Returns the string "AnimationGroup"
  33970. * @returns "AnimationGroup"
  33971. */
  33972. getClassName(): string;
  33973. /**
  33974. * Creates a detailled string about the object
  33975. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33976. * @returns a string representing the object
  33977. */
  33978. toString(fullDetails?: boolean): string;
  33979. }
  33980. }
  33981. declare module "babylonjs/scene" {
  33982. import { Nullable } from "babylonjs/types";
  33983. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33984. import { Observable } from "babylonjs/Misc/observable";
  33985. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33986. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33987. import { Geometry } from "babylonjs/Meshes/geometry";
  33988. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33989. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33991. import { Mesh } from "babylonjs/Meshes/mesh";
  33992. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33993. import { Bone } from "babylonjs/Bones/bone";
  33994. import { Skeleton } from "babylonjs/Bones/skeleton";
  33995. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33996. import { Camera } from "babylonjs/Cameras/camera";
  33997. import { AbstractScene } from "babylonjs/abstractScene";
  33998. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33999. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34000. import { Material } from "babylonjs/Materials/material";
  34001. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34002. import { Effect } from "babylonjs/Materials/effect";
  34003. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34004. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34005. import { Light } from "babylonjs/Lights/light";
  34006. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34007. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34008. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34009. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34010. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34011. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34012. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34013. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34014. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34015. import { Engine } from "babylonjs/Engines/engine";
  34016. import { Node } from "babylonjs/node";
  34017. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34018. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34019. import { WebRequest } from "babylonjs/Misc/webRequest";
  34020. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34021. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34022. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34023. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34024. import { Plane } from "babylonjs/Maths/math.plane";
  34025. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34026. import { Ray } from "babylonjs/Culling/ray";
  34027. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34028. import { Animation } from "babylonjs/Animations/animation";
  34029. import { Animatable } from "babylonjs/Animations/animatable";
  34030. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34031. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34032. import { Collider } from "babylonjs/Collisions/collider";
  34033. /**
  34034. * Define an interface for all classes that will hold resources
  34035. */
  34036. export interface IDisposable {
  34037. /**
  34038. * Releases all held resources
  34039. */
  34040. dispose(): void;
  34041. }
  34042. /** Interface defining initialization parameters for Scene class */
  34043. export interface SceneOptions {
  34044. /**
  34045. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34046. * It will improve performance when the number of geometries becomes important.
  34047. */
  34048. useGeometryUniqueIdsMap?: boolean;
  34049. /**
  34050. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34051. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34052. */
  34053. useMaterialMeshMap?: boolean;
  34054. /**
  34055. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34056. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34057. */
  34058. useClonedMeshhMap?: boolean;
  34059. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34060. virtual?: boolean;
  34061. }
  34062. /**
  34063. * Represents a scene to be rendered by the engine.
  34064. * @see http://doc.babylonjs.com/features/scene
  34065. */
  34066. export class Scene extends AbstractScene implements IAnimatable {
  34067. /** The fog is deactivated */
  34068. static readonly FOGMODE_NONE: number;
  34069. /** The fog density is following an exponential function */
  34070. static readonly FOGMODE_EXP: number;
  34071. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34072. static readonly FOGMODE_EXP2: number;
  34073. /** The fog density is following a linear function. */
  34074. static readonly FOGMODE_LINEAR: number;
  34075. /**
  34076. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34077. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34078. */
  34079. static MinDeltaTime: number;
  34080. /**
  34081. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34082. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34083. */
  34084. static MaxDeltaTime: number;
  34085. /**
  34086. * Factory used to create the default material.
  34087. * @param name The name of the material to create
  34088. * @param scene The scene to create the material for
  34089. * @returns The default material
  34090. */
  34091. static DefaultMaterialFactory(scene: Scene): Material;
  34092. /**
  34093. * Factory used to create the a collision coordinator.
  34094. * @returns The collision coordinator
  34095. */
  34096. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34097. /** @hidden */
  34098. _inputManager: InputManager;
  34099. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34100. cameraToUseForPointers: Nullable<Camera>;
  34101. /** @hidden */
  34102. readonly _isScene: boolean;
  34103. /**
  34104. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34105. */
  34106. autoClear: boolean;
  34107. /**
  34108. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34109. */
  34110. autoClearDepthAndStencil: boolean;
  34111. /**
  34112. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34113. */
  34114. clearColor: Color4;
  34115. /**
  34116. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34117. */
  34118. ambientColor: Color3;
  34119. /**
  34120. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34121. * It should only be one of the following (if not the default embedded one):
  34122. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34123. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34124. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34125. * The material properties need to be setup according to the type of texture in use.
  34126. */
  34127. environmentBRDFTexture: BaseTexture;
  34128. /** @hidden */
  34129. protected _environmentTexture: Nullable<BaseTexture>;
  34130. /**
  34131. * Texture used in all pbr material as the reflection texture.
  34132. * As in the majority of the scene they are the same (exception for multi room and so on),
  34133. * this is easier to reference from here than from all the materials.
  34134. */
  34135. /**
  34136. * Texture used in all pbr material as the reflection texture.
  34137. * As in the majority of the scene they are the same (exception for multi room and so on),
  34138. * this is easier to set here than in all the materials.
  34139. */
  34140. environmentTexture: Nullable<BaseTexture>;
  34141. /** @hidden */
  34142. protected _environmentIntensity: number;
  34143. /**
  34144. * Intensity of the environment in all pbr material.
  34145. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34146. * As in the majority of the scene they are the same (exception for multi room and so on),
  34147. * this is easier to reference from here than from all the materials.
  34148. */
  34149. /**
  34150. * Intensity of the environment in all pbr material.
  34151. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34152. * As in the majority of the scene they are the same (exception for multi room and so on),
  34153. * this is easier to set here than in all the materials.
  34154. */
  34155. environmentIntensity: number;
  34156. /** @hidden */
  34157. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34158. /**
  34159. * Default image processing configuration used either in the rendering
  34160. * Forward main pass or through the imageProcessingPostProcess if present.
  34161. * As in the majority of the scene they are the same (exception for multi camera),
  34162. * this is easier to reference from here than from all the materials and post process.
  34163. *
  34164. * No setter as we it is a shared configuration, you can set the values instead.
  34165. */
  34166. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34167. private _forceWireframe;
  34168. /**
  34169. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34170. */
  34171. forceWireframe: boolean;
  34172. private _forcePointsCloud;
  34173. /**
  34174. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34175. */
  34176. forcePointsCloud: boolean;
  34177. /**
  34178. * Gets or sets the active clipplane 1
  34179. */
  34180. clipPlane: Nullable<Plane>;
  34181. /**
  34182. * Gets or sets the active clipplane 2
  34183. */
  34184. clipPlane2: Nullable<Plane>;
  34185. /**
  34186. * Gets or sets the active clipplane 3
  34187. */
  34188. clipPlane3: Nullable<Plane>;
  34189. /**
  34190. * Gets or sets the active clipplane 4
  34191. */
  34192. clipPlane4: Nullable<Plane>;
  34193. /**
  34194. * Gets or sets a boolean indicating if animations are enabled
  34195. */
  34196. animationsEnabled: boolean;
  34197. private _animationPropertiesOverride;
  34198. /**
  34199. * Gets or sets the animation properties override
  34200. */
  34201. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34202. /**
  34203. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34204. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34205. */
  34206. useConstantAnimationDeltaTime: boolean;
  34207. /**
  34208. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34209. * Please note that it requires to run a ray cast through the scene on every frame
  34210. */
  34211. constantlyUpdateMeshUnderPointer: boolean;
  34212. /**
  34213. * Defines the HTML cursor to use when hovering over interactive elements
  34214. */
  34215. hoverCursor: string;
  34216. /**
  34217. * Defines the HTML default cursor to use (empty by default)
  34218. */
  34219. defaultCursor: string;
  34220. /**
  34221. * Defines wether cursors are handled by the scene.
  34222. */
  34223. doNotHandleCursors: boolean;
  34224. /**
  34225. * This is used to call preventDefault() on pointer down
  34226. * in order to block unwanted artifacts like system double clicks
  34227. */
  34228. preventDefaultOnPointerDown: boolean;
  34229. /**
  34230. * This is used to call preventDefault() on pointer up
  34231. * in order to block unwanted artifacts like system double clicks
  34232. */
  34233. preventDefaultOnPointerUp: boolean;
  34234. /**
  34235. * Gets or sets user defined metadata
  34236. */
  34237. metadata: any;
  34238. /**
  34239. * For internal use only. Please do not use.
  34240. */
  34241. reservedDataStore: any;
  34242. /**
  34243. * Gets the name of the plugin used to load this scene (null by default)
  34244. */
  34245. loadingPluginName: string;
  34246. /**
  34247. * Use this array to add regular expressions used to disable offline support for specific urls
  34248. */
  34249. disableOfflineSupportExceptionRules: RegExp[];
  34250. /**
  34251. * An event triggered when the scene is disposed.
  34252. */
  34253. onDisposeObservable: Observable<Scene>;
  34254. private _onDisposeObserver;
  34255. /** Sets a function to be executed when this scene is disposed. */
  34256. onDispose: () => void;
  34257. /**
  34258. * An event triggered before rendering the scene (right after animations and physics)
  34259. */
  34260. onBeforeRenderObservable: Observable<Scene>;
  34261. private _onBeforeRenderObserver;
  34262. /** Sets a function to be executed before rendering this scene */
  34263. beforeRender: Nullable<() => void>;
  34264. /**
  34265. * An event triggered after rendering the scene
  34266. */
  34267. onAfterRenderObservable: Observable<Scene>;
  34268. /**
  34269. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34270. */
  34271. onAfterRenderCameraObservable: Observable<Camera>;
  34272. private _onAfterRenderObserver;
  34273. /** Sets a function to be executed after rendering this scene */
  34274. afterRender: Nullable<() => void>;
  34275. /**
  34276. * An event triggered before animating the scene
  34277. */
  34278. onBeforeAnimationsObservable: Observable<Scene>;
  34279. /**
  34280. * An event triggered after animations processing
  34281. */
  34282. onAfterAnimationsObservable: Observable<Scene>;
  34283. /**
  34284. * An event triggered before draw calls are ready to be sent
  34285. */
  34286. onBeforeDrawPhaseObservable: Observable<Scene>;
  34287. /**
  34288. * An event triggered after draw calls have been sent
  34289. */
  34290. onAfterDrawPhaseObservable: Observable<Scene>;
  34291. /**
  34292. * An event triggered when the scene is ready
  34293. */
  34294. onReadyObservable: Observable<Scene>;
  34295. /**
  34296. * An event triggered before rendering a camera
  34297. */
  34298. onBeforeCameraRenderObservable: Observable<Camera>;
  34299. private _onBeforeCameraRenderObserver;
  34300. /** Sets a function to be executed before rendering a camera*/
  34301. beforeCameraRender: () => void;
  34302. /**
  34303. * An event triggered after rendering a camera
  34304. */
  34305. onAfterCameraRenderObservable: Observable<Camera>;
  34306. private _onAfterCameraRenderObserver;
  34307. /** Sets a function to be executed after rendering a camera*/
  34308. afterCameraRender: () => void;
  34309. /**
  34310. * An event triggered when active meshes evaluation is about to start
  34311. */
  34312. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34313. /**
  34314. * An event triggered when active meshes evaluation is done
  34315. */
  34316. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34317. /**
  34318. * An event triggered when particles rendering is about to start
  34319. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34320. */
  34321. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34322. /**
  34323. * An event triggered when particles rendering is done
  34324. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34325. */
  34326. onAfterParticlesRenderingObservable: Observable<Scene>;
  34327. /**
  34328. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34329. */
  34330. onDataLoadedObservable: Observable<Scene>;
  34331. /**
  34332. * An event triggered when a camera is created
  34333. */
  34334. onNewCameraAddedObservable: Observable<Camera>;
  34335. /**
  34336. * An event triggered when a camera is removed
  34337. */
  34338. onCameraRemovedObservable: Observable<Camera>;
  34339. /**
  34340. * An event triggered when a light is created
  34341. */
  34342. onNewLightAddedObservable: Observable<Light>;
  34343. /**
  34344. * An event triggered when a light is removed
  34345. */
  34346. onLightRemovedObservable: Observable<Light>;
  34347. /**
  34348. * An event triggered when a geometry is created
  34349. */
  34350. onNewGeometryAddedObservable: Observable<Geometry>;
  34351. /**
  34352. * An event triggered when a geometry is removed
  34353. */
  34354. onGeometryRemovedObservable: Observable<Geometry>;
  34355. /**
  34356. * An event triggered when a transform node is created
  34357. */
  34358. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34359. /**
  34360. * An event triggered when a transform node is removed
  34361. */
  34362. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34363. /**
  34364. * An event triggered when a mesh is created
  34365. */
  34366. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34367. /**
  34368. * An event triggered when a mesh is removed
  34369. */
  34370. onMeshRemovedObservable: Observable<AbstractMesh>;
  34371. /**
  34372. * An event triggered when a skeleton is created
  34373. */
  34374. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34375. /**
  34376. * An event triggered when a skeleton is removed
  34377. */
  34378. onSkeletonRemovedObservable: Observable<Skeleton>;
  34379. /**
  34380. * An event triggered when a material is created
  34381. */
  34382. onNewMaterialAddedObservable: Observable<Material>;
  34383. /**
  34384. * An event triggered when a material is removed
  34385. */
  34386. onMaterialRemovedObservable: Observable<Material>;
  34387. /**
  34388. * An event triggered when a texture is created
  34389. */
  34390. onNewTextureAddedObservable: Observable<BaseTexture>;
  34391. /**
  34392. * An event triggered when a texture is removed
  34393. */
  34394. onTextureRemovedObservable: Observable<BaseTexture>;
  34395. /**
  34396. * An event triggered when render targets are about to be rendered
  34397. * Can happen multiple times per frame.
  34398. */
  34399. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34400. /**
  34401. * An event triggered when render targets were rendered.
  34402. * Can happen multiple times per frame.
  34403. */
  34404. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34405. /**
  34406. * An event triggered before calculating deterministic simulation step
  34407. */
  34408. onBeforeStepObservable: Observable<Scene>;
  34409. /**
  34410. * An event triggered after calculating deterministic simulation step
  34411. */
  34412. onAfterStepObservable: Observable<Scene>;
  34413. /**
  34414. * An event triggered when the activeCamera property is updated
  34415. */
  34416. onActiveCameraChanged: Observable<Scene>;
  34417. /**
  34418. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34419. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34420. * 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)
  34421. */
  34422. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34423. /**
  34424. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34425. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34426. * 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)
  34427. */
  34428. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34429. /**
  34430. * This Observable will when a mesh has been imported into the scene.
  34431. */
  34432. onMeshImportedObservable: Observable<AbstractMesh>;
  34433. /**
  34434. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34435. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34436. */
  34437. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34438. /** @hidden */
  34439. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34440. /**
  34441. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34442. */
  34443. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34444. /**
  34445. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34446. */
  34447. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34448. /**
  34449. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34450. */
  34451. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34452. /** Callback called when a pointer move is detected */
  34453. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34454. /** Callback called when a pointer down is detected */
  34455. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34456. /** Callback called when a pointer up is detected */
  34457. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34458. /** Callback called when a pointer pick is detected */
  34459. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34460. /**
  34461. * 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).
  34462. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34463. */
  34464. onPrePointerObservable: Observable<PointerInfoPre>;
  34465. /**
  34466. * Observable event triggered each time an input event is received from the rendering canvas
  34467. */
  34468. onPointerObservable: Observable<PointerInfo>;
  34469. /**
  34470. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34471. */
  34472. readonly unTranslatedPointer: Vector2;
  34473. /**
  34474. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34475. */
  34476. static DragMovementThreshold: number;
  34477. /**
  34478. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34479. */
  34480. static LongPressDelay: number;
  34481. /**
  34482. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34483. */
  34484. static DoubleClickDelay: number;
  34485. /** If you need to check double click without raising a single click at first click, enable this flag */
  34486. static ExclusiveDoubleClickMode: boolean;
  34487. /** @hidden */
  34488. _mirroredCameraPosition: Nullable<Vector3>;
  34489. /**
  34490. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34491. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34492. */
  34493. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34494. /**
  34495. * Observable event triggered each time an keyboard event is received from the hosting window
  34496. */
  34497. onKeyboardObservable: Observable<KeyboardInfo>;
  34498. private _useRightHandedSystem;
  34499. /**
  34500. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34501. */
  34502. useRightHandedSystem: boolean;
  34503. private _timeAccumulator;
  34504. private _currentStepId;
  34505. private _currentInternalStep;
  34506. /**
  34507. * Sets the step Id used by deterministic lock step
  34508. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34509. * @param newStepId defines the step Id
  34510. */
  34511. setStepId(newStepId: number): void;
  34512. /**
  34513. * Gets the step Id used by deterministic lock step
  34514. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34515. * @returns the step Id
  34516. */
  34517. getStepId(): number;
  34518. /**
  34519. * Gets the internal step used by deterministic lock step
  34520. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34521. * @returns the internal step
  34522. */
  34523. getInternalStep(): number;
  34524. private _fogEnabled;
  34525. /**
  34526. * Gets or sets a boolean indicating if fog is enabled on this scene
  34527. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34528. * (Default is true)
  34529. */
  34530. fogEnabled: boolean;
  34531. private _fogMode;
  34532. /**
  34533. * Gets or sets the fog mode to use
  34534. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34535. * | mode | value |
  34536. * | --- | --- |
  34537. * | FOGMODE_NONE | 0 |
  34538. * | FOGMODE_EXP | 1 |
  34539. * | FOGMODE_EXP2 | 2 |
  34540. * | FOGMODE_LINEAR | 3 |
  34541. */
  34542. fogMode: number;
  34543. /**
  34544. * Gets or sets the fog color to use
  34545. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34546. * (Default is Color3(0.2, 0.2, 0.3))
  34547. */
  34548. fogColor: Color3;
  34549. /**
  34550. * Gets or sets the fog density to use
  34551. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34552. * (Default is 0.1)
  34553. */
  34554. fogDensity: number;
  34555. /**
  34556. * Gets or sets the fog start distance to use
  34557. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34558. * (Default is 0)
  34559. */
  34560. fogStart: number;
  34561. /**
  34562. * Gets or sets the fog end distance to use
  34563. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34564. * (Default is 1000)
  34565. */
  34566. fogEnd: number;
  34567. private _shadowsEnabled;
  34568. /**
  34569. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34570. */
  34571. shadowsEnabled: boolean;
  34572. private _lightsEnabled;
  34573. /**
  34574. * Gets or sets a boolean indicating if lights are enabled on this scene
  34575. */
  34576. lightsEnabled: boolean;
  34577. /** All of the active cameras added to this scene. */
  34578. activeCameras: Camera[];
  34579. /** @hidden */
  34580. _activeCamera: Nullable<Camera>;
  34581. /** Gets or sets the current active camera */
  34582. activeCamera: Nullable<Camera>;
  34583. private _defaultMaterial;
  34584. /** The default material used on meshes when no material is affected */
  34585. /** The default material used on meshes when no material is affected */
  34586. defaultMaterial: Material;
  34587. private _texturesEnabled;
  34588. /**
  34589. * Gets or sets a boolean indicating if textures are enabled on this scene
  34590. */
  34591. texturesEnabled: boolean;
  34592. /**
  34593. * Gets or sets a boolean indicating if particles are enabled on this scene
  34594. */
  34595. particlesEnabled: boolean;
  34596. /**
  34597. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34598. */
  34599. spritesEnabled: boolean;
  34600. private _skeletonsEnabled;
  34601. /**
  34602. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34603. */
  34604. skeletonsEnabled: boolean;
  34605. /**
  34606. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34607. */
  34608. lensFlaresEnabled: boolean;
  34609. /**
  34610. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34611. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34612. */
  34613. collisionsEnabled: boolean;
  34614. private _collisionCoordinator;
  34615. /** @hidden */
  34616. readonly collisionCoordinator: ICollisionCoordinator;
  34617. /**
  34618. * Defines the gravity applied to this scene (used only for collisions)
  34619. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34620. */
  34621. gravity: Vector3;
  34622. /**
  34623. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34624. */
  34625. postProcessesEnabled: boolean;
  34626. /**
  34627. * The list of postprocesses added to the scene
  34628. */
  34629. postProcesses: PostProcess[];
  34630. /**
  34631. * Gets the current postprocess manager
  34632. */
  34633. postProcessManager: PostProcessManager;
  34634. /**
  34635. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34636. */
  34637. renderTargetsEnabled: boolean;
  34638. /**
  34639. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34640. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34641. */
  34642. dumpNextRenderTargets: boolean;
  34643. /**
  34644. * The list of user defined render targets added to the scene
  34645. */
  34646. customRenderTargets: RenderTargetTexture[];
  34647. /**
  34648. * Defines if texture loading must be delayed
  34649. * If true, textures will only be loaded when they need to be rendered
  34650. */
  34651. useDelayedTextureLoading: boolean;
  34652. /**
  34653. * Gets the list of meshes imported to the scene through SceneLoader
  34654. */
  34655. importedMeshesFiles: String[];
  34656. /**
  34657. * Gets or sets a boolean indicating if probes are enabled on this scene
  34658. */
  34659. probesEnabled: boolean;
  34660. /**
  34661. * Gets or sets the current offline provider to use to store scene data
  34662. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34663. */
  34664. offlineProvider: IOfflineProvider;
  34665. /**
  34666. * Gets or sets the action manager associated with the scene
  34667. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34668. */
  34669. actionManager: AbstractActionManager;
  34670. private _meshesForIntersections;
  34671. /**
  34672. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34673. */
  34674. proceduralTexturesEnabled: boolean;
  34675. private _engine;
  34676. private _totalVertices;
  34677. /** @hidden */
  34678. _activeIndices: PerfCounter;
  34679. /** @hidden */
  34680. _activeParticles: PerfCounter;
  34681. /** @hidden */
  34682. _activeBones: PerfCounter;
  34683. private _animationRatio;
  34684. /** @hidden */
  34685. _animationTimeLast: number;
  34686. /** @hidden */
  34687. _animationTime: number;
  34688. /**
  34689. * Gets or sets a general scale for animation speed
  34690. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34691. */
  34692. animationTimeScale: number;
  34693. /** @hidden */
  34694. _cachedMaterial: Nullable<Material>;
  34695. /** @hidden */
  34696. _cachedEffect: Nullable<Effect>;
  34697. /** @hidden */
  34698. _cachedVisibility: Nullable<number>;
  34699. private _renderId;
  34700. private _frameId;
  34701. private _executeWhenReadyTimeoutId;
  34702. private _intermediateRendering;
  34703. private _viewUpdateFlag;
  34704. private _projectionUpdateFlag;
  34705. /** @hidden */
  34706. _toBeDisposed: Nullable<IDisposable>[];
  34707. private _activeRequests;
  34708. /** @hidden */
  34709. _pendingData: any[];
  34710. private _isDisposed;
  34711. /**
  34712. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34713. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34714. */
  34715. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34716. private _activeMeshes;
  34717. private _processedMaterials;
  34718. private _renderTargets;
  34719. /** @hidden */
  34720. _activeParticleSystems: SmartArray<IParticleSystem>;
  34721. private _activeSkeletons;
  34722. private _softwareSkinnedMeshes;
  34723. private _renderingManager;
  34724. /** @hidden */
  34725. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34726. private _transformMatrix;
  34727. private _sceneUbo;
  34728. /** @hidden */
  34729. _viewMatrix: Matrix;
  34730. private _projectionMatrix;
  34731. /** @hidden */
  34732. _forcedViewPosition: Nullable<Vector3>;
  34733. /** @hidden */
  34734. _frustumPlanes: Plane[];
  34735. /**
  34736. * Gets the list of frustum planes (built from the active camera)
  34737. */
  34738. readonly frustumPlanes: Plane[];
  34739. /**
  34740. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34741. * This is useful if there are more lights that the maximum simulteanous authorized
  34742. */
  34743. requireLightSorting: boolean;
  34744. /** @hidden */
  34745. readonly useMaterialMeshMap: boolean;
  34746. /** @hidden */
  34747. readonly useClonedMeshhMap: boolean;
  34748. private _externalData;
  34749. private _uid;
  34750. /**
  34751. * @hidden
  34752. * Backing store of defined scene components.
  34753. */
  34754. _components: ISceneComponent[];
  34755. /**
  34756. * @hidden
  34757. * Backing store of defined scene components.
  34758. */
  34759. _serializableComponents: ISceneSerializableComponent[];
  34760. /**
  34761. * List of components to register on the next registration step.
  34762. */
  34763. private _transientComponents;
  34764. /**
  34765. * Registers the transient components if needed.
  34766. */
  34767. private _registerTransientComponents;
  34768. /**
  34769. * @hidden
  34770. * Add a component to the scene.
  34771. * Note that the ccomponent could be registered on th next frame if this is called after
  34772. * the register component stage.
  34773. * @param component Defines the component to add to the scene
  34774. */
  34775. _addComponent(component: ISceneComponent): void;
  34776. /**
  34777. * @hidden
  34778. * Gets a component from the scene.
  34779. * @param name defines the name of the component to retrieve
  34780. * @returns the component or null if not present
  34781. */
  34782. _getComponent(name: string): Nullable<ISceneComponent>;
  34783. /**
  34784. * @hidden
  34785. * Defines the actions happening before camera updates.
  34786. */
  34787. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34788. /**
  34789. * @hidden
  34790. * Defines the actions happening before clear the canvas.
  34791. */
  34792. _beforeClearStage: Stage<SimpleStageAction>;
  34793. /**
  34794. * @hidden
  34795. * Defines the actions when collecting render targets for the frame.
  34796. */
  34797. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34798. /**
  34799. * @hidden
  34800. * Defines the actions happening for one camera in the frame.
  34801. */
  34802. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34803. /**
  34804. * @hidden
  34805. * Defines the actions happening during the per mesh ready checks.
  34806. */
  34807. _isReadyForMeshStage: Stage<MeshStageAction>;
  34808. /**
  34809. * @hidden
  34810. * Defines the actions happening before evaluate active mesh checks.
  34811. */
  34812. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34813. /**
  34814. * @hidden
  34815. * Defines the actions happening during the evaluate sub mesh checks.
  34816. */
  34817. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34818. /**
  34819. * @hidden
  34820. * Defines the actions happening during the active mesh stage.
  34821. */
  34822. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34823. /**
  34824. * @hidden
  34825. * Defines the actions happening during the per camera render target step.
  34826. */
  34827. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34828. /**
  34829. * @hidden
  34830. * Defines the actions happening just before the active camera is drawing.
  34831. */
  34832. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34833. /**
  34834. * @hidden
  34835. * Defines the actions happening just before a render target is drawing.
  34836. */
  34837. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34838. /**
  34839. * @hidden
  34840. * Defines the actions happening just before a rendering group is drawing.
  34841. */
  34842. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34843. /**
  34844. * @hidden
  34845. * Defines the actions happening just before a mesh is drawing.
  34846. */
  34847. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34848. /**
  34849. * @hidden
  34850. * Defines the actions happening just after a mesh has been drawn.
  34851. */
  34852. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34853. /**
  34854. * @hidden
  34855. * Defines the actions happening just after a rendering group has been drawn.
  34856. */
  34857. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34858. /**
  34859. * @hidden
  34860. * Defines the actions happening just after the active camera has been drawn.
  34861. */
  34862. _afterCameraDrawStage: Stage<CameraStageAction>;
  34863. /**
  34864. * @hidden
  34865. * Defines the actions happening just after a render target has been drawn.
  34866. */
  34867. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34868. /**
  34869. * @hidden
  34870. * Defines the actions happening just after rendering all cameras and computing intersections.
  34871. */
  34872. _afterRenderStage: Stage<SimpleStageAction>;
  34873. /**
  34874. * @hidden
  34875. * Defines the actions happening when a pointer move event happens.
  34876. */
  34877. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34878. /**
  34879. * @hidden
  34880. * Defines the actions happening when a pointer down event happens.
  34881. */
  34882. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34883. /**
  34884. * @hidden
  34885. * Defines the actions happening when a pointer up event happens.
  34886. */
  34887. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34888. /**
  34889. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34890. */
  34891. private geometriesByUniqueId;
  34892. /**
  34893. * Creates a new Scene
  34894. * @param engine defines the engine to use to render this scene
  34895. * @param options defines the scene options
  34896. */
  34897. constructor(engine: Engine, options?: SceneOptions);
  34898. /**
  34899. * Gets a string idenfifying the name of the class
  34900. * @returns "Scene" string
  34901. */
  34902. getClassName(): string;
  34903. private _defaultMeshCandidates;
  34904. /**
  34905. * @hidden
  34906. */
  34907. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34908. private _defaultSubMeshCandidates;
  34909. /**
  34910. * @hidden
  34911. */
  34912. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34913. /**
  34914. * Sets the default candidate providers for the scene.
  34915. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34916. * and getCollidingSubMeshCandidates to their default function
  34917. */
  34918. setDefaultCandidateProviders(): void;
  34919. /**
  34920. * Gets the mesh that is currently under the pointer
  34921. */
  34922. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34923. /**
  34924. * Gets or sets the current on-screen X position of the pointer
  34925. */
  34926. pointerX: number;
  34927. /**
  34928. * Gets or sets the current on-screen Y position of the pointer
  34929. */
  34930. pointerY: number;
  34931. /**
  34932. * Gets the cached material (ie. the latest rendered one)
  34933. * @returns the cached material
  34934. */
  34935. getCachedMaterial(): Nullable<Material>;
  34936. /**
  34937. * Gets the cached effect (ie. the latest rendered one)
  34938. * @returns the cached effect
  34939. */
  34940. getCachedEffect(): Nullable<Effect>;
  34941. /**
  34942. * Gets the cached visibility state (ie. the latest rendered one)
  34943. * @returns the cached visibility state
  34944. */
  34945. getCachedVisibility(): Nullable<number>;
  34946. /**
  34947. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34948. * @param material defines the current material
  34949. * @param effect defines the current effect
  34950. * @param visibility defines the current visibility state
  34951. * @returns true if one parameter is not cached
  34952. */
  34953. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34954. /**
  34955. * Gets the engine associated with the scene
  34956. * @returns an Engine
  34957. */
  34958. getEngine(): Engine;
  34959. /**
  34960. * Gets the total number of vertices rendered per frame
  34961. * @returns the total number of vertices rendered per frame
  34962. */
  34963. getTotalVertices(): number;
  34964. /**
  34965. * Gets the performance counter for total vertices
  34966. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34967. */
  34968. readonly totalVerticesPerfCounter: PerfCounter;
  34969. /**
  34970. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34971. * @returns the total number of active indices rendered per frame
  34972. */
  34973. getActiveIndices(): number;
  34974. /**
  34975. * Gets the performance counter for active indices
  34976. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34977. */
  34978. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34979. /**
  34980. * Gets the total number of active particles rendered per frame
  34981. * @returns the total number of active particles rendered per frame
  34982. */
  34983. getActiveParticles(): number;
  34984. /**
  34985. * Gets the performance counter for active particles
  34986. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34987. */
  34988. readonly activeParticlesPerfCounter: PerfCounter;
  34989. /**
  34990. * Gets the total number of active bones rendered per frame
  34991. * @returns the total number of active bones rendered per frame
  34992. */
  34993. getActiveBones(): number;
  34994. /**
  34995. * Gets the performance counter for active bones
  34996. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34997. */
  34998. readonly activeBonesPerfCounter: PerfCounter;
  34999. /**
  35000. * Gets the array of active meshes
  35001. * @returns an array of AbstractMesh
  35002. */
  35003. getActiveMeshes(): SmartArray<AbstractMesh>;
  35004. /**
  35005. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35006. * @returns a number
  35007. */
  35008. getAnimationRatio(): number;
  35009. /**
  35010. * Gets an unique Id for the current render phase
  35011. * @returns a number
  35012. */
  35013. getRenderId(): number;
  35014. /**
  35015. * Gets an unique Id for the current frame
  35016. * @returns a number
  35017. */
  35018. getFrameId(): number;
  35019. /** Call this function if you want to manually increment the render Id*/
  35020. incrementRenderId(): void;
  35021. private _createUbo;
  35022. /**
  35023. * Use this method to simulate a pointer move on a mesh
  35024. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35025. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35026. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35027. * @returns the current scene
  35028. */
  35029. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35030. /**
  35031. * Use this method to simulate a pointer down on a mesh
  35032. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35033. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35034. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35035. * @returns the current scene
  35036. */
  35037. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35038. /**
  35039. * Use this method to simulate a pointer up on a mesh
  35040. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35041. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35042. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35043. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35044. * @returns the current scene
  35045. */
  35046. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35047. /**
  35048. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35049. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35050. * @returns true if the pointer was captured
  35051. */
  35052. isPointerCaptured(pointerId?: number): boolean;
  35053. /**
  35054. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35055. * @param attachUp defines if you want to attach events to pointerup
  35056. * @param attachDown defines if you want to attach events to pointerdown
  35057. * @param attachMove defines if you want to attach events to pointermove
  35058. */
  35059. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35060. /** Detaches all event handlers*/
  35061. detachControl(): void;
  35062. /**
  35063. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35064. * Delay loaded resources are not taking in account
  35065. * @return true if all required resources are ready
  35066. */
  35067. isReady(): boolean;
  35068. /** Resets all cached information relative to material (including effect and visibility) */
  35069. resetCachedMaterial(): void;
  35070. /**
  35071. * Registers a function to be called before every frame render
  35072. * @param func defines the function to register
  35073. */
  35074. registerBeforeRender(func: () => void): void;
  35075. /**
  35076. * Unregisters a function called before every frame render
  35077. * @param func defines the function to unregister
  35078. */
  35079. unregisterBeforeRender(func: () => void): void;
  35080. /**
  35081. * Registers a function to be called after every frame render
  35082. * @param func defines the function to register
  35083. */
  35084. registerAfterRender(func: () => void): void;
  35085. /**
  35086. * Unregisters a function called after every frame render
  35087. * @param func defines the function to unregister
  35088. */
  35089. unregisterAfterRender(func: () => void): void;
  35090. private _executeOnceBeforeRender;
  35091. /**
  35092. * The provided function will run before render once and will be disposed afterwards.
  35093. * A timeout delay can be provided so that the function will be executed in N ms.
  35094. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35095. * @param func The function to be executed.
  35096. * @param timeout optional delay in ms
  35097. */
  35098. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35099. /** @hidden */
  35100. _addPendingData(data: any): void;
  35101. /** @hidden */
  35102. _removePendingData(data: any): void;
  35103. /**
  35104. * Returns the number of items waiting to be loaded
  35105. * @returns the number of items waiting to be loaded
  35106. */
  35107. getWaitingItemsCount(): number;
  35108. /**
  35109. * Returns a boolean indicating if the scene is still loading data
  35110. */
  35111. readonly isLoading: boolean;
  35112. /**
  35113. * Registers a function to be executed when the scene is ready
  35114. * @param {Function} func - the function to be executed
  35115. */
  35116. executeWhenReady(func: () => void): void;
  35117. /**
  35118. * Returns a promise that resolves when the scene is ready
  35119. * @returns A promise that resolves when the scene is ready
  35120. */
  35121. whenReadyAsync(): Promise<void>;
  35122. /** @hidden */
  35123. _checkIsReady(): void;
  35124. /**
  35125. * Gets all animatable attached to the scene
  35126. */
  35127. readonly animatables: Animatable[];
  35128. /**
  35129. * Resets the last animation time frame.
  35130. * Useful to override when animations start running when loading a scene for the first time.
  35131. */
  35132. resetLastAnimationTimeFrame(): void;
  35133. /**
  35134. * Gets the current view matrix
  35135. * @returns a Matrix
  35136. */
  35137. getViewMatrix(): Matrix;
  35138. /**
  35139. * Gets the current projection matrix
  35140. * @returns a Matrix
  35141. */
  35142. getProjectionMatrix(): Matrix;
  35143. /**
  35144. * Gets the current transform matrix
  35145. * @returns a Matrix made of View * Projection
  35146. */
  35147. getTransformMatrix(): Matrix;
  35148. /**
  35149. * Sets the current transform matrix
  35150. * @param viewL defines the View matrix to use
  35151. * @param projectionL defines the Projection matrix to use
  35152. * @param viewR defines the right View matrix to use (if provided)
  35153. * @param projectionR defines the right Projection matrix to use (if provided)
  35154. */
  35155. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35156. /**
  35157. * Gets the uniform buffer used to store scene data
  35158. * @returns a UniformBuffer
  35159. */
  35160. getSceneUniformBuffer(): UniformBuffer;
  35161. /**
  35162. * Gets an unique (relatively to the current scene) Id
  35163. * @returns an unique number for the scene
  35164. */
  35165. getUniqueId(): number;
  35166. /**
  35167. * Add a mesh to the list of scene's meshes
  35168. * @param newMesh defines the mesh to add
  35169. * @param recursive if all child meshes should also be added to the scene
  35170. */
  35171. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35172. /**
  35173. * Remove a mesh for the list of scene's meshes
  35174. * @param toRemove defines the mesh to remove
  35175. * @param recursive if all child meshes should also be removed from the scene
  35176. * @returns the index where the mesh was in the mesh list
  35177. */
  35178. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35179. /**
  35180. * Add a transform node to the list of scene's transform nodes
  35181. * @param newTransformNode defines the transform node to add
  35182. */
  35183. addTransformNode(newTransformNode: TransformNode): void;
  35184. /**
  35185. * Remove a transform node for the list of scene's transform nodes
  35186. * @param toRemove defines the transform node to remove
  35187. * @returns the index where the transform node was in the transform node list
  35188. */
  35189. removeTransformNode(toRemove: TransformNode): number;
  35190. /**
  35191. * Remove a skeleton for the list of scene's skeletons
  35192. * @param toRemove defines the skeleton to remove
  35193. * @returns the index where the skeleton was in the skeleton list
  35194. */
  35195. removeSkeleton(toRemove: Skeleton): number;
  35196. /**
  35197. * Remove a morph target for the list of scene's morph targets
  35198. * @param toRemove defines the morph target to remove
  35199. * @returns the index where the morph target was in the morph target list
  35200. */
  35201. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35202. /**
  35203. * Remove a light for the list of scene's lights
  35204. * @param toRemove defines the light to remove
  35205. * @returns the index where the light was in the light list
  35206. */
  35207. removeLight(toRemove: Light): number;
  35208. /**
  35209. * Remove a camera for the list of scene's cameras
  35210. * @param toRemove defines the camera to remove
  35211. * @returns the index where the camera was in the camera list
  35212. */
  35213. removeCamera(toRemove: Camera): number;
  35214. /**
  35215. * Remove a particle system for the list of scene's particle systems
  35216. * @param toRemove defines the particle system to remove
  35217. * @returns the index where the particle system was in the particle system list
  35218. */
  35219. removeParticleSystem(toRemove: IParticleSystem): number;
  35220. /**
  35221. * Remove a animation for the list of scene's animations
  35222. * @param toRemove defines the animation to remove
  35223. * @returns the index where the animation was in the animation list
  35224. */
  35225. removeAnimation(toRemove: Animation): number;
  35226. /**
  35227. * Will stop the animation of the given target
  35228. * @param target - the target
  35229. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35230. * @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)
  35231. */
  35232. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35233. /**
  35234. * Removes the given animation group from this scene.
  35235. * @param toRemove The animation group to remove
  35236. * @returns The index of the removed animation group
  35237. */
  35238. removeAnimationGroup(toRemove: AnimationGroup): number;
  35239. /**
  35240. * Removes the given multi-material from this scene.
  35241. * @param toRemove The multi-material to remove
  35242. * @returns The index of the removed multi-material
  35243. */
  35244. removeMultiMaterial(toRemove: MultiMaterial): number;
  35245. /**
  35246. * Removes the given material from this scene.
  35247. * @param toRemove The material to remove
  35248. * @returns The index of the removed material
  35249. */
  35250. removeMaterial(toRemove: Material): number;
  35251. /**
  35252. * Removes the given action manager from this scene.
  35253. * @param toRemove The action manager to remove
  35254. * @returns The index of the removed action manager
  35255. */
  35256. removeActionManager(toRemove: AbstractActionManager): number;
  35257. /**
  35258. * Removes the given texture from this scene.
  35259. * @param toRemove The texture to remove
  35260. * @returns The index of the removed texture
  35261. */
  35262. removeTexture(toRemove: BaseTexture): number;
  35263. /**
  35264. * Adds the given light to this scene
  35265. * @param newLight The light to add
  35266. */
  35267. addLight(newLight: Light): void;
  35268. /**
  35269. * Sorts the list list based on light priorities
  35270. */
  35271. sortLightsByPriority(): void;
  35272. /**
  35273. * Adds the given camera to this scene
  35274. * @param newCamera The camera to add
  35275. */
  35276. addCamera(newCamera: Camera): void;
  35277. /**
  35278. * Adds the given skeleton to this scene
  35279. * @param newSkeleton The skeleton to add
  35280. */
  35281. addSkeleton(newSkeleton: Skeleton): void;
  35282. /**
  35283. * Adds the given particle system to this scene
  35284. * @param newParticleSystem The particle system to add
  35285. */
  35286. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35287. /**
  35288. * Adds the given animation to this scene
  35289. * @param newAnimation The animation to add
  35290. */
  35291. addAnimation(newAnimation: Animation): void;
  35292. /**
  35293. * Adds the given animation group to this scene.
  35294. * @param newAnimationGroup The animation group to add
  35295. */
  35296. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35297. /**
  35298. * Adds the given multi-material to this scene
  35299. * @param newMultiMaterial The multi-material to add
  35300. */
  35301. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35302. /**
  35303. * Adds the given material to this scene
  35304. * @param newMaterial The material to add
  35305. */
  35306. addMaterial(newMaterial: Material): void;
  35307. /**
  35308. * Adds the given morph target to this scene
  35309. * @param newMorphTargetManager The morph target to add
  35310. */
  35311. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35312. /**
  35313. * Adds the given geometry to this scene
  35314. * @param newGeometry The geometry to add
  35315. */
  35316. addGeometry(newGeometry: Geometry): void;
  35317. /**
  35318. * Adds the given action manager to this scene
  35319. * @param newActionManager The action manager to add
  35320. */
  35321. addActionManager(newActionManager: AbstractActionManager): void;
  35322. /**
  35323. * Adds the given texture to this scene.
  35324. * @param newTexture The texture to add
  35325. */
  35326. addTexture(newTexture: BaseTexture): void;
  35327. /**
  35328. * Switch active camera
  35329. * @param newCamera defines the new active camera
  35330. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35331. */
  35332. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35333. /**
  35334. * sets the active camera of the scene using its ID
  35335. * @param id defines the camera's ID
  35336. * @return the new active camera or null if none found.
  35337. */
  35338. setActiveCameraByID(id: string): Nullable<Camera>;
  35339. /**
  35340. * sets the active camera of the scene using its name
  35341. * @param name defines the camera's name
  35342. * @returns the new active camera or null if none found.
  35343. */
  35344. setActiveCameraByName(name: string): Nullable<Camera>;
  35345. /**
  35346. * get an animation group using its name
  35347. * @param name defines the material's name
  35348. * @return the animation group or null if none found.
  35349. */
  35350. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35351. /**
  35352. * Get a material using its unique id
  35353. * @param uniqueId defines the material's unique id
  35354. * @return the material or null if none found.
  35355. */
  35356. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35357. /**
  35358. * get a material using its id
  35359. * @param id defines the material's ID
  35360. * @return the material or null if none found.
  35361. */
  35362. getMaterialByID(id: string): Nullable<Material>;
  35363. /**
  35364. * Gets a the last added material using a given id
  35365. * @param id defines the material's ID
  35366. * @return the last material with the given id or null if none found.
  35367. */
  35368. getLastMaterialByID(id: string): Nullable<Material>;
  35369. /**
  35370. * Gets a material using its name
  35371. * @param name defines the material's name
  35372. * @return the material or null if none found.
  35373. */
  35374. getMaterialByName(name: string): Nullable<Material>;
  35375. /**
  35376. * Get a texture using its unique id
  35377. * @param uniqueId defines the texture's unique id
  35378. * @return the texture or null if none found.
  35379. */
  35380. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35381. /**
  35382. * Gets a camera using its id
  35383. * @param id defines the id to look for
  35384. * @returns the camera or null if not found
  35385. */
  35386. getCameraByID(id: string): Nullable<Camera>;
  35387. /**
  35388. * Gets a camera using its unique id
  35389. * @param uniqueId defines the unique id to look for
  35390. * @returns the camera or null if not found
  35391. */
  35392. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35393. /**
  35394. * Gets a camera using its name
  35395. * @param name defines the camera's name
  35396. * @return the camera or null if none found.
  35397. */
  35398. getCameraByName(name: string): Nullable<Camera>;
  35399. /**
  35400. * Gets a bone using its id
  35401. * @param id defines the bone's id
  35402. * @return the bone or null if not found
  35403. */
  35404. getBoneByID(id: string): Nullable<Bone>;
  35405. /**
  35406. * Gets a bone using its id
  35407. * @param name defines the bone's name
  35408. * @return the bone or null if not found
  35409. */
  35410. getBoneByName(name: string): Nullable<Bone>;
  35411. /**
  35412. * Gets a light node using its name
  35413. * @param name defines the the light's name
  35414. * @return the light or null if none found.
  35415. */
  35416. getLightByName(name: string): Nullable<Light>;
  35417. /**
  35418. * Gets a light node using its id
  35419. * @param id defines the light's id
  35420. * @return the light or null if none found.
  35421. */
  35422. getLightByID(id: string): Nullable<Light>;
  35423. /**
  35424. * Gets a light node using its scene-generated unique ID
  35425. * @param uniqueId defines the light's unique id
  35426. * @return the light or null if none found.
  35427. */
  35428. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35429. /**
  35430. * Gets a particle system by id
  35431. * @param id defines the particle system id
  35432. * @return the corresponding system or null if none found
  35433. */
  35434. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35435. /**
  35436. * Gets a geometry using its ID
  35437. * @param id defines the geometry's id
  35438. * @return the geometry or null if none found.
  35439. */
  35440. getGeometryByID(id: string): Nullable<Geometry>;
  35441. private _getGeometryByUniqueID;
  35442. /**
  35443. * Add a new geometry to this scene
  35444. * @param geometry defines the geometry to be added to the scene.
  35445. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35446. * @return a boolean defining if the geometry was added or not
  35447. */
  35448. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35449. /**
  35450. * Removes an existing geometry
  35451. * @param geometry defines the geometry to be removed from the scene
  35452. * @return a boolean defining if the geometry was removed or not
  35453. */
  35454. removeGeometry(geometry: Geometry): boolean;
  35455. /**
  35456. * Gets the list of geometries attached to the scene
  35457. * @returns an array of Geometry
  35458. */
  35459. getGeometries(): Geometry[];
  35460. /**
  35461. * Gets the first added mesh found of a given ID
  35462. * @param id defines the id to search for
  35463. * @return the mesh found or null if not found at all
  35464. */
  35465. getMeshByID(id: string): Nullable<AbstractMesh>;
  35466. /**
  35467. * Gets a list of meshes using their id
  35468. * @param id defines the id to search for
  35469. * @returns a list of meshes
  35470. */
  35471. getMeshesByID(id: string): Array<AbstractMesh>;
  35472. /**
  35473. * Gets the first added transform node found of a given ID
  35474. * @param id defines the id to search for
  35475. * @return the found transform node or null if not found at all.
  35476. */
  35477. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35478. /**
  35479. * Gets a transform node with its auto-generated unique id
  35480. * @param uniqueId efines the unique id to search for
  35481. * @return the found transform node or null if not found at all.
  35482. */
  35483. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35484. /**
  35485. * Gets a list of transform nodes using their id
  35486. * @param id defines the id to search for
  35487. * @returns a list of transform nodes
  35488. */
  35489. getTransformNodesByID(id: string): Array<TransformNode>;
  35490. /**
  35491. * Gets a mesh with its auto-generated unique id
  35492. * @param uniqueId defines the unique id to search for
  35493. * @return the found mesh or null if not found at all.
  35494. */
  35495. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35496. /**
  35497. * Gets a the last added mesh using a given id
  35498. * @param id defines the id to search for
  35499. * @return the found mesh or null if not found at all.
  35500. */
  35501. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35502. /**
  35503. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35504. * @param id defines the id to search for
  35505. * @return the found node or null if not found at all
  35506. */
  35507. getLastEntryByID(id: string): Nullable<Node>;
  35508. /**
  35509. * Gets a node (Mesh, Camera, Light) using a given id
  35510. * @param id defines the id to search for
  35511. * @return the found node or null if not found at all
  35512. */
  35513. getNodeByID(id: string): Nullable<Node>;
  35514. /**
  35515. * Gets a node (Mesh, Camera, Light) using a given name
  35516. * @param name defines the name to search for
  35517. * @return the found node or null if not found at all.
  35518. */
  35519. getNodeByName(name: string): Nullable<Node>;
  35520. /**
  35521. * Gets a mesh using a given name
  35522. * @param name defines the name to search for
  35523. * @return the found mesh or null if not found at all.
  35524. */
  35525. getMeshByName(name: string): Nullable<AbstractMesh>;
  35526. /**
  35527. * Gets a transform node using a given name
  35528. * @param name defines the name to search for
  35529. * @return the found transform node or null if not found at all.
  35530. */
  35531. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35532. /**
  35533. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35534. * @param id defines the id to search for
  35535. * @return the found skeleton or null if not found at all.
  35536. */
  35537. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35538. /**
  35539. * Gets a skeleton using a given auto generated unique id
  35540. * @param uniqueId defines the unique id to search for
  35541. * @return the found skeleton or null if not found at all.
  35542. */
  35543. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35544. /**
  35545. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35546. * @param id defines the id to search for
  35547. * @return the found skeleton or null if not found at all.
  35548. */
  35549. getSkeletonById(id: string): Nullable<Skeleton>;
  35550. /**
  35551. * Gets a skeleton using a given name
  35552. * @param name defines the name to search for
  35553. * @return the found skeleton or null if not found at all.
  35554. */
  35555. getSkeletonByName(name: string): Nullable<Skeleton>;
  35556. /**
  35557. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35558. * @param id defines the id to search for
  35559. * @return the found morph target manager or null if not found at all.
  35560. */
  35561. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35562. /**
  35563. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35564. * @param id defines the id to search for
  35565. * @return the found morph target or null if not found at all.
  35566. */
  35567. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35568. /**
  35569. * Gets a boolean indicating if the given mesh is active
  35570. * @param mesh defines the mesh to look for
  35571. * @returns true if the mesh is in the active list
  35572. */
  35573. isActiveMesh(mesh: AbstractMesh): boolean;
  35574. /**
  35575. * Return a unique id as a string which can serve as an identifier for the scene
  35576. */
  35577. readonly uid: string;
  35578. /**
  35579. * Add an externaly attached data from its key.
  35580. * This method call will fail and return false, if such key already exists.
  35581. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35582. * @param key the unique key that identifies the data
  35583. * @param data the data object to associate to the key for this Engine instance
  35584. * @return true if no such key were already present and the data was added successfully, false otherwise
  35585. */
  35586. addExternalData<T>(key: string, data: T): boolean;
  35587. /**
  35588. * Get an externaly attached data from its key
  35589. * @param key the unique key that identifies the data
  35590. * @return the associated data, if present (can be null), or undefined if not present
  35591. */
  35592. getExternalData<T>(key: string): Nullable<T>;
  35593. /**
  35594. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35595. * @param key the unique key that identifies the data
  35596. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35597. * @return the associated data, can be null if the factory returned null.
  35598. */
  35599. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35600. /**
  35601. * Remove an externaly attached data from the Engine instance
  35602. * @param key the unique key that identifies the data
  35603. * @return true if the data was successfully removed, false if it doesn't exist
  35604. */
  35605. removeExternalData(key: string): boolean;
  35606. private _evaluateSubMesh;
  35607. /**
  35608. * Clear the processed materials smart array preventing retention point in material dispose.
  35609. */
  35610. freeProcessedMaterials(): void;
  35611. private _preventFreeActiveMeshesAndRenderingGroups;
  35612. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35613. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35614. * when disposing several meshes in a row or a hierarchy of meshes.
  35615. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35616. */
  35617. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35618. /**
  35619. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35620. */
  35621. freeActiveMeshes(): void;
  35622. /**
  35623. * Clear the info related to rendering groups preventing retention points during dispose.
  35624. */
  35625. freeRenderingGroups(): void;
  35626. /** @hidden */
  35627. _isInIntermediateRendering(): boolean;
  35628. /**
  35629. * Lambda returning the list of potentially active meshes.
  35630. */
  35631. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35632. /**
  35633. * Lambda returning the list of potentially active sub meshes.
  35634. */
  35635. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35636. /**
  35637. * Lambda returning the list of potentially intersecting sub meshes.
  35638. */
  35639. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35640. /**
  35641. * Lambda returning the list of potentially colliding sub meshes.
  35642. */
  35643. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35644. private _activeMeshesFrozen;
  35645. /**
  35646. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35647. * @returns the current scene
  35648. */
  35649. freezeActiveMeshes(): Scene;
  35650. /**
  35651. * Use this function to restart evaluating active meshes on every frame
  35652. * @returns the current scene
  35653. */
  35654. unfreezeActiveMeshes(): Scene;
  35655. private _evaluateActiveMeshes;
  35656. private _activeMesh;
  35657. /**
  35658. * Update the transform matrix to update from the current active camera
  35659. * @param force defines a boolean used to force the update even if cache is up to date
  35660. */
  35661. updateTransformMatrix(force?: boolean): void;
  35662. private _bindFrameBuffer;
  35663. /** @hidden */
  35664. _allowPostProcessClearColor: boolean;
  35665. /** @hidden */
  35666. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35667. private _processSubCameras;
  35668. private _checkIntersections;
  35669. /** @hidden */
  35670. _advancePhysicsEngineStep(step: number): void;
  35671. /**
  35672. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35673. */
  35674. getDeterministicFrameTime: () => number;
  35675. /** @hidden */
  35676. _animate(): void;
  35677. /** Execute all animations (for a frame) */
  35678. animate(): void;
  35679. /**
  35680. * Render the scene
  35681. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35682. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35683. */
  35684. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35685. /**
  35686. * Freeze all materials
  35687. * A frozen material will not be updatable but should be faster to render
  35688. */
  35689. freezeMaterials(): void;
  35690. /**
  35691. * Unfreeze all materials
  35692. * A frozen material will not be updatable but should be faster to render
  35693. */
  35694. unfreezeMaterials(): void;
  35695. /**
  35696. * Releases all held ressources
  35697. */
  35698. dispose(): void;
  35699. /**
  35700. * Gets if the scene is already disposed
  35701. */
  35702. readonly isDisposed: boolean;
  35703. /**
  35704. * Call this function to reduce memory footprint of the scene.
  35705. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35706. */
  35707. clearCachedVertexData(): void;
  35708. /**
  35709. * This function will remove the local cached buffer data from texture.
  35710. * It will save memory but will prevent the texture from being rebuilt
  35711. */
  35712. cleanCachedTextureBuffer(): void;
  35713. /**
  35714. * Get the world extend vectors with an optional filter
  35715. *
  35716. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35717. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35718. */
  35719. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35720. min: Vector3;
  35721. max: Vector3;
  35722. };
  35723. /**
  35724. * Creates a ray that can be used to pick in the scene
  35725. * @param x defines the x coordinate of the origin (on-screen)
  35726. * @param y defines the y coordinate of the origin (on-screen)
  35727. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35728. * @param camera defines the camera to use for the picking
  35729. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35730. * @returns a Ray
  35731. */
  35732. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35733. /**
  35734. * Creates a ray that can be used to pick in the scene
  35735. * @param x defines the x coordinate of the origin (on-screen)
  35736. * @param y defines the y coordinate of the origin (on-screen)
  35737. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35738. * @param result defines the ray where to store the picking ray
  35739. * @param camera defines the camera to use for the picking
  35740. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35741. * @returns the current scene
  35742. */
  35743. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35744. /**
  35745. * Creates a ray that can be used to pick in the scene
  35746. * @param x defines the x coordinate of the origin (on-screen)
  35747. * @param y defines the y coordinate of the origin (on-screen)
  35748. * @param camera defines the camera to use for the picking
  35749. * @returns a Ray
  35750. */
  35751. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35752. /**
  35753. * Creates a ray that can be used to pick in the scene
  35754. * @param x defines the x coordinate of the origin (on-screen)
  35755. * @param y defines the y coordinate of the origin (on-screen)
  35756. * @param result defines the ray where to store the picking ray
  35757. * @param camera defines the camera to use for the picking
  35758. * @returns the current scene
  35759. */
  35760. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35761. /** Launch a ray to try to pick a mesh in the scene
  35762. * @param x position on screen
  35763. * @param y position on screen
  35764. * @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
  35765. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35766. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35767. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35768. * @returns a PickingInfo
  35769. */
  35770. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35771. /** Use the given ray to pick a mesh in the scene
  35772. * @param ray The ray to use to pick meshes
  35773. * @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
  35774. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35775. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35776. * @returns a PickingInfo
  35777. */
  35778. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35779. /**
  35780. * Launch a ray to try to pick a mesh in the scene
  35781. * @param x X position on screen
  35782. * @param y Y position on screen
  35783. * @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
  35784. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35785. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35786. * @returns an array of PickingInfo
  35787. */
  35788. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35789. /**
  35790. * Launch a ray to try to pick a mesh in the scene
  35791. * @param ray Ray to use
  35792. * @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
  35793. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35794. * @returns an array of PickingInfo
  35795. */
  35796. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35797. /**
  35798. * Force the value of meshUnderPointer
  35799. * @param mesh defines the mesh to use
  35800. */
  35801. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35802. /**
  35803. * Gets the mesh under the pointer
  35804. * @returns a Mesh or null if no mesh is under the pointer
  35805. */
  35806. getPointerOverMesh(): Nullable<AbstractMesh>;
  35807. /** @hidden */
  35808. _rebuildGeometries(): void;
  35809. /** @hidden */
  35810. _rebuildTextures(): void;
  35811. private _getByTags;
  35812. /**
  35813. * Get a list of meshes by tags
  35814. * @param tagsQuery defines the tags query to use
  35815. * @param forEach defines a predicate used to filter results
  35816. * @returns an array of Mesh
  35817. */
  35818. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35819. /**
  35820. * Get a list of cameras by tags
  35821. * @param tagsQuery defines the tags query to use
  35822. * @param forEach defines a predicate used to filter results
  35823. * @returns an array of Camera
  35824. */
  35825. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35826. /**
  35827. * Get a list of lights by tags
  35828. * @param tagsQuery defines the tags query to use
  35829. * @param forEach defines a predicate used to filter results
  35830. * @returns an array of Light
  35831. */
  35832. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35833. /**
  35834. * Get a list of materials by tags
  35835. * @param tagsQuery defines the tags query to use
  35836. * @param forEach defines a predicate used to filter results
  35837. * @returns an array of Material
  35838. */
  35839. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35840. /**
  35841. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35842. * This allowed control for front to back rendering or reversly depending of the special needs.
  35843. *
  35844. * @param renderingGroupId The rendering group id corresponding to its index
  35845. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35846. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35847. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35848. */
  35849. 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;
  35850. /**
  35851. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35852. *
  35853. * @param renderingGroupId The rendering group id corresponding to its index
  35854. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35855. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35856. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35857. */
  35858. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35859. /**
  35860. * Gets the current auto clear configuration for one rendering group of the rendering
  35861. * manager.
  35862. * @param index the rendering group index to get the information for
  35863. * @returns The auto clear setup for the requested rendering group
  35864. */
  35865. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35866. private _blockMaterialDirtyMechanism;
  35867. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35868. blockMaterialDirtyMechanism: boolean;
  35869. /**
  35870. * Will flag all materials as dirty to trigger new shader compilation
  35871. * @param flag defines the flag used to specify which material part must be marked as dirty
  35872. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35873. */
  35874. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35875. /** @hidden */
  35876. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  35877. /** @hidden */
  35878. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35879. /** @hidden */
  35880. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  35881. /** @hidden */
  35882. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  35883. /** @hidden */
  35884. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  35885. /** @hidden */
  35886. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35887. }
  35888. }
  35889. declare module "babylonjs/assetContainer" {
  35890. import { AbstractScene } from "babylonjs/abstractScene";
  35891. import { Scene } from "babylonjs/scene";
  35892. import { Mesh } from "babylonjs/Meshes/mesh";
  35893. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35894. import { Skeleton } from "babylonjs/Bones/skeleton";
  35895. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35896. /**
  35897. * Set of assets to keep when moving a scene into an asset container.
  35898. */
  35899. export class KeepAssets extends AbstractScene {
  35900. }
  35901. /**
  35902. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  35903. */
  35904. export class InstantiatedEntries {
  35905. /**
  35906. * List of new root nodes (eg. nodes with no parent)
  35907. */
  35908. rootNodes: TransformNode[];
  35909. /**
  35910. * List of new skeletons
  35911. */
  35912. skeletons: Skeleton[];
  35913. /**
  35914. * List of new animation groups
  35915. */
  35916. animationGroups: AnimationGroup[];
  35917. }
  35918. /**
  35919. * Container with a set of assets that can be added or removed from a scene.
  35920. */
  35921. export class AssetContainer extends AbstractScene {
  35922. /**
  35923. * The scene the AssetContainer belongs to.
  35924. */
  35925. scene: Scene;
  35926. /**
  35927. * Instantiates an AssetContainer.
  35928. * @param scene The scene the AssetContainer belongs to.
  35929. */
  35930. constructor(scene: Scene);
  35931. /**
  35932. * Instantiate or clone all meshes and add the new ones to the scene.
  35933. * Skeletons and animation groups will all be cloned
  35934. * @param nameFunction defines an optional function used to get new names for clones
  35935. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  35936. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  35937. */
  35938. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  35939. /**
  35940. * Adds all the assets from the container to the scene.
  35941. */
  35942. addAllToScene(): void;
  35943. /**
  35944. * Removes all the assets in the container from the scene
  35945. */
  35946. removeAllFromScene(): void;
  35947. /**
  35948. * Disposes all the assets in the container
  35949. */
  35950. dispose(): void;
  35951. private _moveAssets;
  35952. /**
  35953. * Removes all the assets contained in the scene and adds them to the container.
  35954. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35955. */
  35956. moveAllFromScene(keepAssets?: KeepAssets): void;
  35957. /**
  35958. * 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.
  35959. * @returns the root mesh
  35960. */
  35961. createRootMesh(): Mesh;
  35962. }
  35963. }
  35964. declare module "babylonjs/abstractScene" {
  35965. import { Scene } from "babylonjs/scene";
  35966. import { Nullable } from "babylonjs/types";
  35967. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35968. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35969. import { Geometry } from "babylonjs/Meshes/geometry";
  35970. import { Skeleton } from "babylonjs/Bones/skeleton";
  35971. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35972. import { AssetContainer } from "babylonjs/assetContainer";
  35973. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35974. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35975. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35976. import { Material } from "babylonjs/Materials/material";
  35977. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35978. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35979. import { Camera } from "babylonjs/Cameras/camera";
  35980. import { Light } from "babylonjs/Lights/light";
  35981. import { Node } from "babylonjs/node";
  35982. import { Animation } from "babylonjs/Animations/animation";
  35983. /**
  35984. * Defines how the parser contract is defined.
  35985. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35986. */
  35987. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35988. /**
  35989. * Defines how the individual parser contract is defined.
  35990. * These parser can parse an individual asset
  35991. */
  35992. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35993. /**
  35994. * Base class of the scene acting as a container for the different elements composing a scene.
  35995. * This class is dynamically extended by the different components of the scene increasing
  35996. * flexibility and reducing coupling
  35997. */
  35998. export abstract class AbstractScene {
  35999. /**
  36000. * Stores the list of available parsers in the application.
  36001. */
  36002. private static _BabylonFileParsers;
  36003. /**
  36004. * Stores the list of available individual parsers in the application.
  36005. */
  36006. private static _IndividualBabylonFileParsers;
  36007. /**
  36008. * Adds a parser in the list of available ones
  36009. * @param name Defines the name of the parser
  36010. * @param parser Defines the parser to add
  36011. */
  36012. static AddParser(name: string, parser: BabylonFileParser): void;
  36013. /**
  36014. * Gets a general parser from the list of avaialble ones
  36015. * @param name Defines the name of the parser
  36016. * @returns the requested parser or null
  36017. */
  36018. static GetParser(name: string): Nullable<BabylonFileParser>;
  36019. /**
  36020. * Adds n individual parser in the list of available ones
  36021. * @param name Defines the name of the parser
  36022. * @param parser Defines the parser to add
  36023. */
  36024. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36025. /**
  36026. * Gets an individual parser from the list of avaialble ones
  36027. * @param name Defines the name of the parser
  36028. * @returns the requested parser or null
  36029. */
  36030. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36031. /**
  36032. * Parser json data and populate both a scene and its associated container object
  36033. * @param jsonData Defines the data to parse
  36034. * @param scene Defines the scene to parse the data for
  36035. * @param container Defines the container attached to the parsing sequence
  36036. * @param rootUrl Defines the root url of the data
  36037. */
  36038. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36039. /**
  36040. * Gets the list of root nodes (ie. nodes with no parent)
  36041. */
  36042. rootNodes: Node[];
  36043. /** All of the cameras added to this scene
  36044. * @see http://doc.babylonjs.com/babylon101/cameras
  36045. */
  36046. cameras: Camera[];
  36047. /**
  36048. * All of the lights added to this scene
  36049. * @see http://doc.babylonjs.com/babylon101/lights
  36050. */
  36051. lights: Light[];
  36052. /**
  36053. * All of the (abstract) meshes added to this scene
  36054. */
  36055. meshes: AbstractMesh[];
  36056. /**
  36057. * The list of skeletons added to the scene
  36058. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36059. */
  36060. skeletons: Skeleton[];
  36061. /**
  36062. * All of the particle systems added to this scene
  36063. * @see http://doc.babylonjs.com/babylon101/particles
  36064. */
  36065. particleSystems: IParticleSystem[];
  36066. /**
  36067. * Gets a list of Animations associated with the scene
  36068. */
  36069. animations: Animation[];
  36070. /**
  36071. * All of the animation groups added to this scene
  36072. * @see http://doc.babylonjs.com/how_to/group
  36073. */
  36074. animationGroups: AnimationGroup[];
  36075. /**
  36076. * All of the multi-materials added to this scene
  36077. * @see http://doc.babylonjs.com/how_to/multi_materials
  36078. */
  36079. multiMaterials: MultiMaterial[];
  36080. /**
  36081. * All of the materials added to this scene
  36082. * In the context of a Scene, it is not supposed to be modified manually.
  36083. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36084. * Note also that the order of the Material within the array is not significant and might change.
  36085. * @see http://doc.babylonjs.com/babylon101/materials
  36086. */
  36087. materials: Material[];
  36088. /**
  36089. * The list of morph target managers added to the scene
  36090. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36091. */
  36092. morphTargetManagers: MorphTargetManager[];
  36093. /**
  36094. * The list of geometries used in the scene.
  36095. */
  36096. geometries: Geometry[];
  36097. /**
  36098. * All of the tranform nodes added to this scene
  36099. * In the context of a Scene, it is not supposed to be modified manually.
  36100. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36101. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36102. * @see http://doc.babylonjs.com/how_to/transformnode
  36103. */
  36104. transformNodes: TransformNode[];
  36105. /**
  36106. * ActionManagers available on the scene.
  36107. */
  36108. actionManagers: AbstractActionManager[];
  36109. /**
  36110. * Textures to keep.
  36111. */
  36112. textures: BaseTexture[];
  36113. /**
  36114. * Environment texture for the scene
  36115. */
  36116. environmentTexture: Nullable<BaseTexture>;
  36117. }
  36118. }
  36119. declare module "babylonjs/Audio/sound" {
  36120. import { Observable } from "babylonjs/Misc/observable";
  36121. import { Vector3 } from "babylonjs/Maths/math.vector";
  36122. import { Nullable } from "babylonjs/types";
  36123. import { Scene } from "babylonjs/scene";
  36124. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36125. /**
  36126. * Interface used to define options for Sound class
  36127. */
  36128. export interface ISoundOptions {
  36129. /**
  36130. * Does the sound autoplay once loaded.
  36131. */
  36132. autoplay?: boolean;
  36133. /**
  36134. * Does the sound loop after it finishes playing once.
  36135. */
  36136. loop?: boolean;
  36137. /**
  36138. * Sound's volume
  36139. */
  36140. volume?: number;
  36141. /**
  36142. * Is it a spatial sound?
  36143. */
  36144. spatialSound?: boolean;
  36145. /**
  36146. * Maximum distance to hear that sound
  36147. */
  36148. maxDistance?: number;
  36149. /**
  36150. * Uses user defined attenuation function
  36151. */
  36152. useCustomAttenuation?: boolean;
  36153. /**
  36154. * Define the roll off factor of spatial sounds.
  36155. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36156. */
  36157. rolloffFactor?: number;
  36158. /**
  36159. * Define the reference distance the sound should be heard perfectly.
  36160. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36161. */
  36162. refDistance?: number;
  36163. /**
  36164. * Define the distance attenuation model the sound will follow.
  36165. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36166. */
  36167. distanceModel?: string;
  36168. /**
  36169. * Defines the playback speed (1 by default)
  36170. */
  36171. playbackRate?: number;
  36172. /**
  36173. * Defines if the sound is from a streaming source
  36174. */
  36175. streaming?: boolean;
  36176. /**
  36177. * Defines an optional length (in seconds) inside the sound file
  36178. */
  36179. length?: number;
  36180. /**
  36181. * Defines an optional offset (in seconds) inside the sound file
  36182. */
  36183. offset?: number;
  36184. /**
  36185. * If true, URLs will not be required to state the audio file codec to use.
  36186. */
  36187. skipCodecCheck?: boolean;
  36188. }
  36189. /**
  36190. * Defines a sound that can be played in the application.
  36191. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36193. */
  36194. export class Sound {
  36195. /**
  36196. * The name of the sound in the scene.
  36197. */
  36198. name: string;
  36199. /**
  36200. * Does the sound autoplay once loaded.
  36201. */
  36202. autoplay: boolean;
  36203. /**
  36204. * Does the sound loop after it finishes playing once.
  36205. */
  36206. loop: boolean;
  36207. /**
  36208. * Does the sound use a custom attenuation curve to simulate the falloff
  36209. * happening when the source gets further away from the camera.
  36210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36211. */
  36212. useCustomAttenuation: boolean;
  36213. /**
  36214. * The sound track id this sound belongs to.
  36215. */
  36216. soundTrackId: number;
  36217. /**
  36218. * Is this sound currently played.
  36219. */
  36220. isPlaying: boolean;
  36221. /**
  36222. * Is this sound currently paused.
  36223. */
  36224. isPaused: boolean;
  36225. /**
  36226. * Does this sound enables spatial sound.
  36227. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36228. */
  36229. spatialSound: boolean;
  36230. /**
  36231. * Define the reference distance the sound should be heard perfectly.
  36232. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36233. */
  36234. refDistance: number;
  36235. /**
  36236. * Define the roll off factor of spatial sounds.
  36237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36238. */
  36239. rolloffFactor: number;
  36240. /**
  36241. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36242. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36243. */
  36244. maxDistance: number;
  36245. /**
  36246. * Define the distance attenuation model the sound will follow.
  36247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36248. */
  36249. distanceModel: string;
  36250. /**
  36251. * @hidden
  36252. * Back Compat
  36253. **/
  36254. onended: () => any;
  36255. /**
  36256. * Observable event when the current playing sound finishes.
  36257. */
  36258. onEndedObservable: Observable<Sound>;
  36259. private _panningModel;
  36260. private _playbackRate;
  36261. private _streaming;
  36262. private _startTime;
  36263. private _startOffset;
  36264. private _position;
  36265. /** @hidden */
  36266. _positionInEmitterSpace: boolean;
  36267. private _localDirection;
  36268. private _volume;
  36269. private _isReadyToPlay;
  36270. private _isDirectional;
  36271. private _readyToPlayCallback;
  36272. private _audioBuffer;
  36273. private _soundSource;
  36274. private _streamingSource;
  36275. private _soundPanner;
  36276. private _soundGain;
  36277. private _inputAudioNode;
  36278. private _outputAudioNode;
  36279. private _coneInnerAngle;
  36280. private _coneOuterAngle;
  36281. private _coneOuterGain;
  36282. private _scene;
  36283. private _connectedTransformNode;
  36284. private _customAttenuationFunction;
  36285. private _registerFunc;
  36286. private _isOutputConnected;
  36287. private _htmlAudioElement;
  36288. private _urlType;
  36289. private _length?;
  36290. private _offset?;
  36291. /** @hidden */
  36292. static _SceneComponentInitialization: (scene: Scene) => void;
  36293. /**
  36294. * Create a sound and attach it to a scene
  36295. * @param name Name of your sound
  36296. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36297. * @param scene defines the scene the sound belongs to
  36298. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36299. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36300. */
  36301. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36302. /**
  36303. * Release the sound and its associated resources
  36304. */
  36305. dispose(): void;
  36306. /**
  36307. * Gets if the sounds is ready to be played or not.
  36308. * @returns true if ready, otherwise false
  36309. */
  36310. isReady(): boolean;
  36311. private _soundLoaded;
  36312. /**
  36313. * Sets the data of the sound from an audiobuffer
  36314. * @param audioBuffer The audioBuffer containing the data
  36315. */
  36316. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36317. /**
  36318. * Updates the current sounds options such as maxdistance, loop...
  36319. * @param options A JSON object containing values named as the object properties
  36320. */
  36321. updateOptions(options: ISoundOptions): void;
  36322. private _createSpatialParameters;
  36323. private _updateSpatialParameters;
  36324. /**
  36325. * Switch the panning model to HRTF:
  36326. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36327. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36328. */
  36329. switchPanningModelToHRTF(): void;
  36330. /**
  36331. * Switch the panning model to Equal Power:
  36332. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36333. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36334. */
  36335. switchPanningModelToEqualPower(): void;
  36336. private _switchPanningModel;
  36337. /**
  36338. * Connect this sound to a sound track audio node like gain...
  36339. * @param soundTrackAudioNode the sound track audio node to connect to
  36340. */
  36341. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36342. /**
  36343. * Transform this sound into a directional source
  36344. * @param coneInnerAngle Size of the inner cone in degree
  36345. * @param coneOuterAngle Size of the outer cone in degree
  36346. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36347. */
  36348. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36349. /**
  36350. * Gets or sets the inner angle for the directional cone.
  36351. */
  36352. /**
  36353. * Gets or sets the inner angle for the directional cone.
  36354. */
  36355. directionalConeInnerAngle: number;
  36356. /**
  36357. * Gets or sets the outer angle for the directional cone.
  36358. */
  36359. /**
  36360. * Gets or sets the outer angle for the directional cone.
  36361. */
  36362. directionalConeOuterAngle: number;
  36363. /**
  36364. * Sets the position of the emitter if spatial sound is enabled
  36365. * @param newPosition Defines the new posisiton
  36366. */
  36367. setPosition(newPosition: Vector3): void;
  36368. /**
  36369. * Sets the local direction of the emitter if spatial sound is enabled
  36370. * @param newLocalDirection Defines the new local direction
  36371. */
  36372. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36373. private _updateDirection;
  36374. /** @hidden */
  36375. updateDistanceFromListener(): void;
  36376. /**
  36377. * Sets a new custom attenuation function for the sound.
  36378. * @param callback Defines the function used for the attenuation
  36379. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36380. */
  36381. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36382. /**
  36383. * Play the sound
  36384. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36385. * @param offset (optional) Start the sound at a specific time in seconds
  36386. * @param length (optional) Sound duration (in seconds)
  36387. */
  36388. play(time?: number, offset?: number, length?: number): void;
  36389. private _onended;
  36390. /**
  36391. * Stop the sound
  36392. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36393. */
  36394. stop(time?: number): void;
  36395. /**
  36396. * Put the sound in pause
  36397. */
  36398. pause(): void;
  36399. /**
  36400. * Sets a dedicated volume for this sounds
  36401. * @param newVolume Define the new volume of the sound
  36402. * @param time Define time for gradual change to new volume
  36403. */
  36404. setVolume(newVolume: number, time?: number): void;
  36405. /**
  36406. * Set the sound play back rate
  36407. * @param newPlaybackRate Define the playback rate the sound should be played at
  36408. */
  36409. setPlaybackRate(newPlaybackRate: number): void;
  36410. /**
  36411. * Gets the volume of the sound.
  36412. * @returns the volume of the sound
  36413. */
  36414. getVolume(): number;
  36415. /**
  36416. * Attach the sound to a dedicated mesh
  36417. * @param transformNode The transform node to connect the sound with
  36418. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36419. */
  36420. attachToMesh(transformNode: TransformNode): void;
  36421. /**
  36422. * Detach the sound from the previously attached mesh
  36423. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36424. */
  36425. detachFromMesh(): void;
  36426. private _onRegisterAfterWorldMatrixUpdate;
  36427. /**
  36428. * Clone the current sound in the scene.
  36429. * @returns the new sound clone
  36430. */
  36431. clone(): Nullable<Sound>;
  36432. /**
  36433. * Gets the current underlying audio buffer containing the data
  36434. * @returns the audio buffer
  36435. */
  36436. getAudioBuffer(): Nullable<AudioBuffer>;
  36437. /**
  36438. * Serializes the Sound in a JSON representation
  36439. * @returns the JSON representation of the sound
  36440. */
  36441. serialize(): any;
  36442. /**
  36443. * Parse a JSON representation of a sound to innstantiate in a given scene
  36444. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36445. * @param scene Define the scene the new parsed sound should be created in
  36446. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36447. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36448. * @returns the newly parsed sound
  36449. */
  36450. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36451. }
  36452. }
  36453. declare module "babylonjs/Actions/directAudioActions" {
  36454. import { Action } from "babylonjs/Actions/action";
  36455. import { Condition } from "babylonjs/Actions/condition";
  36456. import { Sound } from "babylonjs/Audio/sound";
  36457. /**
  36458. * This defines an action helpful to play a defined sound on a triggered action.
  36459. */
  36460. export class PlaySoundAction extends Action {
  36461. private _sound;
  36462. /**
  36463. * Instantiate the action
  36464. * @param triggerOptions defines the trigger options
  36465. * @param sound defines the sound to play
  36466. * @param condition defines the trigger related conditions
  36467. */
  36468. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36469. /** @hidden */
  36470. _prepare(): void;
  36471. /**
  36472. * Execute the action and play the sound.
  36473. */
  36474. execute(): void;
  36475. /**
  36476. * Serializes the actions and its related information.
  36477. * @param parent defines the object to serialize in
  36478. * @returns the serialized object
  36479. */
  36480. serialize(parent: any): any;
  36481. }
  36482. /**
  36483. * This defines an action helpful to stop a defined sound on a triggered action.
  36484. */
  36485. export class StopSoundAction extends Action {
  36486. private _sound;
  36487. /**
  36488. * Instantiate the action
  36489. * @param triggerOptions defines the trigger options
  36490. * @param sound defines the sound to stop
  36491. * @param condition defines the trigger related conditions
  36492. */
  36493. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36494. /** @hidden */
  36495. _prepare(): void;
  36496. /**
  36497. * Execute the action and stop the sound.
  36498. */
  36499. execute(): void;
  36500. /**
  36501. * Serializes the actions and its related information.
  36502. * @param parent defines the object to serialize in
  36503. * @returns the serialized object
  36504. */
  36505. serialize(parent: any): any;
  36506. }
  36507. }
  36508. declare module "babylonjs/Actions/interpolateValueAction" {
  36509. import { Action } from "babylonjs/Actions/action";
  36510. import { Condition } from "babylonjs/Actions/condition";
  36511. import { Observable } from "babylonjs/Misc/observable";
  36512. /**
  36513. * This defines an action responsible to change the value of a property
  36514. * by interpolating between its current value and the newly set one once triggered.
  36515. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36516. */
  36517. export class InterpolateValueAction extends Action {
  36518. /**
  36519. * Defines the path of the property where the value should be interpolated
  36520. */
  36521. propertyPath: string;
  36522. /**
  36523. * Defines the target value at the end of the interpolation.
  36524. */
  36525. value: any;
  36526. /**
  36527. * Defines the time it will take for the property to interpolate to the value.
  36528. */
  36529. duration: number;
  36530. /**
  36531. * Defines if the other scene animations should be stopped when the action has been triggered
  36532. */
  36533. stopOtherAnimations?: boolean;
  36534. /**
  36535. * Defines a callback raised once the interpolation animation has been done.
  36536. */
  36537. onInterpolationDone?: () => void;
  36538. /**
  36539. * Observable triggered once the interpolation animation has been done.
  36540. */
  36541. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36542. private _target;
  36543. private _effectiveTarget;
  36544. private _property;
  36545. /**
  36546. * Instantiate the action
  36547. * @param triggerOptions defines the trigger options
  36548. * @param target defines the object containing the value to interpolate
  36549. * @param propertyPath defines the path to the property in the target object
  36550. * @param value defines the target value at the end of the interpolation
  36551. * @param duration deines the time it will take for the property to interpolate to the value.
  36552. * @param condition defines the trigger related conditions
  36553. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36554. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36555. */
  36556. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36557. /** @hidden */
  36558. _prepare(): void;
  36559. /**
  36560. * Execute the action starts the value interpolation.
  36561. */
  36562. execute(): void;
  36563. /**
  36564. * Serializes the actions and its related information.
  36565. * @param parent defines the object to serialize in
  36566. * @returns the serialized object
  36567. */
  36568. serialize(parent: any): any;
  36569. }
  36570. }
  36571. declare module "babylonjs/Actions/index" {
  36572. export * from "babylonjs/Actions/abstractActionManager";
  36573. export * from "babylonjs/Actions/action";
  36574. export * from "babylonjs/Actions/actionEvent";
  36575. export * from "babylonjs/Actions/actionManager";
  36576. export * from "babylonjs/Actions/condition";
  36577. export * from "babylonjs/Actions/directActions";
  36578. export * from "babylonjs/Actions/directAudioActions";
  36579. export * from "babylonjs/Actions/interpolateValueAction";
  36580. }
  36581. declare module "babylonjs/Animations/index" {
  36582. export * from "babylonjs/Animations/animatable";
  36583. export * from "babylonjs/Animations/animation";
  36584. export * from "babylonjs/Animations/animationGroup";
  36585. export * from "babylonjs/Animations/animationPropertiesOverride";
  36586. export * from "babylonjs/Animations/easing";
  36587. export * from "babylonjs/Animations/runtimeAnimation";
  36588. export * from "babylonjs/Animations/animationEvent";
  36589. export * from "babylonjs/Animations/animationGroup";
  36590. export * from "babylonjs/Animations/animationKey";
  36591. export * from "babylonjs/Animations/animationRange";
  36592. export * from "babylonjs/Animations/animatable.interface";
  36593. }
  36594. declare module "babylonjs/Audio/soundTrack" {
  36595. import { Sound } from "babylonjs/Audio/sound";
  36596. import { Analyser } from "babylonjs/Audio/analyser";
  36597. import { Scene } from "babylonjs/scene";
  36598. /**
  36599. * Options allowed during the creation of a sound track.
  36600. */
  36601. export interface ISoundTrackOptions {
  36602. /**
  36603. * The volume the sound track should take during creation
  36604. */
  36605. volume?: number;
  36606. /**
  36607. * Define if the sound track is the main sound track of the scene
  36608. */
  36609. mainTrack?: boolean;
  36610. }
  36611. /**
  36612. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36613. * It will be also used in a future release to apply effects on a specific track.
  36614. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36615. */
  36616. export class SoundTrack {
  36617. /**
  36618. * The unique identifier of the sound track in the scene.
  36619. */
  36620. id: number;
  36621. /**
  36622. * The list of sounds included in the sound track.
  36623. */
  36624. soundCollection: Array<Sound>;
  36625. private _outputAudioNode;
  36626. private _scene;
  36627. private _isMainTrack;
  36628. private _connectedAnalyser;
  36629. private _options;
  36630. private _isInitialized;
  36631. /**
  36632. * Creates a new sound track.
  36633. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36634. * @param scene Define the scene the sound track belongs to
  36635. * @param options
  36636. */
  36637. constructor(scene: Scene, options?: ISoundTrackOptions);
  36638. private _initializeSoundTrackAudioGraph;
  36639. /**
  36640. * Release the sound track and its associated resources
  36641. */
  36642. dispose(): void;
  36643. /**
  36644. * Adds a sound to this sound track
  36645. * @param sound define the cound to add
  36646. * @ignoreNaming
  36647. */
  36648. AddSound(sound: Sound): void;
  36649. /**
  36650. * Removes a sound to this sound track
  36651. * @param sound define the cound to remove
  36652. * @ignoreNaming
  36653. */
  36654. RemoveSound(sound: Sound): void;
  36655. /**
  36656. * Set a global volume for the full sound track.
  36657. * @param newVolume Define the new volume of the sound track
  36658. */
  36659. setVolume(newVolume: number): void;
  36660. /**
  36661. * Switch the panning model to HRTF:
  36662. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36663. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36664. */
  36665. switchPanningModelToHRTF(): void;
  36666. /**
  36667. * Switch the panning model to Equal Power:
  36668. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36669. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36670. */
  36671. switchPanningModelToEqualPower(): void;
  36672. /**
  36673. * Connect the sound track to an audio analyser allowing some amazing
  36674. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36675. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36676. * @param analyser The analyser to connect to the engine
  36677. */
  36678. connectToAnalyser(analyser: Analyser): void;
  36679. }
  36680. }
  36681. declare module "babylonjs/Audio/audioSceneComponent" {
  36682. import { Sound } from "babylonjs/Audio/sound";
  36683. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36684. import { Nullable } from "babylonjs/types";
  36685. import { Vector3 } from "babylonjs/Maths/math.vector";
  36686. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36687. import { Scene } from "babylonjs/scene";
  36688. import { AbstractScene } from "babylonjs/abstractScene";
  36689. import "babylonjs/Audio/audioEngine";
  36690. module "babylonjs/abstractScene" {
  36691. interface AbstractScene {
  36692. /**
  36693. * The list of sounds used in the scene.
  36694. */
  36695. sounds: Nullable<Array<Sound>>;
  36696. }
  36697. }
  36698. module "babylonjs/scene" {
  36699. interface Scene {
  36700. /**
  36701. * @hidden
  36702. * Backing field
  36703. */
  36704. _mainSoundTrack: SoundTrack;
  36705. /**
  36706. * The main sound track played by the scene.
  36707. * It cotains your primary collection of sounds.
  36708. */
  36709. mainSoundTrack: SoundTrack;
  36710. /**
  36711. * The list of sound tracks added to the scene
  36712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36713. */
  36714. soundTracks: Nullable<Array<SoundTrack>>;
  36715. /**
  36716. * Gets a sound using a given name
  36717. * @param name defines the name to search for
  36718. * @return the found sound or null if not found at all.
  36719. */
  36720. getSoundByName(name: string): Nullable<Sound>;
  36721. /**
  36722. * Gets or sets if audio support is enabled
  36723. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36724. */
  36725. audioEnabled: boolean;
  36726. /**
  36727. * Gets or sets if audio will be output to headphones
  36728. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36729. */
  36730. headphone: boolean;
  36731. /**
  36732. * Gets or sets custom audio listener position provider
  36733. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36734. */
  36735. audioListenerPositionProvider: Nullable<() => Vector3>;
  36736. /**
  36737. * Gets or sets a refresh rate when using 3D audio positioning
  36738. */
  36739. audioPositioningRefreshRate: number;
  36740. }
  36741. }
  36742. /**
  36743. * Defines the sound scene component responsible to manage any sounds
  36744. * in a given scene.
  36745. */
  36746. export class AudioSceneComponent implements ISceneSerializableComponent {
  36747. /**
  36748. * The component name helpfull to identify the component in the list of scene components.
  36749. */
  36750. readonly name: string;
  36751. /**
  36752. * The scene the component belongs to.
  36753. */
  36754. scene: Scene;
  36755. private _audioEnabled;
  36756. /**
  36757. * Gets whether audio is enabled or not.
  36758. * Please use related enable/disable method to switch state.
  36759. */
  36760. readonly audioEnabled: boolean;
  36761. private _headphone;
  36762. /**
  36763. * Gets whether audio is outputing to headphone or not.
  36764. * Please use the according Switch methods to change output.
  36765. */
  36766. readonly headphone: boolean;
  36767. /**
  36768. * Gets or sets a refresh rate when using 3D audio positioning
  36769. */
  36770. audioPositioningRefreshRate: number;
  36771. private _audioListenerPositionProvider;
  36772. /**
  36773. * Gets the current audio listener position provider
  36774. */
  36775. /**
  36776. * Sets a custom listener position for all sounds in the scene
  36777. * By default, this is the position of the first active camera
  36778. */
  36779. audioListenerPositionProvider: Nullable<() => Vector3>;
  36780. /**
  36781. * Creates a new instance of the component for the given scene
  36782. * @param scene Defines the scene to register the component in
  36783. */
  36784. constructor(scene: Scene);
  36785. /**
  36786. * Registers the component in a given scene
  36787. */
  36788. register(): void;
  36789. /**
  36790. * Rebuilds the elements related to this component in case of
  36791. * context lost for instance.
  36792. */
  36793. rebuild(): void;
  36794. /**
  36795. * Serializes the component data to the specified json object
  36796. * @param serializationObject The object to serialize to
  36797. */
  36798. serialize(serializationObject: any): void;
  36799. /**
  36800. * Adds all the elements from the container to the scene
  36801. * @param container the container holding the elements
  36802. */
  36803. addFromContainer(container: AbstractScene): void;
  36804. /**
  36805. * Removes all the elements in the container from the scene
  36806. * @param container contains the elements to remove
  36807. * @param dispose if the removed element should be disposed (default: false)
  36808. */
  36809. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36810. /**
  36811. * Disposes the component and the associated ressources.
  36812. */
  36813. dispose(): void;
  36814. /**
  36815. * Disables audio in the associated scene.
  36816. */
  36817. disableAudio(): void;
  36818. /**
  36819. * Enables audio in the associated scene.
  36820. */
  36821. enableAudio(): void;
  36822. /**
  36823. * Switch audio to headphone output.
  36824. */
  36825. switchAudioModeForHeadphones(): void;
  36826. /**
  36827. * Switch audio to normal speakers.
  36828. */
  36829. switchAudioModeForNormalSpeakers(): void;
  36830. private _cachedCameraDirection;
  36831. private _cachedCameraPosition;
  36832. private _lastCheck;
  36833. private _afterRender;
  36834. }
  36835. }
  36836. declare module "babylonjs/Audio/weightedsound" {
  36837. import { Sound } from "babylonjs/Audio/sound";
  36838. /**
  36839. * Wraps one or more Sound objects and selects one with random weight for playback.
  36840. */
  36841. export class WeightedSound {
  36842. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36843. loop: boolean;
  36844. private _coneInnerAngle;
  36845. private _coneOuterAngle;
  36846. private _volume;
  36847. /** A Sound is currently playing. */
  36848. isPlaying: boolean;
  36849. /** A Sound is currently paused. */
  36850. isPaused: boolean;
  36851. private _sounds;
  36852. private _weights;
  36853. private _currentIndex?;
  36854. /**
  36855. * Creates a new WeightedSound from the list of sounds given.
  36856. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36857. * @param sounds Array of Sounds that will be selected from.
  36858. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36859. */
  36860. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36861. /**
  36862. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36863. */
  36864. /**
  36865. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36866. */
  36867. directionalConeInnerAngle: number;
  36868. /**
  36869. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36870. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36871. */
  36872. /**
  36873. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36874. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36875. */
  36876. directionalConeOuterAngle: number;
  36877. /**
  36878. * Playback volume.
  36879. */
  36880. /**
  36881. * Playback volume.
  36882. */
  36883. volume: number;
  36884. private _onended;
  36885. /**
  36886. * Suspend playback
  36887. */
  36888. pause(): void;
  36889. /**
  36890. * Stop playback
  36891. */
  36892. stop(): void;
  36893. /**
  36894. * Start playback.
  36895. * @param startOffset Position the clip head at a specific time in seconds.
  36896. */
  36897. play(startOffset?: number): void;
  36898. }
  36899. }
  36900. declare module "babylonjs/Audio/index" {
  36901. export * from "babylonjs/Audio/analyser";
  36902. export * from "babylonjs/Audio/audioEngine";
  36903. export * from "babylonjs/Audio/audioSceneComponent";
  36904. export * from "babylonjs/Audio/sound";
  36905. export * from "babylonjs/Audio/soundTrack";
  36906. export * from "babylonjs/Audio/weightedsound";
  36907. }
  36908. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36909. import { Behavior } from "babylonjs/Behaviors/behavior";
  36910. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36911. import { BackEase } from "babylonjs/Animations/easing";
  36912. /**
  36913. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36914. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36915. */
  36916. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36917. /**
  36918. * Gets the name of the behavior.
  36919. */
  36920. readonly name: string;
  36921. /**
  36922. * The easing function used by animations
  36923. */
  36924. static EasingFunction: BackEase;
  36925. /**
  36926. * The easing mode used by animations
  36927. */
  36928. static EasingMode: number;
  36929. /**
  36930. * The duration of the animation, in milliseconds
  36931. */
  36932. transitionDuration: number;
  36933. /**
  36934. * Length of the distance animated by the transition when lower radius is reached
  36935. */
  36936. lowerRadiusTransitionRange: number;
  36937. /**
  36938. * Length of the distance animated by the transition when upper radius is reached
  36939. */
  36940. upperRadiusTransitionRange: number;
  36941. private _autoTransitionRange;
  36942. /**
  36943. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36944. */
  36945. /**
  36946. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36947. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36948. */
  36949. autoTransitionRange: boolean;
  36950. private _attachedCamera;
  36951. private _onAfterCheckInputsObserver;
  36952. private _onMeshTargetChangedObserver;
  36953. /**
  36954. * Initializes the behavior.
  36955. */
  36956. init(): void;
  36957. /**
  36958. * Attaches the behavior to its arc rotate camera.
  36959. * @param camera Defines the camera to attach the behavior to
  36960. */
  36961. attach(camera: ArcRotateCamera): void;
  36962. /**
  36963. * Detaches the behavior from its current arc rotate camera.
  36964. */
  36965. detach(): void;
  36966. private _radiusIsAnimating;
  36967. private _radiusBounceTransition;
  36968. private _animatables;
  36969. private _cachedWheelPrecision;
  36970. /**
  36971. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36972. * @param radiusLimit The limit to check against.
  36973. * @return Bool to indicate if at limit.
  36974. */
  36975. private _isRadiusAtLimit;
  36976. /**
  36977. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36978. * @param radiusDelta The delta by which to animate to. Can be negative.
  36979. */
  36980. private _applyBoundRadiusAnimation;
  36981. /**
  36982. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36983. */
  36984. protected _clearAnimationLocks(): void;
  36985. /**
  36986. * Stops and removes all animations that have been applied to the camera
  36987. */
  36988. stopAllAnimations(): void;
  36989. }
  36990. }
  36991. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36992. import { Behavior } from "babylonjs/Behaviors/behavior";
  36993. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36994. import { ExponentialEase } from "babylonjs/Animations/easing";
  36995. import { Nullable } from "babylonjs/types";
  36996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36997. import { Vector3 } from "babylonjs/Maths/math.vector";
  36998. /**
  36999. * 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.
  37000. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37001. */
  37002. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37003. /**
  37004. * Gets the name of the behavior.
  37005. */
  37006. readonly name: string;
  37007. private _mode;
  37008. private _radiusScale;
  37009. private _positionScale;
  37010. private _defaultElevation;
  37011. private _elevationReturnTime;
  37012. private _elevationReturnWaitTime;
  37013. private _zoomStopsAnimation;
  37014. private _framingTime;
  37015. /**
  37016. * The easing function used by animations
  37017. */
  37018. static EasingFunction: ExponentialEase;
  37019. /**
  37020. * The easing mode used by animations
  37021. */
  37022. static EasingMode: number;
  37023. /**
  37024. * Sets the current mode used by the behavior
  37025. */
  37026. /**
  37027. * Gets current mode used by the behavior.
  37028. */
  37029. mode: number;
  37030. /**
  37031. * Sets the scale applied to the radius (1 by default)
  37032. */
  37033. /**
  37034. * Gets the scale applied to the radius
  37035. */
  37036. radiusScale: number;
  37037. /**
  37038. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37039. */
  37040. /**
  37041. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37042. */
  37043. positionScale: number;
  37044. /**
  37045. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37046. * behaviour is triggered, in radians.
  37047. */
  37048. /**
  37049. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37050. * behaviour is triggered, in radians.
  37051. */
  37052. defaultElevation: number;
  37053. /**
  37054. * Sets the time (in milliseconds) taken to return to the default beta position.
  37055. * Negative value indicates camera should not return to default.
  37056. */
  37057. /**
  37058. * Gets the time (in milliseconds) taken to return to the default beta position.
  37059. * Negative value indicates camera should not return to default.
  37060. */
  37061. elevationReturnTime: number;
  37062. /**
  37063. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37064. */
  37065. /**
  37066. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37067. */
  37068. elevationReturnWaitTime: number;
  37069. /**
  37070. * Sets the flag that indicates if user zooming should stop animation.
  37071. */
  37072. /**
  37073. * Gets the flag that indicates if user zooming should stop animation.
  37074. */
  37075. zoomStopsAnimation: boolean;
  37076. /**
  37077. * Sets the transition time when framing the mesh, in milliseconds
  37078. */
  37079. /**
  37080. * Gets the transition time when framing the mesh, in milliseconds
  37081. */
  37082. framingTime: number;
  37083. /**
  37084. * Define if the behavior should automatically change the configured
  37085. * camera limits and sensibilities.
  37086. */
  37087. autoCorrectCameraLimitsAndSensibility: boolean;
  37088. private _onPrePointerObservableObserver;
  37089. private _onAfterCheckInputsObserver;
  37090. private _onMeshTargetChangedObserver;
  37091. private _attachedCamera;
  37092. private _isPointerDown;
  37093. private _lastInteractionTime;
  37094. /**
  37095. * Initializes the behavior.
  37096. */
  37097. init(): void;
  37098. /**
  37099. * Attaches the behavior to its arc rotate camera.
  37100. * @param camera Defines the camera to attach the behavior to
  37101. */
  37102. attach(camera: ArcRotateCamera): void;
  37103. /**
  37104. * Detaches the behavior from its current arc rotate camera.
  37105. */
  37106. detach(): void;
  37107. private _animatables;
  37108. private _betaIsAnimating;
  37109. private _betaTransition;
  37110. private _radiusTransition;
  37111. private _vectorTransition;
  37112. /**
  37113. * Targets the given mesh and updates zoom level accordingly.
  37114. * @param mesh The mesh to target.
  37115. * @param radius Optional. If a cached radius position already exists, overrides default.
  37116. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37117. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37118. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37119. */
  37120. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37121. /**
  37122. * Targets the given mesh with its children and updates zoom level accordingly.
  37123. * @param mesh The mesh to target.
  37124. * @param radius Optional. If a cached radius position already exists, overrides default.
  37125. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37126. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37127. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37128. */
  37129. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37130. /**
  37131. * Targets the given meshes with their children and updates zoom level accordingly.
  37132. * @param meshes The mesh to target.
  37133. * @param radius Optional. If a cached radius position already exists, overrides default.
  37134. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37135. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37136. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37137. */
  37138. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37139. /**
  37140. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37141. * @param minimumWorld Determines the smaller position of the bounding box extend
  37142. * @param maximumWorld Determines the bigger position of the bounding box extend
  37143. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37144. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37145. */
  37146. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37147. /**
  37148. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37149. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37150. * frustum width.
  37151. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37152. * to fully enclose the mesh in the viewing frustum.
  37153. */
  37154. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37155. /**
  37156. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37157. * is automatically returned to its default position (expected to be above ground plane).
  37158. */
  37159. private _maintainCameraAboveGround;
  37160. /**
  37161. * Returns the frustum slope based on the canvas ratio and camera FOV
  37162. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37163. */
  37164. private _getFrustumSlope;
  37165. /**
  37166. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37167. */
  37168. private _clearAnimationLocks;
  37169. /**
  37170. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37171. */
  37172. private _applyUserInteraction;
  37173. /**
  37174. * Stops and removes all animations that have been applied to the camera
  37175. */
  37176. stopAllAnimations(): void;
  37177. /**
  37178. * Gets a value indicating if the user is moving the camera
  37179. */
  37180. readonly isUserIsMoving: boolean;
  37181. /**
  37182. * The camera can move all the way towards the mesh.
  37183. */
  37184. static IgnoreBoundsSizeMode: number;
  37185. /**
  37186. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37187. */
  37188. static FitFrustumSidesMode: number;
  37189. }
  37190. }
  37191. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37192. import { Nullable } from "babylonjs/types";
  37193. import { Camera } from "babylonjs/Cameras/camera";
  37194. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37195. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37196. /**
  37197. * Base class for Camera Pointer Inputs.
  37198. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37199. * for example usage.
  37200. */
  37201. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37202. /**
  37203. * Defines the camera the input is attached to.
  37204. */
  37205. abstract camera: Camera;
  37206. /**
  37207. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37208. */
  37209. protected _altKey: boolean;
  37210. protected _ctrlKey: boolean;
  37211. protected _metaKey: boolean;
  37212. protected _shiftKey: boolean;
  37213. /**
  37214. * Which mouse buttons were pressed at time of last mouse event.
  37215. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37216. */
  37217. protected _buttonsPressed: number;
  37218. /**
  37219. * Defines the buttons associated with the input to handle camera move.
  37220. */
  37221. buttons: number[];
  37222. /**
  37223. * Attach the input controls to a specific dom element to get the input from.
  37224. * @param element Defines the element the controls should be listened from
  37225. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37226. */
  37227. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37228. /**
  37229. * Detach the current controls from the specified dom element.
  37230. * @param element Defines the element to stop listening the inputs from
  37231. */
  37232. detachControl(element: Nullable<HTMLElement>): void;
  37233. /**
  37234. * Gets the class name of the current input.
  37235. * @returns the class name
  37236. */
  37237. getClassName(): string;
  37238. /**
  37239. * Get the friendly name associated with the input class.
  37240. * @returns the input friendly name
  37241. */
  37242. getSimpleName(): string;
  37243. /**
  37244. * Called on pointer POINTERDOUBLETAP event.
  37245. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37246. */
  37247. protected onDoubleTap(type: string): void;
  37248. /**
  37249. * Called on pointer POINTERMOVE event if only a single touch is active.
  37250. * Override this method to provide functionality.
  37251. */
  37252. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37253. /**
  37254. * Called on pointer POINTERMOVE event if multiple touches are active.
  37255. * Override this method to provide functionality.
  37256. */
  37257. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37258. /**
  37259. * Called on JS contextmenu event.
  37260. * Override this method to provide functionality.
  37261. */
  37262. protected onContextMenu(evt: PointerEvent): void;
  37263. /**
  37264. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37265. * press.
  37266. * Override this method to provide functionality.
  37267. */
  37268. protected onButtonDown(evt: PointerEvent): void;
  37269. /**
  37270. * Called each time a new POINTERUP event occurs. Ie, for each button
  37271. * release.
  37272. * Override this method to provide functionality.
  37273. */
  37274. protected onButtonUp(evt: PointerEvent): void;
  37275. /**
  37276. * Called when window becomes inactive.
  37277. * Override this method to provide functionality.
  37278. */
  37279. protected onLostFocus(): void;
  37280. private _pointerInput;
  37281. private _observer;
  37282. private _onLostFocus;
  37283. private pointA;
  37284. private pointB;
  37285. }
  37286. }
  37287. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37288. import { Nullable } from "babylonjs/types";
  37289. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37290. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37291. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37292. /**
  37293. * Manage the pointers inputs to control an arc rotate camera.
  37294. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37295. */
  37296. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37297. /**
  37298. * Defines the camera the input is attached to.
  37299. */
  37300. camera: ArcRotateCamera;
  37301. /**
  37302. * Gets the class name of the current input.
  37303. * @returns the class name
  37304. */
  37305. getClassName(): string;
  37306. /**
  37307. * Defines the buttons associated with the input to handle camera move.
  37308. */
  37309. buttons: number[];
  37310. /**
  37311. * Defines the pointer angular sensibility along the X axis or how fast is
  37312. * the camera rotating.
  37313. */
  37314. angularSensibilityX: number;
  37315. /**
  37316. * Defines the pointer angular sensibility along the Y axis or how fast is
  37317. * the camera rotating.
  37318. */
  37319. angularSensibilityY: number;
  37320. /**
  37321. * Defines the pointer pinch precision or how fast is the camera zooming.
  37322. */
  37323. pinchPrecision: number;
  37324. /**
  37325. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37326. * from 0.
  37327. * It defines the percentage of current camera.radius to use as delta when
  37328. * pinch zoom is used.
  37329. */
  37330. pinchDeltaPercentage: number;
  37331. /**
  37332. * Defines the pointer panning sensibility or how fast is the camera moving.
  37333. */
  37334. panningSensibility: number;
  37335. /**
  37336. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37337. */
  37338. multiTouchPanning: boolean;
  37339. /**
  37340. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37341. * zoom (pinch) through multitouch.
  37342. */
  37343. multiTouchPanAndZoom: boolean;
  37344. /**
  37345. * Revers pinch action direction.
  37346. */
  37347. pinchInwards: boolean;
  37348. private _isPanClick;
  37349. private _twoFingerActivityCount;
  37350. private _isPinching;
  37351. /**
  37352. * Called on pointer POINTERMOVE event if only a single touch is active.
  37353. */
  37354. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37355. /**
  37356. * Called on pointer POINTERDOUBLETAP event.
  37357. */
  37358. protected onDoubleTap(type: string): void;
  37359. /**
  37360. * Called on pointer POINTERMOVE event if multiple touches are active.
  37361. */
  37362. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37363. /**
  37364. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37365. * press.
  37366. */
  37367. protected onButtonDown(evt: PointerEvent): void;
  37368. /**
  37369. * Called each time a new POINTERUP event occurs. Ie, for each button
  37370. * release.
  37371. */
  37372. protected onButtonUp(evt: PointerEvent): void;
  37373. /**
  37374. * Called when window becomes inactive.
  37375. */
  37376. protected onLostFocus(): void;
  37377. }
  37378. }
  37379. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37380. import { Nullable } from "babylonjs/types";
  37381. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37382. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37383. /**
  37384. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37385. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37386. */
  37387. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37388. /**
  37389. * Defines the camera the input is attached to.
  37390. */
  37391. camera: ArcRotateCamera;
  37392. /**
  37393. * Defines the list of key codes associated with the up action (increase alpha)
  37394. */
  37395. keysUp: number[];
  37396. /**
  37397. * Defines the list of key codes associated with the down action (decrease alpha)
  37398. */
  37399. keysDown: number[];
  37400. /**
  37401. * Defines the list of key codes associated with the left action (increase beta)
  37402. */
  37403. keysLeft: number[];
  37404. /**
  37405. * Defines the list of key codes associated with the right action (decrease beta)
  37406. */
  37407. keysRight: number[];
  37408. /**
  37409. * Defines the list of key codes associated with the reset action.
  37410. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37411. */
  37412. keysReset: number[];
  37413. /**
  37414. * Defines the panning sensibility of the inputs.
  37415. * (How fast is the camera paning)
  37416. */
  37417. panningSensibility: number;
  37418. /**
  37419. * Defines the zooming sensibility of the inputs.
  37420. * (How fast is the camera zooming)
  37421. */
  37422. zoomingSensibility: number;
  37423. /**
  37424. * Defines wether maintaining the alt key down switch the movement mode from
  37425. * orientation to zoom.
  37426. */
  37427. useAltToZoom: boolean;
  37428. /**
  37429. * Rotation speed of the camera
  37430. */
  37431. angularSpeed: number;
  37432. private _keys;
  37433. private _ctrlPressed;
  37434. private _altPressed;
  37435. private _onCanvasBlurObserver;
  37436. private _onKeyboardObserver;
  37437. private _engine;
  37438. private _scene;
  37439. /**
  37440. * Attach the input controls to a specific dom element to get the input from.
  37441. * @param element Defines the element the controls should be listened from
  37442. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37443. */
  37444. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37445. /**
  37446. * Detach the current controls from the specified dom element.
  37447. * @param element Defines the element to stop listening the inputs from
  37448. */
  37449. detachControl(element: Nullable<HTMLElement>): void;
  37450. /**
  37451. * Update the current camera state depending on the inputs that have been used this frame.
  37452. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37453. */
  37454. checkInputs(): void;
  37455. /**
  37456. * Gets the class name of the current intput.
  37457. * @returns the class name
  37458. */
  37459. getClassName(): string;
  37460. /**
  37461. * Get the friendly name associated with the input class.
  37462. * @returns the input friendly name
  37463. */
  37464. getSimpleName(): string;
  37465. }
  37466. }
  37467. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37468. import { Nullable } from "babylonjs/types";
  37469. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37470. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37471. /**
  37472. * Manage the mouse wheel inputs to control an arc rotate camera.
  37473. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37474. */
  37475. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37476. /**
  37477. * Defines the camera the input is attached to.
  37478. */
  37479. camera: ArcRotateCamera;
  37480. /**
  37481. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37482. */
  37483. wheelPrecision: number;
  37484. /**
  37485. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37486. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37487. */
  37488. wheelDeltaPercentage: number;
  37489. private _wheel;
  37490. private _observer;
  37491. private computeDeltaFromMouseWheelLegacyEvent;
  37492. /**
  37493. * Attach the input controls to a specific dom element to get the input from.
  37494. * @param element Defines the element the controls should be listened from
  37495. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37496. */
  37497. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37498. /**
  37499. * Detach the current controls from the specified dom element.
  37500. * @param element Defines the element to stop listening the inputs from
  37501. */
  37502. detachControl(element: Nullable<HTMLElement>): void;
  37503. /**
  37504. * Gets the class name of the current intput.
  37505. * @returns the class name
  37506. */
  37507. getClassName(): string;
  37508. /**
  37509. * Get the friendly name associated with the input class.
  37510. * @returns the input friendly name
  37511. */
  37512. getSimpleName(): string;
  37513. }
  37514. }
  37515. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37516. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37517. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37518. /**
  37519. * Default Inputs manager for the ArcRotateCamera.
  37520. * It groups all the default supported inputs for ease of use.
  37521. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37522. */
  37523. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37524. /**
  37525. * Instantiates a new ArcRotateCameraInputsManager.
  37526. * @param camera Defines the camera the inputs belong to
  37527. */
  37528. constructor(camera: ArcRotateCamera);
  37529. /**
  37530. * Add mouse wheel input support to the input manager.
  37531. * @returns the current input manager
  37532. */
  37533. addMouseWheel(): ArcRotateCameraInputsManager;
  37534. /**
  37535. * Add pointers input support to the input manager.
  37536. * @returns the current input manager
  37537. */
  37538. addPointers(): ArcRotateCameraInputsManager;
  37539. /**
  37540. * Add keyboard input support to the input manager.
  37541. * @returns the current input manager
  37542. */
  37543. addKeyboard(): ArcRotateCameraInputsManager;
  37544. }
  37545. }
  37546. declare module "babylonjs/Cameras/arcRotateCamera" {
  37547. import { Observable } from "babylonjs/Misc/observable";
  37548. import { Nullable } from "babylonjs/types";
  37549. import { Scene } from "babylonjs/scene";
  37550. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37552. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37553. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37554. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37555. import { Camera } from "babylonjs/Cameras/camera";
  37556. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37557. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37558. import { Collider } from "babylonjs/Collisions/collider";
  37559. /**
  37560. * This represents an orbital type of camera.
  37561. *
  37562. * 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.
  37563. * 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.
  37564. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37565. */
  37566. export class ArcRotateCamera extends TargetCamera {
  37567. /**
  37568. * Defines the rotation angle of the camera along the longitudinal axis.
  37569. */
  37570. alpha: number;
  37571. /**
  37572. * Defines the rotation angle of the camera along the latitudinal axis.
  37573. */
  37574. beta: number;
  37575. /**
  37576. * Defines the radius of the camera from it s target point.
  37577. */
  37578. radius: number;
  37579. protected _target: Vector3;
  37580. protected _targetHost: Nullable<AbstractMesh>;
  37581. /**
  37582. * Defines the target point of the camera.
  37583. * The camera looks towards it form the radius distance.
  37584. */
  37585. target: Vector3;
  37586. /**
  37587. * Define the current local position of the camera in the scene
  37588. */
  37589. position: Vector3;
  37590. protected _upVector: Vector3;
  37591. protected _upToYMatrix: Matrix;
  37592. protected _YToUpMatrix: Matrix;
  37593. /**
  37594. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37595. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37596. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37597. */
  37598. upVector: Vector3;
  37599. /**
  37600. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37601. */
  37602. setMatUp(): void;
  37603. /**
  37604. * Current inertia value on the longitudinal axis.
  37605. * The bigger this number the longer it will take for the camera to stop.
  37606. */
  37607. inertialAlphaOffset: number;
  37608. /**
  37609. * Current inertia value on the latitudinal axis.
  37610. * The bigger this number the longer it will take for the camera to stop.
  37611. */
  37612. inertialBetaOffset: number;
  37613. /**
  37614. * Current inertia value on the radius axis.
  37615. * The bigger this number the longer it will take for the camera to stop.
  37616. */
  37617. inertialRadiusOffset: number;
  37618. /**
  37619. * Minimum allowed angle on the longitudinal axis.
  37620. * This can help limiting how the Camera is able to move in the scene.
  37621. */
  37622. lowerAlphaLimit: Nullable<number>;
  37623. /**
  37624. * Maximum allowed angle on the longitudinal axis.
  37625. * This can help limiting how the Camera is able to move in the scene.
  37626. */
  37627. upperAlphaLimit: Nullable<number>;
  37628. /**
  37629. * Minimum allowed angle on the latitudinal axis.
  37630. * This can help limiting how the Camera is able to move in the scene.
  37631. */
  37632. lowerBetaLimit: number;
  37633. /**
  37634. * Maximum allowed angle on the latitudinal axis.
  37635. * This can help limiting how the Camera is able to move in the scene.
  37636. */
  37637. upperBetaLimit: number;
  37638. /**
  37639. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37640. * This can help limiting how the Camera is able to move in the scene.
  37641. */
  37642. lowerRadiusLimit: Nullable<number>;
  37643. /**
  37644. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37645. * This can help limiting how the Camera is able to move in the scene.
  37646. */
  37647. upperRadiusLimit: Nullable<number>;
  37648. /**
  37649. * Defines the current inertia value used during panning of the camera along the X axis.
  37650. */
  37651. inertialPanningX: number;
  37652. /**
  37653. * Defines the current inertia value used during panning of the camera along the Y axis.
  37654. */
  37655. inertialPanningY: number;
  37656. /**
  37657. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37658. * Basically if your fingers moves away from more than this distance you will be considered
  37659. * in pinch mode.
  37660. */
  37661. pinchToPanMaxDistance: number;
  37662. /**
  37663. * Defines the maximum distance the camera can pan.
  37664. * This could help keeping the cammera always in your scene.
  37665. */
  37666. panningDistanceLimit: Nullable<number>;
  37667. /**
  37668. * Defines the target of the camera before paning.
  37669. */
  37670. panningOriginTarget: Vector3;
  37671. /**
  37672. * Defines the value of the inertia used during panning.
  37673. * 0 would mean stop inertia and one would mean no decelleration at all.
  37674. */
  37675. panningInertia: number;
  37676. /**
  37677. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37678. */
  37679. angularSensibilityX: number;
  37680. /**
  37681. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37682. */
  37683. angularSensibilityY: number;
  37684. /**
  37685. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37686. */
  37687. pinchPrecision: number;
  37688. /**
  37689. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37690. * It will be used instead of pinchDeltaPrecision if different from 0.
  37691. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37692. */
  37693. pinchDeltaPercentage: number;
  37694. /**
  37695. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37696. */
  37697. panningSensibility: number;
  37698. /**
  37699. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37700. */
  37701. keysUp: number[];
  37702. /**
  37703. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37704. */
  37705. keysDown: number[];
  37706. /**
  37707. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37708. */
  37709. keysLeft: number[];
  37710. /**
  37711. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37712. */
  37713. keysRight: number[];
  37714. /**
  37715. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37716. */
  37717. wheelPrecision: number;
  37718. /**
  37719. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37720. * It will be used instead of pinchDeltaPrecision if different from 0.
  37721. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37722. */
  37723. wheelDeltaPercentage: number;
  37724. /**
  37725. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37726. */
  37727. zoomOnFactor: number;
  37728. /**
  37729. * Defines a screen offset for the camera position.
  37730. */
  37731. targetScreenOffset: Vector2;
  37732. /**
  37733. * Allows the camera to be completely reversed.
  37734. * If false the camera can not arrive upside down.
  37735. */
  37736. allowUpsideDown: boolean;
  37737. /**
  37738. * Define if double tap/click is used to restore the previously saved state of the camera.
  37739. */
  37740. useInputToRestoreState: boolean;
  37741. /** @hidden */
  37742. _viewMatrix: Matrix;
  37743. /** @hidden */
  37744. _useCtrlForPanning: boolean;
  37745. /** @hidden */
  37746. _panningMouseButton: number;
  37747. /**
  37748. * Defines the input associated to the camera.
  37749. */
  37750. inputs: ArcRotateCameraInputsManager;
  37751. /** @hidden */
  37752. _reset: () => void;
  37753. /**
  37754. * Defines the allowed panning axis.
  37755. */
  37756. panningAxis: Vector3;
  37757. protected _localDirection: Vector3;
  37758. protected _transformedDirection: Vector3;
  37759. private _bouncingBehavior;
  37760. /**
  37761. * Gets the bouncing behavior of the camera if it has been enabled.
  37762. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37763. */
  37764. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37765. /**
  37766. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37767. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37768. */
  37769. useBouncingBehavior: boolean;
  37770. private _framingBehavior;
  37771. /**
  37772. * Gets the framing behavior of the camera if it has been enabled.
  37773. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37774. */
  37775. readonly framingBehavior: Nullable<FramingBehavior>;
  37776. /**
  37777. * Defines if the framing behavior of the camera is enabled on the camera.
  37778. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37779. */
  37780. useFramingBehavior: boolean;
  37781. private _autoRotationBehavior;
  37782. /**
  37783. * Gets the auto rotation behavior of the camera if it has been enabled.
  37784. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37785. */
  37786. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37787. /**
  37788. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37789. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37790. */
  37791. useAutoRotationBehavior: boolean;
  37792. /**
  37793. * Observable triggered when the mesh target has been changed on the camera.
  37794. */
  37795. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37796. /**
  37797. * Event raised when the camera is colliding with a mesh.
  37798. */
  37799. onCollide: (collidedMesh: AbstractMesh) => void;
  37800. /**
  37801. * Defines whether the camera should check collision with the objects oh the scene.
  37802. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37803. */
  37804. checkCollisions: boolean;
  37805. /**
  37806. * Defines the collision radius of the camera.
  37807. * This simulates a sphere around the camera.
  37808. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37809. */
  37810. collisionRadius: Vector3;
  37811. protected _collider: Collider;
  37812. protected _previousPosition: Vector3;
  37813. protected _collisionVelocity: Vector3;
  37814. protected _newPosition: Vector3;
  37815. protected _previousAlpha: number;
  37816. protected _previousBeta: number;
  37817. protected _previousRadius: number;
  37818. protected _collisionTriggered: boolean;
  37819. protected _targetBoundingCenter: Nullable<Vector3>;
  37820. private _computationVector;
  37821. /**
  37822. * Instantiates a new ArcRotateCamera in a given scene
  37823. * @param name Defines the name of the camera
  37824. * @param alpha Defines the camera rotation along the logitudinal axis
  37825. * @param beta Defines the camera rotation along the latitudinal axis
  37826. * @param radius Defines the camera distance from its target
  37827. * @param target Defines the camera target
  37828. * @param scene Defines the scene the camera belongs to
  37829. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37830. */
  37831. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37832. /** @hidden */
  37833. _initCache(): void;
  37834. /** @hidden */
  37835. _updateCache(ignoreParentClass?: boolean): void;
  37836. protected _getTargetPosition(): Vector3;
  37837. private _storedAlpha;
  37838. private _storedBeta;
  37839. private _storedRadius;
  37840. private _storedTarget;
  37841. private _storedTargetScreenOffset;
  37842. /**
  37843. * Stores the current state of the camera (alpha, beta, radius and target)
  37844. * @returns the camera itself
  37845. */
  37846. storeState(): Camera;
  37847. /**
  37848. * @hidden
  37849. * Restored camera state. You must call storeState() first
  37850. */
  37851. _restoreStateValues(): boolean;
  37852. /** @hidden */
  37853. _isSynchronizedViewMatrix(): boolean;
  37854. /**
  37855. * Attached controls to the current camera.
  37856. * @param element Defines the element the controls should be listened from
  37857. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37858. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37859. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37860. */
  37861. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37862. /**
  37863. * Detach the current controls from the camera.
  37864. * The camera will stop reacting to inputs.
  37865. * @param element Defines the element to stop listening the inputs from
  37866. */
  37867. detachControl(element: HTMLElement): void;
  37868. /** @hidden */
  37869. _checkInputs(): void;
  37870. protected _checkLimits(): void;
  37871. /**
  37872. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37873. */
  37874. rebuildAnglesAndRadius(): void;
  37875. /**
  37876. * Use a position to define the current camera related information like alpha, beta and radius
  37877. * @param position Defines the position to set the camera at
  37878. */
  37879. setPosition(position: Vector3): void;
  37880. /**
  37881. * Defines the target the camera should look at.
  37882. * This will automatically adapt alpha beta and radius to fit within the new target.
  37883. * @param target Defines the new target as a Vector or a mesh
  37884. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37885. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37886. */
  37887. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37888. /** @hidden */
  37889. _getViewMatrix(): Matrix;
  37890. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37891. /**
  37892. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37893. * @param meshes Defines the mesh to zoom on
  37894. * @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)
  37895. */
  37896. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37897. /**
  37898. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37899. * The target will be changed but the radius
  37900. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37901. * @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)
  37902. */
  37903. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37904. min: Vector3;
  37905. max: Vector3;
  37906. distance: number;
  37907. }, doNotUpdateMaxZ?: boolean): void;
  37908. /**
  37909. * @override
  37910. * Override Camera.createRigCamera
  37911. */
  37912. createRigCamera(name: string, cameraIndex: number): Camera;
  37913. /**
  37914. * @hidden
  37915. * @override
  37916. * Override Camera._updateRigCameras
  37917. */
  37918. _updateRigCameras(): void;
  37919. /**
  37920. * Destroy the camera and release the current resources hold by it.
  37921. */
  37922. dispose(): void;
  37923. /**
  37924. * Gets the current object class name.
  37925. * @return the class name
  37926. */
  37927. getClassName(): string;
  37928. }
  37929. }
  37930. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37931. import { Behavior } from "babylonjs/Behaviors/behavior";
  37932. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37933. /**
  37934. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37935. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37936. */
  37937. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37938. /**
  37939. * Gets the name of the behavior.
  37940. */
  37941. readonly name: string;
  37942. private _zoomStopsAnimation;
  37943. private _idleRotationSpeed;
  37944. private _idleRotationWaitTime;
  37945. private _idleRotationSpinupTime;
  37946. /**
  37947. * Sets the flag that indicates if user zooming should stop animation.
  37948. */
  37949. /**
  37950. * Gets the flag that indicates if user zooming should stop animation.
  37951. */
  37952. zoomStopsAnimation: boolean;
  37953. /**
  37954. * Sets the default speed at which the camera rotates around the model.
  37955. */
  37956. /**
  37957. * Gets the default speed at which the camera rotates around the model.
  37958. */
  37959. idleRotationSpeed: number;
  37960. /**
  37961. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37962. */
  37963. /**
  37964. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37965. */
  37966. idleRotationWaitTime: number;
  37967. /**
  37968. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37969. */
  37970. /**
  37971. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37972. */
  37973. idleRotationSpinupTime: number;
  37974. /**
  37975. * Gets a value indicating if the camera is currently rotating because of this behavior
  37976. */
  37977. readonly rotationInProgress: boolean;
  37978. private _onPrePointerObservableObserver;
  37979. private _onAfterCheckInputsObserver;
  37980. private _attachedCamera;
  37981. private _isPointerDown;
  37982. private _lastFrameTime;
  37983. private _lastInteractionTime;
  37984. private _cameraRotationSpeed;
  37985. /**
  37986. * Initializes the behavior.
  37987. */
  37988. init(): void;
  37989. /**
  37990. * Attaches the behavior to its arc rotate camera.
  37991. * @param camera Defines the camera to attach the behavior to
  37992. */
  37993. attach(camera: ArcRotateCamera): void;
  37994. /**
  37995. * Detaches the behavior from its current arc rotate camera.
  37996. */
  37997. detach(): void;
  37998. /**
  37999. * Returns true if user is scrolling.
  38000. * @return true if user is scrolling.
  38001. */
  38002. private _userIsZooming;
  38003. private _lastFrameRadius;
  38004. private _shouldAnimationStopForInteraction;
  38005. /**
  38006. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38007. */
  38008. private _applyUserInteraction;
  38009. private _userIsMoving;
  38010. }
  38011. }
  38012. declare module "babylonjs/Behaviors/Cameras/index" {
  38013. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38014. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38015. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38016. }
  38017. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38018. import { Mesh } from "babylonjs/Meshes/mesh";
  38019. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38020. import { Behavior } from "babylonjs/Behaviors/behavior";
  38021. /**
  38022. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38023. */
  38024. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38025. private ui;
  38026. /**
  38027. * The name of the behavior
  38028. */
  38029. name: string;
  38030. /**
  38031. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38032. */
  38033. distanceAwayFromFace: number;
  38034. /**
  38035. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38036. */
  38037. distanceAwayFromBottomOfFace: number;
  38038. private _faceVectors;
  38039. private _target;
  38040. private _scene;
  38041. private _onRenderObserver;
  38042. private _tmpMatrix;
  38043. private _tmpVector;
  38044. /**
  38045. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38046. * @param ui The transform node that should be attched to the mesh
  38047. */
  38048. constructor(ui: TransformNode);
  38049. /**
  38050. * Initializes the behavior
  38051. */
  38052. init(): void;
  38053. private _closestFace;
  38054. private _zeroVector;
  38055. private _lookAtTmpMatrix;
  38056. private _lookAtToRef;
  38057. /**
  38058. * Attaches the AttachToBoxBehavior to the passed in mesh
  38059. * @param target The mesh that the specified node will be attached to
  38060. */
  38061. attach(target: Mesh): void;
  38062. /**
  38063. * Detaches the behavior from the mesh
  38064. */
  38065. detach(): void;
  38066. }
  38067. }
  38068. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38069. import { Behavior } from "babylonjs/Behaviors/behavior";
  38070. import { Mesh } from "babylonjs/Meshes/mesh";
  38071. /**
  38072. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38073. */
  38074. export class FadeInOutBehavior implements Behavior<Mesh> {
  38075. /**
  38076. * Time in milliseconds to delay before fading in (Default: 0)
  38077. */
  38078. delay: number;
  38079. /**
  38080. * Time in milliseconds for the mesh to fade in (Default: 300)
  38081. */
  38082. fadeInTime: number;
  38083. private _millisecondsPerFrame;
  38084. private _hovered;
  38085. private _hoverValue;
  38086. private _ownerNode;
  38087. /**
  38088. * Instatiates the FadeInOutBehavior
  38089. */
  38090. constructor();
  38091. /**
  38092. * The name of the behavior
  38093. */
  38094. readonly name: string;
  38095. /**
  38096. * Initializes the behavior
  38097. */
  38098. init(): void;
  38099. /**
  38100. * Attaches the fade behavior on the passed in mesh
  38101. * @param ownerNode The mesh that will be faded in/out once attached
  38102. */
  38103. attach(ownerNode: Mesh): void;
  38104. /**
  38105. * Detaches the behavior from the mesh
  38106. */
  38107. detach(): void;
  38108. /**
  38109. * Triggers the mesh to begin fading in or out
  38110. * @param value if the object should fade in or out (true to fade in)
  38111. */
  38112. fadeIn(value: boolean): void;
  38113. private _update;
  38114. private _setAllVisibility;
  38115. }
  38116. }
  38117. declare module "babylonjs/Misc/pivotTools" {
  38118. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38119. /**
  38120. * Class containing a set of static utilities functions for managing Pivots
  38121. * @hidden
  38122. */
  38123. export class PivotTools {
  38124. private static _PivotCached;
  38125. private static _OldPivotPoint;
  38126. private static _PivotTranslation;
  38127. private static _PivotTmpVector;
  38128. /** @hidden */
  38129. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38130. /** @hidden */
  38131. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38132. }
  38133. }
  38134. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38135. import { Scene } from "babylonjs/scene";
  38136. import { Vector4 } from "babylonjs/Maths/math.vector";
  38137. import { Mesh } from "babylonjs/Meshes/mesh";
  38138. import { Nullable } from "babylonjs/types";
  38139. import { Plane } from "babylonjs/Maths/math.plane";
  38140. /**
  38141. * Class containing static functions to help procedurally build meshes
  38142. */
  38143. export class PlaneBuilder {
  38144. /**
  38145. * Creates a plane mesh
  38146. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38147. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38148. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38149. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38150. * * If you create a double-sided mesh, you can choose what parts of 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
  38151. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38152. * @param name defines the name of the mesh
  38153. * @param options defines the options used to create the mesh
  38154. * @param scene defines the hosting scene
  38155. * @returns the plane mesh
  38156. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38157. */
  38158. static CreatePlane(name: string, options: {
  38159. size?: number;
  38160. width?: number;
  38161. height?: number;
  38162. sideOrientation?: number;
  38163. frontUVs?: Vector4;
  38164. backUVs?: Vector4;
  38165. updatable?: boolean;
  38166. sourcePlane?: Plane;
  38167. }, scene?: Nullable<Scene>): Mesh;
  38168. }
  38169. }
  38170. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38171. import { Behavior } from "babylonjs/Behaviors/behavior";
  38172. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38173. import { Observable } from "babylonjs/Misc/observable";
  38174. import { Vector3 } from "babylonjs/Maths/math.vector";
  38175. import { Ray } from "babylonjs/Culling/ray";
  38176. import "babylonjs/Meshes/Builders/planeBuilder";
  38177. /**
  38178. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38179. */
  38180. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38181. private static _AnyMouseID;
  38182. /**
  38183. * Abstract mesh the behavior is set on
  38184. */
  38185. attachedNode: AbstractMesh;
  38186. private _dragPlane;
  38187. private _scene;
  38188. private _pointerObserver;
  38189. private _beforeRenderObserver;
  38190. private static _planeScene;
  38191. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38192. /**
  38193. * 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)
  38194. */
  38195. maxDragAngle: number;
  38196. /**
  38197. * @hidden
  38198. */
  38199. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38200. /**
  38201. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38202. */
  38203. currentDraggingPointerID: number;
  38204. /**
  38205. * The last position where the pointer hit the drag plane in world space
  38206. */
  38207. lastDragPosition: Vector3;
  38208. /**
  38209. * If the behavior is currently in a dragging state
  38210. */
  38211. dragging: boolean;
  38212. /**
  38213. * 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)
  38214. */
  38215. dragDeltaRatio: number;
  38216. /**
  38217. * If the drag plane orientation should be updated during the dragging (Default: true)
  38218. */
  38219. updateDragPlane: boolean;
  38220. private _debugMode;
  38221. private _moving;
  38222. /**
  38223. * Fires each time the attached mesh is dragged with the pointer
  38224. * * delta between last drag position and current drag position in world space
  38225. * * dragDistance along the drag axis
  38226. * * dragPlaneNormal normal of the current drag plane used during the drag
  38227. * * dragPlanePoint in world space where the drag intersects the drag plane
  38228. */
  38229. onDragObservable: Observable<{
  38230. delta: Vector3;
  38231. dragPlanePoint: Vector3;
  38232. dragPlaneNormal: Vector3;
  38233. dragDistance: number;
  38234. pointerId: number;
  38235. }>;
  38236. /**
  38237. * Fires each time a drag begins (eg. mouse down on mesh)
  38238. */
  38239. onDragStartObservable: Observable<{
  38240. dragPlanePoint: Vector3;
  38241. pointerId: number;
  38242. }>;
  38243. /**
  38244. * Fires each time a drag ends (eg. mouse release after drag)
  38245. */
  38246. onDragEndObservable: Observable<{
  38247. dragPlanePoint: Vector3;
  38248. pointerId: number;
  38249. }>;
  38250. /**
  38251. * If the attached mesh should be moved when dragged
  38252. */
  38253. moveAttached: boolean;
  38254. /**
  38255. * If the drag behavior will react to drag events (Default: true)
  38256. */
  38257. enabled: boolean;
  38258. /**
  38259. * If pointer events should start and release the drag (Default: true)
  38260. */
  38261. startAndReleaseDragOnPointerEvents: boolean;
  38262. /**
  38263. * If camera controls should be detached during the drag
  38264. */
  38265. detachCameraControls: boolean;
  38266. /**
  38267. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38268. */
  38269. useObjectOrienationForDragging: boolean;
  38270. private _options;
  38271. /**
  38272. * Creates a pointer drag behavior that can be attached to a mesh
  38273. * @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)
  38274. */
  38275. constructor(options?: {
  38276. dragAxis?: Vector3;
  38277. dragPlaneNormal?: Vector3;
  38278. });
  38279. /**
  38280. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38281. */
  38282. validateDrag: (targetPosition: Vector3) => boolean;
  38283. /**
  38284. * The name of the behavior
  38285. */
  38286. readonly name: string;
  38287. /**
  38288. * Initializes the behavior
  38289. */
  38290. init(): void;
  38291. private _tmpVector;
  38292. private _alternatePickedPoint;
  38293. private _worldDragAxis;
  38294. private _targetPosition;
  38295. private _attachedElement;
  38296. /**
  38297. * Attaches the drag behavior the passed in mesh
  38298. * @param ownerNode The mesh that will be dragged around once attached
  38299. * @param predicate Predicate to use for pick filtering
  38300. */
  38301. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38302. /**
  38303. * Force relase the drag action by code.
  38304. */
  38305. releaseDrag(): void;
  38306. private _startDragRay;
  38307. private _lastPointerRay;
  38308. /**
  38309. * Simulates the start of a pointer drag event on the behavior
  38310. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38311. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38312. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38313. */
  38314. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38315. private _startDrag;
  38316. private _dragDelta;
  38317. private _moveDrag;
  38318. private _pickWithRayOnDragPlane;
  38319. private _pointA;
  38320. private _pointB;
  38321. private _pointC;
  38322. private _lineA;
  38323. private _lineB;
  38324. private _localAxis;
  38325. private _lookAt;
  38326. private _updateDragPlanePosition;
  38327. /**
  38328. * Detaches the behavior from the mesh
  38329. */
  38330. detach(): void;
  38331. }
  38332. }
  38333. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38334. import { Mesh } from "babylonjs/Meshes/mesh";
  38335. import { Behavior } from "babylonjs/Behaviors/behavior";
  38336. /**
  38337. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38338. */
  38339. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38340. private _dragBehaviorA;
  38341. private _dragBehaviorB;
  38342. private _startDistance;
  38343. private _initialScale;
  38344. private _targetScale;
  38345. private _ownerNode;
  38346. private _sceneRenderObserver;
  38347. /**
  38348. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38349. */
  38350. constructor();
  38351. /**
  38352. * The name of the behavior
  38353. */
  38354. readonly name: string;
  38355. /**
  38356. * Initializes the behavior
  38357. */
  38358. init(): void;
  38359. private _getCurrentDistance;
  38360. /**
  38361. * Attaches the scale behavior the passed in mesh
  38362. * @param ownerNode The mesh that will be scaled around once attached
  38363. */
  38364. attach(ownerNode: Mesh): void;
  38365. /**
  38366. * Detaches the behavior from the mesh
  38367. */
  38368. detach(): void;
  38369. }
  38370. }
  38371. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38372. import { Behavior } from "babylonjs/Behaviors/behavior";
  38373. import { Mesh } from "babylonjs/Meshes/mesh";
  38374. import { Observable } from "babylonjs/Misc/observable";
  38375. /**
  38376. * 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
  38377. */
  38378. export class SixDofDragBehavior implements Behavior<Mesh> {
  38379. private static _virtualScene;
  38380. private _ownerNode;
  38381. private _sceneRenderObserver;
  38382. private _scene;
  38383. private _targetPosition;
  38384. private _virtualOriginMesh;
  38385. private _virtualDragMesh;
  38386. private _pointerObserver;
  38387. private _moving;
  38388. private _startingOrientation;
  38389. /**
  38390. * 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)
  38391. */
  38392. private zDragFactor;
  38393. /**
  38394. * If the object should rotate to face the drag origin
  38395. */
  38396. rotateDraggedObject: boolean;
  38397. /**
  38398. * If the behavior is currently in a dragging state
  38399. */
  38400. dragging: boolean;
  38401. /**
  38402. * 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)
  38403. */
  38404. dragDeltaRatio: number;
  38405. /**
  38406. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38407. */
  38408. currentDraggingPointerID: number;
  38409. /**
  38410. * If camera controls should be detached during the drag
  38411. */
  38412. detachCameraControls: boolean;
  38413. /**
  38414. * Fires each time a drag starts
  38415. */
  38416. onDragStartObservable: Observable<{}>;
  38417. /**
  38418. * Fires each time a drag ends (eg. mouse release after drag)
  38419. */
  38420. onDragEndObservable: Observable<{}>;
  38421. /**
  38422. * 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
  38423. */
  38424. constructor();
  38425. /**
  38426. * The name of the behavior
  38427. */
  38428. readonly name: string;
  38429. /**
  38430. * Initializes the behavior
  38431. */
  38432. init(): void;
  38433. /**
  38434. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38435. */
  38436. private readonly _pointerCamera;
  38437. /**
  38438. * Attaches the scale behavior the passed in mesh
  38439. * @param ownerNode The mesh that will be scaled around once attached
  38440. */
  38441. attach(ownerNode: Mesh): void;
  38442. /**
  38443. * Detaches the behavior from the mesh
  38444. */
  38445. detach(): void;
  38446. }
  38447. }
  38448. declare module "babylonjs/Behaviors/Meshes/index" {
  38449. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38450. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38451. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38452. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38453. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38454. }
  38455. declare module "babylonjs/Behaviors/index" {
  38456. export * from "babylonjs/Behaviors/behavior";
  38457. export * from "babylonjs/Behaviors/Cameras/index";
  38458. export * from "babylonjs/Behaviors/Meshes/index";
  38459. }
  38460. declare module "babylonjs/Bones/boneIKController" {
  38461. import { Bone } from "babylonjs/Bones/bone";
  38462. import { Vector3 } from "babylonjs/Maths/math.vector";
  38463. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38464. import { Nullable } from "babylonjs/types";
  38465. /**
  38466. * Class used to apply inverse kinematics to bones
  38467. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38468. */
  38469. export class BoneIKController {
  38470. private static _tmpVecs;
  38471. private static _tmpQuat;
  38472. private static _tmpMats;
  38473. /**
  38474. * Gets or sets the target mesh
  38475. */
  38476. targetMesh: AbstractMesh;
  38477. /** Gets or sets the mesh used as pole */
  38478. poleTargetMesh: AbstractMesh;
  38479. /**
  38480. * Gets or sets the bone used as pole
  38481. */
  38482. poleTargetBone: Nullable<Bone>;
  38483. /**
  38484. * Gets or sets the target position
  38485. */
  38486. targetPosition: Vector3;
  38487. /**
  38488. * Gets or sets the pole target position
  38489. */
  38490. poleTargetPosition: Vector3;
  38491. /**
  38492. * Gets or sets the pole target local offset
  38493. */
  38494. poleTargetLocalOffset: Vector3;
  38495. /**
  38496. * Gets or sets the pole angle
  38497. */
  38498. poleAngle: number;
  38499. /**
  38500. * Gets or sets the mesh associated with the controller
  38501. */
  38502. mesh: AbstractMesh;
  38503. /**
  38504. * 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)
  38505. */
  38506. slerpAmount: number;
  38507. private _bone1Quat;
  38508. private _bone1Mat;
  38509. private _bone2Ang;
  38510. private _bone1;
  38511. private _bone2;
  38512. private _bone1Length;
  38513. private _bone2Length;
  38514. private _maxAngle;
  38515. private _maxReach;
  38516. private _rightHandedSystem;
  38517. private _bendAxis;
  38518. private _slerping;
  38519. private _adjustRoll;
  38520. /**
  38521. * Gets or sets maximum allowed angle
  38522. */
  38523. maxAngle: number;
  38524. /**
  38525. * Creates a new BoneIKController
  38526. * @param mesh defines the mesh to control
  38527. * @param bone defines the bone to control
  38528. * @param options defines options to set up the controller
  38529. */
  38530. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38531. targetMesh?: AbstractMesh;
  38532. poleTargetMesh?: AbstractMesh;
  38533. poleTargetBone?: Bone;
  38534. poleTargetLocalOffset?: Vector3;
  38535. poleAngle?: number;
  38536. bendAxis?: Vector3;
  38537. maxAngle?: number;
  38538. slerpAmount?: number;
  38539. });
  38540. private _setMaxAngle;
  38541. /**
  38542. * Force the controller to update the bones
  38543. */
  38544. update(): void;
  38545. }
  38546. }
  38547. declare module "babylonjs/Bones/boneLookController" {
  38548. import { Vector3 } from "babylonjs/Maths/math.vector";
  38549. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38550. import { Bone } from "babylonjs/Bones/bone";
  38551. import { Space } from "babylonjs/Maths/math.axis";
  38552. /**
  38553. * Class used to make a bone look toward a point in space
  38554. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38555. */
  38556. export class BoneLookController {
  38557. private static _tmpVecs;
  38558. private static _tmpQuat;
  38559. private static _tmpMats;
  38560. /**
  38561. * The target Vector3 that the bone will look at
  38562. */
  38563. target: Vector3;
  38564. /**
  38565. * The mesh that the bone is attached to
  38566. */
  38567. mesh: AbstractMesh;
  38568. /**
  38569. * The bone that will be looking to the target
  38570. */
  38571. bone: Bone;
  38572. /**
  38573. * The up axis of the coordinate system that is used when the bone is rotated
  38574. */
  38575. upAxis: Vector3;
  38576. /**
  38577. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38578. */
  38579. upAxisSpace: Space;
  38580. /**
  38581. * Used to make an adjustment to the yaw of the bone
  38582. */
  38583. adjustYaw: number;
  38584. /**
  38585. * Used to make an adjustment to the pitch of the bone
  38586. */
  38587. adjustPitch: number;
  38588. /**
  38589. * Used to make an adjustment to the roll of the bone
  38590. */
  38591. adjustRoll: number;
  38592. /**
  38593. * 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)
  38594. */
  38595. slerpAmount: number;
  38596. private _minYaw;
  38597. private _maxYaw;
  38598. private _minPitch;
  38599. private _maxPitch;
  38600. private _minYawSin;
  38601. private _minYawCos;
  38602. private _maxYawSin;
  38603. private _maxYawCos;
  38604. private _midYawConstraint;
  38605. private _minPitchTan;
  38606. private _maxPitchTan;
  38607. private _boneQuat;
  38608. private _slerping;
  38609. private _transformYawPitch;
  38610. private _transformYawPitchInv;
  38611. private _firstFrameSkipped;
  38612. private _yawRange;
  38613. private _fowardAxis;
  38614. /**
  38615. * Gets or sets the minimum yaw angle that the bone can look to
  38616. */
  38617. minYaw: number;
  38618. /**
  38619. * Gets or sets the maximum yaw angle that the bone can look to
  38620. */
  38621. maxYaw: number;
  38622. /**
  38623. * Gets or sets the minimum pitch angle that the bone can look to
  38624. */
  38625. minPitch: number;
  38626. /**
  38627. * Gets or sets the maximum pitch angle that the bone can look to
  38628. */
  38629. maxPitch: number;
  38630. /**
  38631. * Create a BoneLookController
  38632. * @param mesh the mesh that the bone belongs to
  38633. * @param bone the bone that will be looking to the target
  38634. * @param target the target Vector3 to look at
  38635. * @param options optional settings:
  38636. * * maxYaw: the maximum angle the bone will yaw to
  38637. * * minYaw: the minimum angle the bone will yaw to
  38638. * * maxPitch: the maximum angle the bone will pitch to
  38639. * * minPitch: the minimum angle the bone will yaw to
  38640. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38641. * * upAxis: the up axis of the coordinate system
  38642. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38643. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38644. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38645. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38646. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38647. * * adjustRoll: used to make an adjustment to the roll of the bone
  38648. **/
  38649. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38650. maxYaw?: number;
  38651. minYaw?: number;
  38652. maxPitch?: number;
  38653. minPitch?: number;
  38654. slerpAmount?: number;
  38655. upAxis?: Vector3;
  38656. upAxisSpace?: Space;
  38657. yawAxis?: Vector3;
  38658. pitchAxis?: Vector3;
  38659. adjustYaw?: number;
  38660. adjustPitch?: number;
  38661. adjustRoll?: number;
  38662. });
  38663. /**
  38664. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38665. */
  38666. update(): void;
  38667. private _getAngleDiff;
  38668. private _getAngleBetween;
  38669. private _isAngleBetween;
  38670. }
  38671. }
  38672. declare module "babylonjs/Bones/index" {
  38673. export * from "babylonjs/Bones/bone";
  38674. export * from "babylonjs/Bones/boneIKController";
  38675. export * from "babylonjs/Bones/boneLookController";
  38676. export * from "babylonjs/Bones/skeleton";
  38677. }
  38678. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38679. import { Nullable } from "babylonjs/types";
  38680. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38681. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38682. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38683. /**
  38684. * Manage the gamepad inputs to control an arc rotate camera.
  38685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38686. */
  38687. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38688. /**
  38689. * Defines the camera the input is attached to.
  38690. */
  38691. camera: ArcRotateCamera;
  38692. /**
  38693. * Defines the gamepad the input is gathering event from.
  38694. */
  38695. gamepad: Nullable<Gamepad>;
  38696. /**
  38697. * Defines the gamepad rotation sensiblity.
  38698. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38699. */
  38700. gamepadRotationSensibility: number;
  38701. /**
  38702. * Defines the gamepad move sensiblity.
  38703. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38704. */
  38705. gamepadMoveSensibility: number;
  38706. private _yAxisScale;
  38707. /**
  38708. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38709. */
  38710. invertYAxis: boolean;
  38711. private _onGamepadConnectedObserver;
  38712. private _onGamepadDisconnectedObserver;
  38713. /**
  38714. * Attach the input controls to a specific dom element to get the input from.
  38715. * @param element Defines the element the controls should be listened from
  38716. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38717. */
  38718. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38719. /**
  38720. * Detach the current controls from the specified dom element.
  38721. * @param element Defines the element to stop listening the inputs from
  38722. */
  38723. detachControl(element: Nullable<HTMLElement>): void;
  38724. /**
  38725. * Update the current camera state depending on the inputs that have been used this frame.
  38726. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38727. */
  38728. checkInputs(): void;
  38729. /**
  38730. * Gets the class name of the current intput.
  38731. * @returns the class name
  38732. */
  38733. getClassName(): string;
  38734. /**
  38735. * Get the friendly name associated with the input class.
  38736. * @returns the input friendly name
  38737. */
  38738. getSimpleName(): string;
  38739. }
  38740. }
  38741. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38742. import { Nullable } from "babylonjs/types";
  38743. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38744. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38745. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38746. interface ArcRotateCameraInputsManager {
  38747. /**
  38748. * Add orientation input support to the input manager.
  38749. * @returns the current input manager
  38750. */
  38751. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38752. }
  38753. }
  38754. /**
  38755. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38756. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38757. */
  38758. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38759. /**
  38760. * Defines the camera the input is attached to.
  38761. */
  38762. camera: ArcRotateCamera;
  38763. /**
  38764. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38765. */
  38766. alphaCorrection: number;
  38767. /**
  38768. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38769. */
  38770. gammaCorrection: number;
  38771. private _alpha;
  38772. private _gamma;
  38773. private _dirty;
  38774. private _deviceOrientationHandler;
  38775. /**
  38776. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38777. */
  38778. constructor();
  38779. /**
  38780. * Attach the input controls to a specific dom element to get the input from.
  38781. * @param element Defines the element the controls should be listened from
  38782. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38783. */
  38784. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38785. /** @hidden */
  38786. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38787. /**
  38788. * Update the current camera state depending on the inputs that have been used this frame.
  38789. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38790. */
  38791. checkInputs(): void;
  38792. /**
  38793. * Detach the current controls from the specified dom element.
  38794. * @param element Defines the element to stop listening the inputs from
  38795. */
  38796. detachControl(element: Nullable<HTMLElement>): void;
  38797. /**
  38798. * Gets the class name of the current intput.
  38799. * @returns the class name
  38800. */
  38801. getClassName(): string;
  38802. /**
  38803. * Get the friendly name associated with the input class.
  38804. * @returns the input friendly name
  38805. */
  38806. getSimpleName(): string;
  38807. }
  38808. }
  38809. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38810. import { Nullable } from "babylonjs/types";
  38811. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38812. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38813. /**
  38814. * Listen to mouse events to control the camera.
  38815. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38816. */
  38817. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38818. /**
  38819. * Defines the camera the input is attached to.
  38820. */
  38821. camera: FlyCamera;
  38822. /**
  38823. * Defines if touch is enabled. (Default is true.)
  38824. */
  38825. touchEnabled: boolean;
  38826. /**
  38827. * Defines the buttons associated with the input to handle camera rotation.
  38828. */
  38829. buttons: number[];
  38830. /**
  38831. * Assign buttons for Yaw control.
  38832. */
  38833. buttonsYaw: number[];
  38834. /**
  38835. * Assign buttons for Pitch control.
  38836. */
  38837. buttonsPitch: number[];
  38838. /**
  38839. * Assign buttons for Roll control.
  38840. */
  38841. buttonsRoll: number[];
  38842. /**
  38843. * Detect if any button is being pressed while mouse is moved.
  38844. * -1 = Mouse locked.
  38845. * 0 = Left button.
  38846. * 1 = Middle Button.
  38847. * 2 = Right Button.
  38848. */
  38849. activeButton: number;
  38850. /**
  38851. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38852. * Higher values reduce its sensitivity.
  38853. */
  38854. angularSensibility: number;
  38855. private _mousemoveCallback;
  38856. private _observer;
  38857. private _rollObserver;
  38858. private previousPosition;
  38859. private noPreventDefault;
  38860. private element;
  38861. /**
  38862. * Listen to mouse events to control the camera.
  38863. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38864. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38865. */
  38866. constructor(touchEnabled?: boolean);
  38867. /**
  38868. * Attach the mouse control to the HTML DOM element.
  38869. * @param element Defines the element that listens to the input events.
  38870. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38871. */
  38872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38873. /**
  38874. * Detach the current controls from the specified dom element.
  38875. * @param element Defines the element to stop listening the inputs from
  38876. */
  38877. detachControl(element: Nullable<HTMLElement>): void;
  38878. /**
  38879. * Gets the class name of the current input.
  38880. * @returns the class name.
  38881. */
  38882. getClassName(): string;
  38883. /**
  38884. * Get the friendly name associated with the input class.
  38885. * @returns the input's friendly name.
  38886. */
  38887. getSimpleName(): string;
  38888. private _pointerInput;
  38889. private _onMouseMove;
  38890. /**
  38891. * Rotate camera by mouse offset.
  38892. */
  38893. private rotateCamera;
  38894. }
  38895. }
  38896. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38897. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38898. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38899. /**
  38900. * Default Inputs manager for the FlyCamera.
  38901. * It groups all the default supported inputs for ease of use.
  38902. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38903. */
  38904. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38905. /**
  38906. * Instantiates a new FlyCameraInputsManager.
  38907. * @param camera Defines the camera the inputs belong to.
  38908. */
  38909. constructor(camera: FlyCamera);
  38910. /**
  38911. * Add keyboard input support to the input manager.
  38912. * @returns the new FlyCameraKeyboardMoveInput().
  38913. */
  38914. addKeyboard(): FlyCameraInputsManager;
  38915. /**
  38916. * Add mouse input support to the input manager.
  38917. * @param touchEnabled Enable touch screen support.
  38918. * @returns the new FlyCameraMouseInput().
  38919. */
  38920. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38921. }
  38922. }
  38923. declare module "babylonjs/Cameras/flyCamera" {
  38924. import { Scene } from "babylonjs/scene";
  38925. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38927. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38928. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38929. /**
  38930. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38931. * such as in a 3D Space Shooter or a Flight Simulator.
  38932. */
  38933. export class FlyCamera extends TargetCamera {
  38934. /**
  38935. * Define the collision ellipsoid of the camera.
  38936. * This is helpful for simulating a camera body, like a player's body.
  38937. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38938. */
  38939. ellipsoid: Vector3;
  38940. /**
  38941. * Define an offset for the position of the ellipsoid around the camera.
  38942. * This can be helpful if the camera is attached away from the player's body center,
  38943. * such as at its head.
  38944. */
  38945. ellipsoidOffset: Vector3;
  38946. /**
  38947. * Enable or disable collisions of the camera with the rest of the scene objects.
  38948. */
  38949. checkCollisions: boolean;
  38950. /**
  38951. * Enable or disable gravity on the camera.
  38952. */
  38953. applyGravity: boolean;
  38954. /**
  38955. * Define the current direction the camera is moving to.
  38956. */
  38957. cameraDirection: Vector3;
  38958. /**
  38959. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38960. * This overrides and empties cameraRotation.
  38961. */
  38962. rotationQuaternion: Quaternion;
  38963. /**
  38964. * Track Roll to maintain the wanted Rolling when looking around.
  38965. */
  38966. _trackRoll: number;
  38967. /**
  38968. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38969. */
  38970. rollCorrect: number;
  38971. /**
  38972. * Mimic a banked turn, Rolling the camera when Yawing.
  38973. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38974. */
  38975. bankedTurn: boolean;
  38976. /**
  38977. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38978. */
  38979. bankedTurnLimit: number;
  38980. /**
  38981. * Value of 0 disables the banked Roll.
  38982. * Value of 1 is equal to the Yaw angle in radians.
  38983. */
  38984. bankedTurnMultiplier: number;
  38985. /**
  38986. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38987. */
  38988. inputs: FlyCameraInputsManager;
  38989. /**
  38990. * Gets the input sensibility for mouse input.
  38991. * Higher values reduce sensitivity.
  38992. */
  38993. /**
  38994. * Sets the input sensibility for a mouse input.
  38995. * Higher values reduce sensitivity.
  38996. */
  38997. angularSensibility: number;
  38998. /**
  38999. * Get the keys for camera movement forward.
  39000. */
  39001. /**
  39002. * Set the keys for camera movement forward.
  39003. */
  39004. keysForward: number[];
  39005. /**
  39006. * Get the keys for camera movement backward.
  39007. */
  39008. keysBackward: number[];
  39009. /**
  39010. * Get the keys for camera movement up.
  39011. */
  39012. /**
  39013. * Set the keys for camera movement up.
  39014. */
  39015. keysUp: number[];
  39016. /**
  39017. * Get the keys for camera movement down.
  39018. */
  39019. /**
  39020. * Set the keys for camera movement down.
  39021. */
  39022. keysDown: number[];
  39023. /**
  39024. * Get the keys for camera movement left.
  39025. */
  39026. /**
  39027. * Set the keys for camera movement left.
  39028. */
  39029. keysLeft: number[];
  39030. /**
  39031. * Set the keys for camera movement right.
  39032. */
  39033. /**
  39034. * Set the keys for camera movement right.
  39035. */
  39036. keysRight: number[];
  39037. /**
  39038. * Event raised when the camera collides with a mesh in the scene.
  39039. */
  39040. onCollide: (collidedMesh: AbstractMesh) => void;
  39041. private _collider;
  39042. private _needMoveForGravity;
  39043. private _oldPosition;
  39044. private _diffPosition;
  39045. private _newPosition;
  39046. /** @hidden */
  39047. _localDirection: Vector3;
  39048. /** @hidden */
  39049. _transformedDirection: Vector3;
  39050. /**
  39051. * Instantiates a FlyCamera.
  39052. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39053. * such as in a 3D Space Shooter or a Flight Simulator.
  39054. * @param name Define the name of the camera in the scene.
  39055. * @param position Define the starting position of the camera in the scene.
  39056. * @param scene Define the scene the camera belongs to.
  39057. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39058. */
  39059. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39060. /**
  39061. * Attach a control to the HTML DOM element.
  39062. * @param element Defines the element that listens to the input events.
  39063. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39064. */
  39065. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39066. /**
  39067. * Detach a control from the HTML DOM element.
  39068. * The camera will stop reacting to that input.
  39069. * @param element Defines the element that listens to the input events.
  39070. */
  39071. detachControl(element: HTMLElement): void;
  39072. private _collisionMask;
  39073. /**
  39074. * Get the mask that the camera ignores in collision events.
  39075. */
  39076. /**
  39077. * Set the mask that the camera ignores in collision events.
  39078. */
  39079. collisionMask: number;
  39080. /** @hidden */
  39081. _collideWithWorld(displacement: Vector3): void;
  39082. /** @hidden */
  39083. private _onCollisionPositionChange;
  39084. /** @hidden */
  39085. _checkInputs(): void;
  39086. /** @hidden */
  39087. _decideIfNeedsToMove(): boolean;
  39088. /** @hidden */
  39089. _updatePosition(): void;
  39090. /**
  39091. * Restore the Roll to its target value at the rate specified.
  39092. * @param rate - Higher means slower restoring.
  39093. * @hidden
  39094. */
  39095. restoreRoll(rate: number): void;
  39096. /**
  39097. * Destroy the camera and release the current resources held by it.
  39098. */
  39099. dispose(): void;
  39100. /**
  39101. * Get the current object class name.
  39102. * @returns the class name.
  39103. */
  39104. getClassName(): string;
  39105. }
  39106. }
  39107. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39108. import { Nullable } from "babylonjs/types";
  39109. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39110. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39111. /**
  39112. * Listen to keyboard events to control the camera.
  39113. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39114. */
  39115. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39116. /**
  39117. * Defines the camera the input is attached to.
  39118. */
  39119. camera: FlyCamera;
  39120. /**
  39121. * The list of keyboard keys used to control the forward move of the camera.
  39122. */
  39123. keysForward: number[];
  39124. /**
  39125. * The list of keyboard keys used to control the backward move of the camera.
  39126. */
  39127. keysBackward: number[];
  39128. /**
  39129. * The list of keyboard keys used to control the forward move of the camera.
  39130. */
  39131. keysUp: number[];
  39132. /**
  39133. * The list of keyboard keys used to control the backward move of the camera.
  39134. */
  39135. keysDown: number[];
  39136. /**
  39137. * The list of keyboard keys used to control the right strafe move of the camera.
  39138. */
  39139. keysRight: number[];
  39140. /**
  39141. * The list of keyboard keys used to control the left strafe move of the camera.
  39142. */
  39143. keysLeft: number[];
  39144. private _keys;
  39145. private _onCanvasBlurObserver;
  39146. private _onKeyboardObserver;
  39147. private _engine;
  39148. private _scene;
  39149. /**
  39150. * Attach the input controls to a specific dom element to get the input from.
  39151. * @param element Defines the element the controls should be listened from
  39152. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39153. */
  39154. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39155. /**
  39156. * Detach the current controls from the specified dom element.
  39157. * @param element Defines the element to stop listening the inputs from
  39158. */
  39159. detachControl(element: Nullable<HTMLElement>): void;
  39160. /**
  39161. * Gets the class name of the current intput.
  39162. * @returns the class name
  39163. */
  39164. getClassName(): string;
  39165. /** @hidden */
  39166. _onLostFocus(e: FocusEvent): void;
  39167. /**
  39168. * Get the friendly name associated with the input class.
  39169. * @returns the input friendly name
  39170. */
  39171. getSimpleName(): string;
  39172. /**
  39173. * Update the current camera state depending on the inputs that have been used this frame.
  39174. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39175. */
  39176. checkInputs(): void;
  39177. }
  39178. }
  39179. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39180. import { Nullable } from "babylonjs/types";
  39181. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39182. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39183. /**
  39184. * Manage the mouse wheel inputs to control a follow camera.
  39185. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39186. */
  39187. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39188. /**
  39189. * Defines the camera the input is attached to.
  39190. */
  39191. camera: FollowCamera;
  39192. /**
  39193. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39194. */
  39195. axisControlRadius: boolean;
  39196. /**
  39197. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39198. */
  39199. axisControlHeight: boolean;
  39200. /**
  39201. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39202. */
  39203. axisControlRotation: boolean;
  39204. /**
  39205. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39206. * relation to mouseWheel events.
  39207. */
  39208. wheelPrecision: number;
  39209. /**
  39210. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39211. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39212. */
  39213. wheelDeltaPercentage: number;
  39214. private _wheel;
  39215. private _observer;
  39216. /**
  39217. * Attach the input controls to a specific dom element to get the input from.
  39218. * @param element Defines the element the controls should be listened from
  39219. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39220. */
  39221. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39222. /**
  39223. * Detach the current controls from the specified dom element.
  39224. * @param element Defines the element to stop listening the inputs from
  39225. */
  39226. detachControl(element: Nullable<HTMLElement>): void;
  39227. /**
  39228. * Gets the class name of the current intput.
  39229. * @returns the class name
  39230. */
  39231. getClassName(): string;
  39232. /**
  39233. * Get the friendly name associated with the input class.
  39234. * @returns the input friendly name
  39235. */
  39236. getSimpleName(): string;
  39237. }
  39238. }
  39239. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39240. import { Nullable } from "babylonjs/types";
  39241. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39242. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39243. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39244. /**
  39245. * Manage the pointers inputs to control an follow camera.
  39246. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39247. */
  39248. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39249. /**
  39250. * Defines the camera the input is attached to.
  39251. */
  39252. camera: FollowCamera;
  39253. /**
  39254. * Gets the class name of the current input.
  39255. * @returns the class name
  39256. */
  39257. getClassName(): string;
  39258. /**
  39259. * Defines the pointer angular sensibility along the X axis or how fast is
  39260. * the camera rotating.
  39261. * A negative number will reverse the axis direction.
  39262. */
  39263. angularSensibilityX: number;
  39264. /**
  39265. * Defines the pointer angular sensibility along the Y axis or how fast is
  39266. * the camera rotating.
  39267. * A negative number will reverse the axis direction.
  39268. */
  39269. angularSensibilityY: number;
  39270. /**
  39271. * Defines the pointer pinch precision or how fast is the camera zooming.
  39272. * A negative number will reverse the axis direction.
  39273. */
  39274. pinchPrecision: number;
  39275. /**
  39276. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39277. * from 0.
  39278. * It defines the percentage of current camera.radius to use as delta when
  39279. * pinch zoom is used.
  39280. */
  39281. pinchDeltaPercentage: number;
  39282. /**
  39283. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39284. */
  39285. axisXControlRadius: boolean;
  39286. /**
  39287. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39288. */
  39289. axisXControlHeight: boolean;
  39290. /**
  39291. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39292. */
  39293. axisXControlRotation: boolean;
  39294. /**
  39295. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39296. */
  39297. axisYControlRadius: boolean;
  39298. /**
  39299. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39300. */
  39301. axisYControlHeight: boolean;
  39302. /**
  39303. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39304. */
  39305. axisYControlRotation: boolean;
  39306. /**
  39307. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39308. */
  39309. axisPinchControlRadius: boolean;
  39310. /**
  39311. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39312. */
  39313. axisPinchControlHeight: boolean;
  39314. /**
  39315. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39316. */
  39317. axisPinchControlRotation: boolean;
  39318. /**
  39319. * Log error messages if basic misconfiguration has occurred.
  39320. */
  39321. warningEnable: boolean;
  39322. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39323. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39324. private _warningCounter;
  39325. private _warning;
  39326. }
  39327. }
  39328. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39329. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39330. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39331. /**
  39332. * Default Inputs manager for the FollowCamera.
  39333. * It groups all the default supported inputs for ease of use.
  39334. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39335. */
  39336. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39337. /**
  39338. * Instantiates a new FollowCameraInputsManager.
  39339. * @param camera Defines the camera the inputs belong to
  39340. */
  39341. constructor(camera: FollowCamera);
  39342. /**
  39343. * Add keyboard input support to the input manager.
  39344. * @returns the current input manager
  39345. */
  39346. addKeyboard(): FollowCameraInputsManager;
  39347. /**
  39348. * Add mouse wheel input support to the input manager.
  39349. * @returns the current input manager
  39350. */
  39351. addMouseWheel(): FollowCameraInputsManager;
  39352. /**
  39353. * Add pointers input support to the input manager.
  39354. * @returns the current input manager
  39355. */
  39356. addPointers(): FollowCameraInputsManager;
  39357. /**
  39358. * Add orientation input support to the input manager.
  39359. * @returns the current input manager
  39360. */
  39361. addVRDeviceOrientation(): FollowCameraInputsManager;
  39362. }
  39363. }
  39364. declare module "babylonjs/Cameras/followCamera" {
  39365. import { Nullable } from "babylonjs/types";
  39366. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39367. import { Scene } from "babylonjs/scene";
  39368. import { Vector3 } from "babylonjs/Maths/math.vector";
  39369. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39370. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39371. /**
  39372. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39373. * an arc rotate version arcFollowCamera are available.
  39374. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39375. */
  39376. export class FollowCamera extends TargetCamera {
  39377. /**
  39378. * Distance the follow camera should follow an object at
  39379. */
  39380. radius: number;
  39381. /**
  39382. * Minimum allowed distance of the camera to the axis of rotation
  39383. * (The camera can not get closer).
  39384. * This can help limiting how the Camera is able to move in the scene.
  39385. */
  39386. lowerRadiusLimit: Nullable<number>;
  39387. /**
  39388. * Maximum allowed distance of the camera to the axis of rotation
  39389. * (The camera can not get further).
  39390. * This can help limiting how the Camera is able to move in the scene.
  39391. */
  39392. upperRadiusLimit: Nullable<number>;
  39393. /**
  39394. * Define a rotation offset between the camera and the object it follows
  39395. */
  39396. rotationOffset: number;
  39397. /**
  39398. * Minimum allowed angle to camera position relative to target object.
  39399. * This can help limiting how the Camera is able to move in the scene.
  39400. */
  39401. lowerRotationOffsetLimit: Nullable<number>;
  39402. /**
  39403. * Maximum allowed angle to camera position relative to target object.
  39404. * This can help limiting how the Camera is able to move in the scene.
  39405. */
  39406. upperRotationOffsetLimit: Nullable<number>;
  39407. /**
  39408. * Define a height offset between the camera and the object it follows.
  39409. * It can help following an object from the top (like a car chaing a plane)
  39410. */
  39411. heightOffset: number;
  39412. /**
  39413. * Minimum allowed height of camera position relative to target object.
  39414. * This can help limiting how the Camera is able to move in the scene.
  39415. */
  39416. lowerHeightOffsetLimit: Nullable<number>;
  39417. /**
  39418. * Maximum allowed height of camera position relative to target object.
  39419. * This can help limiting how the Camera is able to move in the scene.
  39420. */
  39421. upperHeightOffsetLimit: Nullable<number>;
  39422. /**
  39423. * Define how fast the camera can accelerate to follow it s target.
  39424. */
  39425. cameraAcceleration: number;
  39426. /**
  39427. * Define the speed limit of the camera following an object.
  39428. */
  39429. maxCameraSpeed: number;
  39430. /**
  39431. * Define the target of the camera.
  39432. */
  39433. lockedTarget: Nullable<AbstractMesh>;
  39434. /**
  39435. * Defines the input associated with the camera.
  39436. */
  39437. inputs: FollowCameraInputsManager;
  39438. /**
  39439. * Instantiates the follow camera.
  39440. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39441. * @param name Define the name of the camera in the scene
  39442. * @param position Define the position of the camera
  39443. * @param scene Define the scene the camera belong to
  39444. * @param lockedTarget Define the target of the camera
  39445. */
  39446. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39447. private _follow;
  39448. /**
  39449. * Attached controls to the current camera.
  39450. * @param element Defines the element the controls should be listened from
  39451. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39452. */
  39453. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39454. /**
  39455. * Detach the current controls from the camera.
  39456. * The camera will stop reacting to inputs.
  39457. * @param element Defines the element to stop listening the inputs from
  39458. */
  39459. detachControl(element: HTMLElement): void;
  39460. /** @hidden */
  39461. _checkInputs(): void;
  39462. private _checkLimits;
  39463. /**
  39464. * Gets the camera class name.
  39465. * @returns the class name
  39466. */
  39467. getClassName(): string;
  39468. }
  39469. /**
  39470. * Arc Rotate version of the follow camera.
  39471. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39472. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39473. */
  39474. export class ArcFollowCamera extends TargetCamera {
  39475. /** The longitudinal angle of the camera */
  39476. alpha: number;
  39477. /** The latitudinal angle of the camera */
  39478. beta: number;
  39479. /** The radius of the camera from its target */
  39480. radius: number;
  39481. /** Define the camera target (the messh it should follow) */
  39482. target: Nullable<AbstractMesh>;
  39483. private _cartesianCoordinates;
  39484. /**
  39485. * Instantiates a new ArcFollowCamera
  39486. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39487. * @param name Define the name of the camera
  39488. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39489. * @param beta Define the rotation angle of the camera around the elevation axis
  39490. * @param radius Define the radius of the camera from its target point
  39491. * @param target Define the target of the camera
  39492. * @param scene Define the scene the camera belongs to
  39493. */
  39494. constructor(name: string,
  39495. /** The longitudinal angle of the camera */
  39496. alpha: number,
  39497. /** The latitudinal angle of the camera */
  39498. beta: number,
  39499. /** The radius of the camera from its target */
  39500. radius: number,
  39501. /** Define the camera target (the messh it should follow) */
  39502. target: Nullable<AbstractMesh>, scene: Scene);
  39503. private _follow;
  39504. /** @hidden */
  39505. _checkInputs(): void;
  39506. /**
  39507. * Returns the class name of the object.
  39508. * It is mostly used internally for serialization purposes.
  39509. */
  39510. getClassName(): string;
  39511. }
  39512. }
  39513. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39514. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39515. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39516. import { Nullable } from "babylonjs/types";
  39517. /**
  39518. * Manage the keyboard inputs to control the movement of a follow camera.
  39519. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39520. */
  39521. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39522. /**
  39523. * Defines the camera the input is attached to.
  39524. */
  39525. camera: FollowCamera;
  39526. /**
  39527. * Defines the list of key codes associated with the up action (increase heightOffset)
  39528. */
  39529. keysHeightOffsetIncr: number[];
  39530. /**
  39531. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39532. */
  39533. keysHeightOffsetDecr: number[];
  39534. /**
  39535. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39536. */
  39537. keysHeightOffsetModifierAlt: boolean;
  39538. /**
  39539. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39540. */
  39541. keysHeightOffsetModifierCtrl: boolean;
  39542. /**
  39543. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39544. */
  39545. keysHeightOffsetModifierShift: boolean;
  39546. /**
  39547. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39548. */
  39549. keysRotationOffsetIncr: number[];
  39550. /**
  39551. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39552. */
  39553. keysRotationOffsetDecr: number[];
  39554. /**
  39555. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39556. */
  39557. keysRotationOffsetModifierAlt: boolean;
  39558. /**
  39559. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39560. */
  39561. keysRotationOffsetModifierCtrl: boolean;
  39562. /**
  39563. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39564. */
  39565. keysRotationOffsetModifierShift: boolean;
  39566. /**
  39567. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39568. */
  39569. keysRadiusIncr: number[];
  39570. /**
  39571. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39572. */
  39573. keysRadiusDecr: number[];
  39574. /**
  39575. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39576. */
  39577. keysRadiusModifierAlt: boolean;
  39578. /**
  39579. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39580. */
  39581. keysRadiusModifierCtrl: boolean;
  39582. /**
  39583. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39584. */
  39585. keysRadiusModifierShift: boolean;
  39586. /**
  39587. * Defines the rate of change of heightOffset.
  39588. */
  39589. heightSensibility: number;
  39590. /**
  39591. * Defines the rate of change of rotationOffset.
  39592. */
  39593. rotationSensibility: number;
  39594. /**
  39595. * Defines the rate of change of radius.
  39596. */
  39597. radiusSensibility: number;
  39598. private _keys;
  39599. private _ctrlPressed;
  39600. private _altPressed;
  39601. private _shiftPressed;
  39602. private _onCanvasBlurObserver;
  39603. private _onKeyboardObserver;
  39604. private _engine;
  39605. private _scene;
  39606. /**
  39607. * Attach the input controls to a specific dom element to get the input from.
  39608. * @param element Defines the element the controls should be listened from
  39609. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39610. */
  39611. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39612. /**
  39613. * Detach the current controls from the specified dom element.
  39614. * @param element Defines the element to stop listening the inputs from
  39615. */
  39616. detachControl(element: Nullable<HTMLElement>): void;
  39617. /**
  39618. * Update the current camera state depending on the inputs that have been used this frame.
  39619. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39620. */
  39621. checkInputs(): void;
  39622. /**
  39623. * Gets the class name of the current input.
  39624. * @returns the class name
  39625. */
  39626. getClassName(): string;
  39627. /**
  39628. * Get the friendly name associated with the input class.
  39629. * @returns the input friendly name
  39630. */
  39631. getSimpleName(): string;
  39632. /**
  39633. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39634. * allow modification of the heightOffset value.
  39635. */
  39636. private _modifierHeightOffset;
  39637. /**
  39638. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39639. * allow modification of the rotationOffset value.
  39640. */
  39641. private _modifierRotationOffset;
  39642. /**
  39643. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39644. * allow modification of the radius value.
  39645. */
  39646. private _modifierRadius;
  39647. }
  39648. }
  39649. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39650. import { Nullable } from "babylonjs/types";
  39651. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39652. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39653. import { Observable } from "babylonjs/Misc/observable";
  39654. module "babylonjs/Cameras/freeCameraInputsManager" {
  39655. interface FreeCameraInputsManager {
  39656. /**
  39657. * @hidden
  39658. */
  39659. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39660. /**
  39661. * Add orientation input support to the input manager.
  39662. * @returns the current input manager
  39663. */
  39664. addDeviceOrientation(): FreeCameraInputsManager;
  39665. }
  39666. }
  39667. /**
  39668. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39669. * Screen rotation is taken into account.
  39670. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39671. */
  39672. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39673. private _camera;
  39674. private _screenOrientationAngle;
  39675. private _constantTranform;
  39676. private _screenQuaternion;
  39677. private _alpha;
  39678. private _beta;
  39679. private _gamma;
  39680. /**
  39681. * Can be used to detect if a device orientation sensor is availible on a device
  39682. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39683. * @returns a promise that will resolve on orientation change
  39684. */
  39685. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39686. /**
  39687. * @hidden
  39688. */
  39689. _onDeviceOrientationChangedObservable: Observable<void>;
  39690. /**
  39691. * Instantiates a new input
  39692. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39693. */
  39694. constructor();
  39695. /**
  39696. * Define the camera controlled by the input.
  39697. */
  39698. camera: FreeCamera;
  39699. /**
  39700. * Attach the input controls to a specific dom element to get the input from.
  39701. * @param element Defines the element the controls should be listened from
  39702. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39703. */
  39704. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39705. private _orientationChanged;
  39706. private _deviceOrientation;
  39707. /**
  39708. * Detach the current controls from the specified dom element.
  39709. * @param element Defines the element to stop listening the inputs from
  39710. */
  39711. detachControl(element: Nullable<HTMLElement>): void;
  39712. /**
  39713. * Update the current camera state depending on the inputs that have been used this frame.
  39714. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39715. */
  39716. checkInputs(): void;
  39717. /**
  39718. * Gets the class name of the current intput.
  39719. * @returns the class name
  39720. */
  39721. getClassName(): string;
  39722. /**
  39723. * Get the friendly name associated with the input class.
  39724. * @returns the input friendly name
  39725. */
  39726. getSimpleName(): string;
  39727. }
  39728. }
  39729. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39730. import { Nullable } from "babylonjs/types";
  39731. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39732. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39733. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39734. /**
  39735. * Manage the gamepad inputs to control a free camera.
  39736. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39737. */
  39738. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39739. /**
  39740. * Define the camera the input is attached to.
  39741. */
  39742. camera: FreeCamera;
  39743. /**
  39744. * Define the Gamepad controlling the input
  39745. */
  39746. gamepad: Nullable<Gamepad>;
  39747. /**
  39748. * Defines the gamepad rotation sensiblity.
  39749. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39750. */
  39751. gamepadAngularSensibility: number;
  39752. /**
  39753. * Defines the gamepad move sensiblity.
  39754. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39755. */
  39756. gamepadMoveSensibility: number;
  39757. private _yAxisScale;
  39758. /**
  39759. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39760. */
  39761. invertYAxis: boolean;
  39762. private _onGamepadConnectedObserver;
  39763. private _onGamepadDisconnectedObserver;
  39764. private _cameraTransform;
  39765. private _deltaTransform;
  39766. private _vector3;
  39767. private _vector2;
  39768. /**
  39769. * Attach the input controls to a specific dom element to get the input from.
  39770. * @param element Defines the element the controls should be listened from
  39771. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39772. */
  39773. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39774. /**
  39775. * Detach the current controls from the specified dom element.
  39776. * @param element Defines the element to stop listening the inputs from
  39777. */
  39778. detachControl(element: Nullable<HTMLElement>): void;
  39779. /**
  39780. * Update the current camera state depending on the inputs that have been used this frame.
  39781. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39782. */
  39783. checkInputs(): void;
  39784. /**
  39785. * Gets the class name of the current intput.
  39786. * @returns the class name
  39787. */
  39788. getClassName(): string;
  39789. /**
  39790. * Get the friendly name associated with the input class.
  39791. * @returns the input friendly name
  39792. */
  39793. getSimpleName(): string;
  39794. }
  39795. }
  39796. declare module "babylonjs/Misc/virtualJoystick" {
  39797. import { Nullable } from "babylonjs/types";
  39798. import { Vector3 } from "babylonjs/Maths/math.vector";
  39799. /**
  39800. * Defines the potential axis of a Joystick
  39801. */
  39802. export enum JoystickAxis {
  39803. /** X axis */
  39804. X = 0,
  39805. /** Y axis */
  39806. Y = 1,
  39807. /** Z axis */
  39808. Z = 2
  39809. }
  39810. /**
  39811. * Class used to define virtual joystick (used in touch mode)
  39812. */
  39813. export class VirtualJoystick {
  39814. /**
  39815. * Gets or sets a boolean indicating that left and right values must be inverted
  39816. */
  39817. reverseLeftRight: boolean;
  39818. /**
  39819. * Gets or sets a boolean indicating that up and down values must be inverted
  39820. */
  39821. reverseUpDown: boolean;
  39822. /**
  39823. * Gets the offset value for the position (ie. the change of the position value)
  39824. */
  39825. deltaPosition: Vector3;
  39826. /**
  39827. * Gets a boolean indicating if the virtual joystick was pressed
  39828. */
  39829. pressed: boolean;
  39830. /**
  39831. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39832. */
  39833. static Canvas: Nullable<HTMLCanvasElement>;
  39834. private static _globalJoystickIndex;
  39835. private static vjCanvasContext;
  39836. private static vjCanvasWidth;
  39837. private static vjCanvasHeight;
  39838. private static halfWidth;
  39839. private _action;
  39840. private _axisTargetedByLeftAndRight;
  39841. private _axisTargetedByUpAndDown;
  39842. private _joystickSensibility;
  39843. private _inversedSensibility;
  39844. private _joystickPointerID;
  39845. private _joystickColor;
  39846. private _joystickPointerPos;
  39847. private _joystickPreviousPointerPos;
  39848. private _joystickPointerStartPos;
  39849. private _deltaJoystickVector;
  39850. private _leftJoystick;
  39851. private _touches;
  39852. private _onPointerDownHandlerRef;
  39853. private _onPointerMoveHandlerRef;
  39854. private _onPointerUpHandlerRef;
  39855. private _onResize;
  39856. /**
  39857. * Creates a new virtual joystick
  39858. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39859. */
  39860. constructor(leftJoystick?: boolean);
  39861. /**
  39862. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39863. * @param newJoystickSensibility defines the new sensibility
  39864. */
  39865. setJoystickSensibility(newJoystickSensibility: number): void;
  39866. private _onPointerDown;
  39867. private _onPointerMove;
  39868. private _onPointerUp;
  39869. /**
  39870. * Change the color of the virtual joystick
  39871. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39872. */
  39873. setJoystickColor(newColor: string): void;
  39874. /**
  39875. * Defines a callback to call when the joystick is touched
  39876. * @param action defines the callback
  39877. */
  39878. setActionOnTouch(action: () => any): void;
  39879. /**
  39880. * Defines which axis you'd like to control for left & right
  39881. * @param axis defines the axis to use
  39882. */
  39883. setAxisForLeftRight(axis: JoystickAxis): void;
  39884. /**
  39885. * Defines which axis you'd like to control for up & down
  39886. * @param axis defines the axis to use
  39887. */
  39888. setAxisForUpDown(axis: JoystickAxis): void;
  39889. private _drawVirtualJoystick;
  39890. /**
  39891. * Release internal HTML canvas
  39892. */
  39893. releaseCanvas(): void;
  39894. }
  39895. }
  39896. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39897. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39898. import { Nullable } from "babylonjs/types";
  39899. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39900. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39901. module "babylonjs/Cameras/freeCameraInputsManager" {
  39902. interface FreeCameraInputsManager {
  39903. /**
  39904. * Add virtual joystick input support to the input manager.
  39905. * @returns the current input manager
  39906. */
  39907. addVirtualJoystick(): FreeCameraInputsManager;
  39908. }
  39909. }
  39910. /**
  39911. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39912. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39913. */
  39914. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39915. /**
  39916. * Defines the camera the input is attached to.
  39917. */
  39918. camera: FreeCamera;
  39919. private _leftjoystick;
  39920. private _rightjoystick;
  39921. /**
  39922. * Gets the left stick of the virtual joystick.
  39923. * @returns The virtual Joystick
  39924. */
  39925. getLeftJoystick(): VirtualJoystick;
  39926. /**
  39927. * Gets the right stick of the virtual joystick.
  39928. * @returns The virtual Joystick
  39929. */
  39930. getRightJoystick(): VirtualJoystick;
  39931. /**
  39932. * Update the current camera state depending on the inputs that have been used this frame.
  39933. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39934. */
  39935. checkInputs(): void;
  39936. /**
  39937. * Attach the input controls to a specific dom element to get the input from.
  39938. * @param element Defines the element the controls should be listened from
  39939. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39940. */
  39941. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39942. /**
  39943. * Detach the current controls from the specified dom element.
  39944. * @param element Defines the element to stop listening the inputs from
  39945. */
  39946. detachControl(element: Nullable<HTMLElement>): void;
  39947. /**
  39948. * Gets the class name of the current intput.
  39949. * @returns the class name
  39950. */
  39951. getClassName(): string;
  39952. /**
  39953. * Get the friendly name associated with the input class.
  39954. * @returns the input friendly name
  39955. */
  39956. getSimpleName(): string;
  39957. }
  39958. }
  39959. declare module "babylonjs/Cameras/Inputs/index" {
  39960. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39961. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39962. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39963. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39964. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39965. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39966. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39967. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39968. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39969. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39970. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39971. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39972. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39973. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39974. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39975. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39976. }
  39977. declare module "babylonjs/Cameras/touchCamera" {
  39978. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39979. import { Scene } from "babylonjs/scene";
  39980. import { Vector3 } from "babylonjs/Maths/math.vector";
  39981. /**
  39982. * This represents a FPS type of camera controlled by touch.
  39983. * This is like a universal camera minus the Gamepad controls.
  39984. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39985. */
  39986. export class TouchCamera extends FreeCamera {
  39987. /**
  39988. * Defines the touch sensibility for rotation.
  39989. * The higher the faster.
  39990. */
  39991. touchAngularSensibility: number;
  39992. /**
  39993. * Defines the touch sensibility for move.
  39994. * The higher the faster.
  39995. */
  39996. touchMoveSensibility: number;
  39997. /**
  39998. * Instantiates a new touch camera.
  39999. * This represents a FPS type of camera controlled by touch.
  40000. * This is like a universal camera minus the Gamepad controls.
  40001. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40002. * @param name Define the name of the camera in the scene
  40003. * @param position Define the start position of the camera in the scene
  40004. * @param scene Define the scene the camera belongs to
  40005. */
  40006. constructor(name: string, position: Vector3, scene: Scene);
  40007. /**
  40008. * Gets the current object class name.
  40009. * @return the class name
  40010. */
  40011. getClassName(): string;
  40012. /** @hidden */
  40013. _setupInputs(): void;
  40014. }
  40015. }
  40016. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40017. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40018. import { Scene } from "babylonjs/scene";
  40019. import { Vector3 } from "babylonjs/Maths/math.vector";
  40020. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40021. import { Axis } from "babylonjs/Maths/math.axis";
  40022. /**
  40023. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40024. * being tilted forward or back and left or right.
  40025. */
  40026. export class DeviceOrientationCamera extends FreeCamera {
  40027. private _initialQuaternion;
  40028. private _quaternionCache;
  40029. private _tmpDragQuaternion;
  40030. private _disablePointerInputWhenUsingDeviceOrientation;
  40031. /**
  40032. * Creates a new device orientation camera
  40033. * @param name The name of the camera
  40034. * @param position The start position camera
  40035. * @param scene The scene the camera belongs to
  40036. */
  40037. constructor(name: string, position: Vector3, scene: Scene);
  40038. /**
  40039. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40040. */
  40041. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40042. private _dragFactor;
  40043. /**
  40044. * Enabled turning on the y axis when the orientation sensor is active
  40045. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40046. */
  40047. enableHorizontalDragging(dragFactor?: number): void;
  40048. /**
  40049. * Gets the current instance class name ("DeviceOrientationCamera").
  40050. * This helps avoiding instanceof at run time.
  40051. * @returns the class name
  40052. */
  40053. getClassName(): string;
  40054. /**
  40055. * @hidden
  40056. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40057. */
  40058. _checkInputs(): void;
  40059. /**
  40060. * Reset the camera to its default orientation on the specified axis only.
  40061. * @param axis The axis to reset
  40062. */
  40063. resetToCurrentRotation(axis?: Axis): void;
  40064. }
  40065. }
  40066. declare module "babylonjs/Gamepads/xboxGamepad" {
  40067. import { Observable } from "babylonjs/Misc/observable";
  40068. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40069. /**
  40070. * Defines supported buttons for XBox360 compatible gamepads
  40071. */
  40072. export enum Xbox360Button {
  40073. /** A */
  40074. A = 0,
  40075. /** B */
  40076. B = 1,
  40077. /** X */
  40078. X = 2,
  40079. /** Y */
  40080. Y = 3,
  40081. /** Start */
  40082. Start = 4,
  40083. /** Back */
  40084. Back = 5,
  40085. /** Left button */
  40086. LB = 6,
  40087. /** Right button */
  40088. RB = 7,
  40089. /** Left stick */
  40090. LeftStick = 8,
  40091. /** Right stick */
  40092. RightStick = 9
  40093. }
  40094. /** Defines values for XBox360 DPad */
  40095. export enum Xbox360Dpad {
  40096. /** Up */
  40097. Up = 0,
  40098. /** Down */
  40099. Down = 1,
  40100. /** Left */
  40101. Left = 2,
  40102. /** Right */
  40103. Right = 3
  40104. }
  40105. /**
  40106. * Defines a XBox360 gamepad
  40107. */
  40108. export class Xbox360Pad extends Gamepad {
  40109. private _leftTrigger;
  40110. private _rightTrigger;
  40111. private _onlefttriggerchanged;
  40112. private _onrighttriggerchanged;
  40113. private _onbuttondown;
  40114. private _onbuttonup;
  40115. private _ondpaddown;
  40116. private _ondpadup;
  40117. /** Observable raised when a button is pressed */
  40118. onButtonDownObservable: Observable<Xbox360Button>;
  40119. /** Observable raised when a button is released */
  40120. onButtonUpObservable: Observable<Xbox360Button>;
  40121. /** Observable raised when a pad is pressed */
  40122. onPadDownObservable: Observable<Xbox360Dpad>;
  40123. /** Observable raised when a pad is released */
  40124. onPadUpObservable: Observable<Xbox360Dpad>;
  40125. private _buttonA;
  40126. private _buttonB;
  40127. private _buttonX;
  40128. private _buttonY;
  40129. private _buttonBack;
  40130. private _buttonStart;
  40131. private _buttonLB;
  40132. private _buttonRB;
  40133. private _buttonLeftStick;
  40134. private _buttonRightStick;
  40135. private _dPadUp;
  40136. private _dPadDown;
  40137. private _dPadLeft;
  40138. private _dPadRight;
  40139. private _isXboxOnePad;
  40140. /**
  40141. * Creates a new XBox360 gamepad object
  40142. * @param id defines the id of this gamepad
  40143. * @param index defines its index
  40144. * @param gamepad defines the internal HTML gamepad object
  40145. * @param xboxOne defines if it is a XBox One gamepad
  40146. */
  40147. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40148. /**
  40149. * Defines the callback to call when left trigger is pressed
  40150. * @param callback defines the callback to use
  40151. */
  40152. onlefttriggerchanged(callback: (value: number) => void): void;
  40153. /**
  40154. * Defines the callback to call when right trigger is pressed
  40155. * @param callback defines the callback to use
  40156. */
  40157. onrighttriggerchanged(callback: (value: number) => void): void;
  40158. /**
  40159. * Gets the left trigger value
  40160. */
  40161. /**
  40162. * Sets the left trigger value
  40163. */
  40164. leftTrigger: number;
  40165. /**
  40166. * Gets the right trigger value
  40167. */
  40168. /**
  40169. * Sets the right trigger value
  40170. */
  40171. rightTrigger: number;
  40172. /**
  40173. * Defines the callback to call when a button is pressed
  40174. * @param callback defines the callback to use
  40175. */
  40176. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40177. /**
  40178. * Defines the callback to call when a button is released
  40179. * @param callback defines the callback to use
  40180. */
  40181. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40182. /**
  40183. * Defines the callback to call when a pad is pressed
  40184. * @param callback defines the callback to use
  40185. */
  40186. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40187. /**
  40188. * Defines the callback to call when a pad is released
  40189. * @param callback defines the callback to use
  40190. */
  40191. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40192. private _setButtonValue;
  40193. private _setDPadValue;
  40194. /**
  40195. * Gets the value of the `A` button
  40196. */
  40197. /**
  40198. * Sets the value of the `A` button
  40199. */
  40200. buttonA: number;
  40201. /**
  40202. * Gets the value of the `B` button
  40203. */
  40204. /**
  40205. * Sets the value of the `B` button
  40206. */
  40207. buttonB: number;
  40208. /**
  40209. * Gets the value of the `X` button
  40210. */
  40211. /**
  40212. * Sets the value of the `X` button
  40213. */
  40214. buttonX: number;
  40215. /**
  40216. * Gets the value of the `Y` button
  40217. */
  40218. /**
  40219. * Sets the value of the `Y` button
  40220. */
  40221. buttonY: number;
  40222. /**
  40223. * Gets the value of the `Start` button
  40224. */
  40225. /**
  40226. * Sets the value of the `Start` button
  40227. */
  40228. buttonStart: number;
  40229. /**
  40230. * Gets the value of the `Back` button
  40231. */
  40232. /**
  40233. * Sets the value of the `Back` button
  40234. */
  40235. buttonBack: number;
  40236. /**
  40237. * Gets the value of the `Left` button
  40238. */
  40239. /**
  40240. * Sets the value of the `Left` button
  40241. */
  40242. buttonLB: number;
  40243. /**
  40244. * Gets the value of the `Right` button
  40245. */
  40246. /**
  40247. * Sets the value of the `Right` button
  40248. */
  40249. buttonRB: number;
  40250. /**
  40251. * Gets the value of the Left joystick
  40252. */
  40253. /**
  40254. * Sets the value of the Left joystick
  40255. */
  40256. buttonLeftStick: number;
  40257. /**
  40258. * Gets the value of the Right joystick
  40259. */
  40260. /**
  40261. * Sets the value of the Right joystick
  40262. */
  40263. buttonRightStick: number;
  40264. /**
  40265. * Gets the value of D-pad up
  40266. */
  40267. /**
  40268. * Sets the value of D-pad up
  40269. */
  40270. dPadUp: number;
  40271. /**
  40272. * Gets the value of D-pad down
  40273. */
  40274. /**
  40275. * Sets the value of D-pad down
  40276. */
  40277. dPadDown: number;
  40278. /**
  40279. * Gets the value of D-pad left
  40280. */
  40281. /**
  40282. * Sets the value of D-pad left
  40283. */
  40284. dPadLeft: number;
  40285. /**
  40286. * Gets the value of D-pad right
  40287. */
  40288. /**
  40289. * Sets the value of D-pad right
  40290. */
  40291. dPadRight: number;
  40292. /**
  40293. * Force the gamepad to synchronize with device values
  40294. */
  40295. update(): void;
  40296. /**
  40297. * Disposes the gamepad
  40298. */
  40299. dispose(): void;
  40300. }
  40301. }
  40302. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40303. import { Observable } from "babylonjs/Misc/observable";
  40304. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40305. /**
  40306. * Defines supported buttons for DualShock compatible gamepads
  40307. */
  40308. export enum DualShockButton {
  40309. /** Cross */
  40310. Cross = 0,
  40311. /** Circle */
  40312. Circle = 1,
  40313. /** Square */
  40314. Square = 2,
  40315. /** Triangle */
  40316. Triangle = 3,
  40317. /** Options */
  40318. Options = 4,
  40319. /** Share */
  40320. Share = 5,
  40321. /** L1 */
  40322. L1 = 6,
  40323. /** R1 */
  40324. R1 = 7,
  40325. /** Left stick */
  40326. LeftStick = 8,
  40327. /** Right stick */
  40328. RightStick = 9
  40329. }
  40330. /** Defines values for DualShock DPad */
  40331. export enum DualShockDpad {
  40332. /** Up */
  40333. Up = 0,
  40334. /** Down */
  40335. Down = 1,
  40336. /** Left */
  40337. Left = 2,
  40338. /** Right */
  40339. Right = 3
  40340. }
  40341. /**
  40342. * Defines a DualShock gamepad
  40343. */
  40344. export class DualShockPad extends Gamepad {
  40345. private _leftTrigger;
  40346. private _rightTrigger;
  40347. private _onlefttriggerchanged;
  40348. private _onrighttriggerchanged;
  40349. private _onbuttondown;
  40350. private _onbuttonup;
  40351. private _ondpaddown;
  40352. private _ondpadup;
  40353. /** Observable raised when a button is pressed */
  40354. onButtonDownObservable: Observable<DualShockButton>;
  40355. /** Observable raised when a button is released */
  40356. onButtonUpObservable: Observable<DualShockButton>;
  40357. /** Observable raised when a pad is pressed */
  40358. onPadDownObservable: Observable<DualShockDpad>;
  40359. /** Observable raised when a pad is released */
  40360. onPadUpObservable: Observable<DualShockDpad>;
  40361. private _buttonCross;
  40362. private _buttonCircle;
  40363. private _buttonSquare;
  40364. private _buttonTriangle;
  40365. private _buttonShare;
  40366. private _buttonOptions;
  40367. private _buttonL1;
  40368. private _buttonR1;
  40369. private _buttonLeftStick;
  40370. private _buttonRightStick;
  40371. private _dPadUp;
  40372. private _dPadDown;
  40373. private _dPadLeft;
  40374. private _dPadRight;
  40375. /**
  40376. * Creates a new DualShock gamepad object
  40377. * @param id defines the id of this gamepad
  40378. * @param index defines its index
  40379. * @param gamepad defines the internal HTML gamepad object
  40380. */
  40381. constructor(id: string, index: number, gamepad: any);
  40382. /**
  40383. * Defines the callback to call when left trigger is pressed
  40384. * @param callback defines the callback to use
  40385. */
  40386. onlefttriggerchanged(callback: (value: number) => void): void;
  40387. /**
  40388. * Defines the callback to call when right trigger is pressed
  40389. * @param callback defines the callback to use
  40390. */
  40391. onrighttriggerchanged(callback: (value: number) => void): void;
  40392. /**
  40393. * Gets the left trigger value
  40394. */
  40395. /**
  40396. * Sets the left trigger value
  40397. */
  40398. leftTrigger: number;
  40399. /**
  40400. * Gets the right trigger value
  40401. */
  40402. /**
  40403. * Sets the right trigger value
  40404. */
  40405. rightTrigger: number;
  40406. /**
  40407. * Defines the callback to call when a button is pressed
  40408. * @param callback defines the callback to use
  40409. */
  40410. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40411. /**
  40412. * Defines the callback to call when a button is released
  40413. * @param callback defines the callback to use
  40414. */
  40415. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40416. /**
  40417. * Defines the callback to call when a pad is pressed
  40418. * @param callback defines the callback to use
  40419. */
  40420. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40421. /**
  40422. * Defines the callback to call when a pad is released
  40423. * @param callback defines the callback to use
  40424. */
  40425. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40426. private _setButtonValue;
  40427. private _setDPadValue;
  40428. /**
  40429. * Gets the value of the `Cross` button
  40430. */
  40431. /**
  40432. * Sets the value of the `Cross` button
  40433. */
  40434. buttonCross: number;
  40435. /**
  40436. * Gets the value of the `Circle` button
  40437. */
  40438. /**
  40439. * Sets the value of the `Circle` button
  40440. */
  40441. buttonCircle: number;
  40442. /**
  40443. * Gets the value of the `Square` button
  40444. */
  40445. /**
  40446. * Sets the value of the `Square` button
  40447. */
  40448. buttonSquare: number;
  40449. /**
  40450. * Gets the value of the `Triangle` button
  40451. */
  40452. /**
  40453. * Sets the value of the `Triangle` button
  40454. */
  40455. buttonTriangle: number;
  40456. /**
  40457. * Gets the value of the `Options` button
  40458. */
  40459. /**
  40460. * Sets the value of the `Options` button
  40461. */
  40462. buttonOptions: number;
  40463. /**
  40464. * Gets the value of the `Share` button
  40465. */
  40466. /**
  40467. * Sets the value of the `Share` button
  40468. */
  40469. buttonShare: number;
  40470. /**
  40471. * Gets the value of the `L1` button
  40472. */
  40473. /**
  40474. * Sets the value of the `L1` button
  40475. */
  40476. buttonL1: number;
  40477. /**
  40478. * Gets the value of the `R1` button
  40479. */
  40480. /**
  40481. * Sets the value of the `R1` button
  40482. */
  40483. buttonR1: number;
  40484. /**
  40485. * Gets the value of the Left joystick
  40486. */
  40487. /**
  40488. * Sets the value of the Left joystick
  40489. */
  40490. buttonLeftStick: number;
  40491. /**
  40492. * Gets the value of the Right joystick
  40493. */
  40494. /**
  40495. * Sets the value of the Right joystick
  40496. */
  40497. buttonRightStick: number;
  40498. /**
  40499. * Gets the value of D-pad up
  40500. */
  40501. /**
  40502. * Sets the value of D-pad up
  40503. */
  40504. dPadUp: number;
  40505. /**
  40506. * Gets the value of D-pad down
  40507. */
  40508. /**
  40509. * Sets the value of D-pad down
  40510. */
  40511. dPadDown: number;
  40512. /**
  40513. * Gets the value of D-pad left
  40514. */
  40515. /**
  40516. * Sets the value of D-pad left
  40517. */
  40518. dPadLeft: number;
  40519. /**
  40520. * Gets the value of D-pad right
  40521. */
  40522. /**
  40523. * Sets the value of D-pad right
  40524. */
  40525. dPadRight: number;
  40526. /**
  40527. * Force the gamepad to synchronize with device values
  40528. */
  40529. update(): void;
  40530. /**
  40531. * Disposes the gamepad
  40532. */
  40533. dispose(): void;
  40534. }
  40535. }
  40536. declare module "babylonjs/Gamepads/gamepadManager" {
  40537. import { Observable } from "babylonjs/Misc/observable";
  40538. import { Nullable } from "babylonjs/types";
  40539. import { Scene } from "babylonjs/scene";
  40540. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40541. /**
  40542. * Manager for handling gamepads
  40543. */
  40544. export class GamepadManager {
  40545. private _scene?;
  40546. private _babylonGamepads;
  40547. private _oneGamepadConnected;
  40548. /** @hidden */
  40549. _isMonitoring: boolean;
  40550. private _gamepadEventSupported;
  40551. private _gamepadSupport;
  40552. /**
  40553. * observable to be triggered when the gamepad controller has been connected
  40554. */
  40555. onGamepadConnectedObservable: Observable<Gamepad>;
  40556. /**
  40557. * observable to be triggered when the gamepad controller has been disconnected
  40558. */
  40559. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40560. private _onGamepadConnectedEvent;
  40561. private _onGamepadDisconnectedEvent;
  40562. /**
  40563. * Initializes the gamepad manager
  40564. * @param _scene BabylonJS scene
  40565. */
  40566. constructor(_scene?: Scene | undefined);
  40567. /**
  40568. * The gamepads in the game pad manager
  40569. */
  40570. readonly gamepads: Gamepad[];
  40571. /**
  40572. * Get the gamepad controllers based on type
  40573. * @param type The type of gamepad controller
  40574. * @returns Nullable gamepad
  40575. */
  40576. getGamepadByType(type?: number): Nullable<Gamepad>;
  40577. /**
  40578. * Disposes the gamepad manager
  40579. */
  40580. dispose(): void;
  40581. private _addNewGamepad;
  40582. private _startMonitoringGamepads;
  40583. private _stopMonitoringGamepads;
  40584. /** @hidden */
  40585. _checkGamepadsStatus(): void;
  40586. private _updateGamepadObjects;
  40587. }
  40588. }
  40589. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40590. import { Nullable } from "babylonjs/types";
  40591. import { Scene } from "babylonjs/scene";
  40592. import { ISceneComponent } from "babylonjs/sceneComponent";
  40593. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40594. module "babylonjs/scene" {
  40595. interface Scene {
  40596. /** @hidden */
  40597. _gamepadManager: Nullable<GamepadManager>;
  40598. /**
  40599. * Gets the gamepad manager associated with the scene
  40600. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40601. */
  40602. gamepadManager: GamepadManager;
  40603. }
  40604. }
  40605. module "babylonjs/Cameras/freeCameraInputsManager" {
  40606. /**
  40607. * Interface representing a free camera inputs manager
  40608. */
  40609. interface FreeCameraInputsManager {
  40610. /**
  40611. * Adds gamepad input support to the FreeCameraInputsManager.
  40612. * @returns the FreeCameraInputsManager
  40613. */
  40614. addGamepad(): FreeCameraInputsManager;
  40615. }
  40616. }
  40617. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40618. /**
  40619. * Interface representing an arc rotate camera inputs manager
  40620. */
  40621. interface ArcRotateCameraInputsManager {
  40622. /**
  40623. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40624. * @returns the camera inputs manager
  40625. */
  40626. addGamepad(): ArcRotateCameraInputsManager;
  40627. }
  40628. }
  40629. /**
  40630. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40631. */
  40632. export class GamepadSystemSceneComponent implements ISceneComponent {
  40633. /**
  40634. * The component name helpfull to identify the component in the list of scene components.
  40635. */
  40636. readonly name: string;
  40637. /**
  40638. * The scene the component belongs to.
  40639. */
  40640. scene: Scene;
  40641. /**
  40642. * Creates a new instance of the component for the given scene
  40643. * @param scene Defines the scene to register the component in
  40644. */
  40645. constructor(scene: Scene);
  40646. /**
  40647. * Registers the component in a given scene
  40648. */
  40649. register(): void;
  40650. /**
  40651. * Rebuilds the elements related to this component in case of
  40652. * context lost for instance.
  40653. */
  40654. rebuild(): void;
  40655. /**
  40656. * Disposes the component and the associated ressources
  40657. */
  40658. dispose(): void;
  40659. private _beforeCameraUpdate;
  40660. }
  40661. }
  40662. declare module "babylonjs/Cameras/universalCamera" {
  40663. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40664. import { Scene } from "babylonjs/scene";
  40665. import { Vector3 } from "babylonjs/Maths/math.vector";
  40666. import "babylonjs/Gamepads/gamepadSceneComponent";
  40667. /**
  40668. * 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,
  40669. * which still works and will still be found in many Playgrounds.
  40670. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40671. */
  40672. export class UniversalCamera extends TouchCamera {
  40673. /**
  40674. * Defines the gamepad rotation sensiblity.
  40675. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40676. */
  40677. gamepadAngularSensibility: number;
  40678. /**
  40679. * Defines the gamepad move sensiblity.
  40680. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40681. */
  40682. gamepadMoveSensibility: number;
  40683. /**
  40684. * 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,
  40685. * which still works and will still be found in many Playgrounds.
  40686. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40687. * @param name Define the name of the camera in the scene
  40688. * @param position Define the start position of the camera in the scene
  40689. * @param scene Define the scene the camera belongs to
  40690. */
  40691. constructor(name: string, position: Vector3, scene: Scene);
  40692. /**
  40693. * Gets the current object class name.
  40694. * @return the class name
  40695. */
  40696. getClassName(): string;
  40697. }
  40698. }
  40699. declare module "babylonjs/Cameras/gamepadCamera" {
  40700. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40701. import { Scene } from "babylonjs/scene";
  40702. import { Vector3 } from "babylonjs/Maths/math.vector";
  40703. /**
  40704. * This represents a FPS type of camera. This is only here for back compat purpose.
  40705. * Please use the UniversalCamera instead as both are identical.
  40706. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40707. */
  40708. export class GamepadCamera extends UniversalCamera {
  40709. /**
  40710. * Instantiates a new Gamepad Camera
  40711. * This represents a FPS type of camera. This is only here for back compat purpose.
  40712. * Please use the UniversalCamera instead as both are identical.
  40713. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40714. * @param name Define the name of the camera in the scene
  40715. * @param position Define the start position of the camera in the scene
  40716. * @param scene Define the scene the camera belongs to
  40717. */
  40718. constructor(name: string, position: Vector3, scene: Scene);
  40719. /**
  40720. * Gets the current object class name.
  40721. * @return the class name
  40722. */
  40723. getClassName(): string;
  40724. }
  40725. }
  40726. declare module "babylonjs/Shaders/pass.fragment" {
  40727. /** @hidden */
  40728. export var passPixelShader: {
  40729. name: string;
  40730. shader: string;
  40731. };
  40732. }
  40733. declare module "babylonjs/Shaders/passCube.fragment" {
  40734. /** @hidden */
  40735. export var passCubePixelShader: {
  40736. name: string;
  40737. shader: string;
  40738. };
  40739. }
  40740. declare module "babylonjs/PostProcesses/passPostProcess" {
  40741. import { Nullable } from "babylonjs/types";
  40742. import { Camera } from "babylonjs/Cameras/camera";
  40743. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40744. import { Engine } from "babylonjs/Engines/engine";
  40745. import "babylonjs/Shaders/pass.fragment";
  40746. import "babylonjs/Shaders/passCube.fragment";
  40747. /**
  40748. * PassPostProcess which produces an output the same as it's input
  40749. */
  40750. export class PassPostProcess extends PostProcess {
  40751. /**
  40752. * Creates the PassPostProcess
  40753. * @param name The name of the effect.
  40754. * @param options The required width/height ratio to downsize to before computing the render pass.
  40755. * @param camera The camera to apply the render pass to.
  40756. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40757. * @param engine The engine which the post process will be applied. (default: current engine)
  40758. * @param reusable If the post process can be reused on the same frame. (default: false)
  40759. * @param textureType The type of texture to be used when performing the post processing.
  40760. * @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)
  40761. */
  40762. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40763. }
  40764. /**
  40765. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40766. */
  40767. export class PassCubePostProcess extends PostProcess {
  40768. private _face;
  40769. /**
  40770. * Gets or sets the cube face to display.
  40771. * * 0 is +X
  40772. * * 1 is -X
  40773. * * 2 is +Y
  40774. * * 3 is -Y
  40775. * * 4 is +Z
  40776. * * 5 is -Z
  40777. */
  40778. face: number;
  40779. /**
  40780. * Creates the PassCubePostProcess
  40781. * @param name The name of the effect.
  40782. * @param options The required width/height ratio to downsize to before computing the render pass.
  40783. * @param camera The camera to apply the render pass to.
  40784. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40785. * @param engine The engine which the post process will be applied. (default: current engine)
  40786. * @param reusable If the post process can be reused on the same frame. (default: false)
  40787. * @param textureType The type of texture to be used when performing the post processing.
  40788. * @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)
  40789. */
  40790. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40791. }
  40792. }
  40793. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40794. /** @hidden */
  40795. export var anaglyphPixelShader: {
  40796. name: string;
  40797. shader: string;
  40798. };
  40799. }
  40800. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40801. import { Engine } from "babylonjs/Engines/engine";
  40802. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40803. import { Camera } from "babylonjs/Cameras/camera";
  40804. import "babylonjs/Shaders/anaglyph.fragment";
  40805. /**
  40806. * Postprocess used to generate anaglyphic rendering
  40807. */
  40808. export class AnaglyphPostProcess extends PostProcess {
  40809. private _passedProcess;
  40810. /**
  40811. * Creates a new AnaglyphPostProcess
  40812. * @param name defines postprocess name
  40813. * @param options defines creation options or target ratio scale
  40814. * @param rigCameras defines cameras using this postprocess
  40815. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40816. * @param engine defines hosting engine
  40817. * @param reusable defines if the postprocess will be reused multiple times per frame
  40818. */
  40819. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40820. }
  40821. }
  40822. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40823. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40824. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40825. import { Scene } from "babylonjs/scene";
  40826. import { Vector3 } from "babylonjs/Maths/math.vector";
  40827. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40828. /**
  40829. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40830. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40831. */
  40832. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40833. /**
  40834. * Creates a new AnaglyphArcRotateCamera
  40835. * @param name defines camera name
  40836. * @param alpha defines alpha angle (in radians)
  40837. * @param beta defines beta angle (in radians)
  40838. * @param radius defines radius
  40839. * @param target defines camera target
  40840. * @param interaxialDistance defines distance between each color axis
  40841. * @param scene defines the hosting scene
  40842. */
  40843. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40844. /**
  40845. * Gets camera class name
  40846. * @returns AnaglyphArcRotateCamera
  40847. */
  40848. getClassName(): string;
  40849. }
  40850. }
  40851. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40852. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40853. import { Scene } from "babylonjs/scene";
  40854. import { Vector3 } from "babylonjs/Maths/math.vector";
  40855. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40856. /**
  40857. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40858. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40859. */
  40860. export class AnaglyphFreeCamera extends FreeCamera {
  40861. /**
  40862. * Creates a new AnaglyphFreeCamera
  40863. * @param name defines camera name
  40864. * @param position defines initial position
  40865. * @param interaxialDistance defines distance between each color axis
  40866. * @param scene defines the hosting scene
  40867. */
  40868. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40869. /**
  40870. * Gets camera class name
  40871. * @returns AnaglyphFreeCamera
  40872. */
  40873. getClassName(): string;
  40874. }
  40875. }
  40876. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40877. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40878. import { Scene } from "babylonjs/scene";
  40879. import { Vector3 } from "babylonjs/Maths/math.vector";
  40880. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40881. /**
  40882. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40883. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40884. */
  40885. export class AnaglyphGamepadCamera extends GamepadCamera {
  40886. /**
  40887. * Creates a new AnaglyphGamepadCamera
  40888. * @param name defines camera name
  40889. * @param position defines initial position
  40890. * @param interaxialDistance defines distance between each color axis
  40891. * @param scene defines the hosting scene
  40892. */
  40893. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40894. /**
  40895. * Gets camera class name
  40896. * @returns AnaglyphGamepadCamera
  40897. */
  40898. getClassName(): string;
  40899. }
  40900. }
  40901. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40902. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40903. import { Scene } from "babylonjs/scene";
  40904. import { Vector3 } from "babylonjs/Maths/math.vector";
  40905. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40906. /**
  40907. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40908. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40909. */
  40910. export class AnaglyphUniversalCamera extends UniversalCamera {
  40911. /**
  40912. * Creates a new AnaglyphUniversalCamera
  40913. * @param name defines camera name
  40914. * @param position defines initial position
  40915. * @param interaxialDistance defines distance between each color axis
  40916. * @param scene defines the hosting scene
  40917. */
  40918. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40919. /**
  40920. * Gets camera class name
  40921. * @returns AnaglyphUniversalCamera
  40922. */
  40923. getClassName(): string;
  40924. }
  40925. }
  40926. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40927. /** @hidden */
  40928. export var stereoscopicInterlacePixelShader: {
  40929. name: string;
  40930. shader: string;
  40931. };
  40932. }
  40933. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40934. import { Camera } from "babylonjs/Cameras/camera";
  40935. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40936. import { Engine } from "babylonjs/Engines/engine";
  40937. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40938. /**
  40939. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40940. */
  40941. export class StereoscopicInterlacePostProcess extends PostProcess {
  40942. private _stepSize;
  40943. private _passedProcess;
  40944. /**
  40945. * Initializes a StereoscopicInterlacePostProcess
  40946. * @param name The name of the effect.
  40947. * @param rigCameras The rig cameras to be appled to the post process
  40948. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40949. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40950. * @param engine The engine which the post process will be applied. (default: current engine)
  40951. * @param reusable If the post process can be reused on the same frame. (default: false)
  40952. */
  40953. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40954. }
  40955. }
  40956. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40957. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40958. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40959. import { Scene } from "babylonjs/scene";
  40960. import { Vector3 } from "babylonjs/Maths/math.vector";
  40961. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40962. /**
  40963. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40964. * @see http://doc.babylonjs.com/features/cameras
  40965. */
  40966. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40967. /**
  40968. * Creates a new StereoscopicArcRotateCamera
  40969. * @param name defines camera name
  40970. * @param alpha defines alpha angle (in radians)
  40971. * @param beta defines beta angle (in radians)
  40972. * @param radius defines radius
  40973. * @param target defines camera target
  40974. * @param interaxialDistance defines distance between each color axis
  40975. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40976. * @param scene defines the hosting scene
  40977. */
  40978. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40979. /**
  40980. * Gets camera class name
  40981. * @returns StereoscopicArcRotateCamera
  40982. */
  40983. getClassName(): string;
  40984. }
  40985. }
  40986. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40987. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40988. import { Scene } from "babylonjs/scene";
  40989. import { Vector3 } from "babylonjs/Maths/math.vector";
  40990. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40991. /**
  40992. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40993. * @see http://doc.babylonjs.com/features/cameras
  40994. */
  40995. export class StereoscopicFreeCamera extends FreeCamera {
  40996. /**
  40997. * Creates a new StereoscopicFreeCamera
  40998. * @param name defines camera name
  40999. * @param position defines initial position
  41000. * @param interaxialDistance defines distance between each color axis
  41001. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41002. * @param scene defines the hosting scene
  41003. */
  41004. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41005. /**
  41006. * Gets camera class name
  41007. * @returns StereoscopicFreeCamera
  41008. */
  41009. getClassName(): string;
  41010. }
  41011. }
  41012. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41013. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41014. import { Scene } from "babylonjs/scene";
  41015. import { Vector3 } from "babylonjs/Maths/math.vector";
  41016. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41017. /**
  41018. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41019. * @see http://doc.babylonjs.com/features/cameras
  41020. */
  41021. export class StereoscopicGamepadCamera extends GamepadCamera {
  41022. /**
  41023. * Creates a new StereoscopicGamepadCamera
  41024. * @param name defines camera name
  41025. * @param position defines initial position
  41026. * @param interaxialDistance defines distance between each color axis
  41027. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41028. * @param scene defines the hosting scene
  41029. */
  41030. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41031. /**
  41032. * Gets camera class name
  41033. * @returns StereoscopicGamepadCamera
  41034. */
  41035. getClassName(): string;
  41036. }
  41037. }
  41038. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41039. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41040. import { Scene } from "babylonjs/scene";
  41041. import { Vector3 } from "babylonjs/Maths/math.vector";
  41042. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41043. /**
  41044. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41045. * @see http://doc.babylonjs.com/features/cameras
  41046. */
  41047. export class StereoscopicUniversalCamera extends UniversalCamera {
  41048. /**
  41049. * Creates a new StereoscopicUniversalCamera
  41050. * @param name defines camera name
  41051. * @param position defines initial position
  41052. * @param interaxialDistance defines distance between each color axis
  41053. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41054. * @param scene defines the hosting scene
  41055. */
  41056. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41057. /**
  41058. * Gets camera class name
  41059. * @returns StereoscopicUniversalCamera
  41060. */
  41061. getClassName(): string;
  41062. }
  41063. }
  41064. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41065. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41066. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41067. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41068. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41069. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41070. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41071. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41072. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41073. }
  41074. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41075. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41076. import { Scene } from "babylonjs/scene";
  41077. import { Vector3 } from "babylonjs/Maths/math.vector";
  41078. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41079. /**
  41080. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41081. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41082. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41083. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41084. */
  41085. export class VirtualJoysticksCamera extends FreeCamera {
  41086. /**
  41087. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41088. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41089. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41090. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41091. * @param name Define the name of the camera in the scene
  41092. * @param position Define the start position of the camera in the scene
  41093. * @param scene Define the scene the camera belongs to
  41094. */
  41095. constructor(name: string, position: Vector3, scene: Scene);
  41096. /**
  41097. * Gets the current object class name.
  41098. * @return the class name
  41099. */
  41100. getClassName(): string;
  41101. }
  41102. }
  41103. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41104. import { Matrix } from "babylonjs/Maths/math.vector";
  41105. /**
  41106. * This represents all the required metrics to create a VR camera.
  41107. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41108. */
  41109. export class VRCameraMetrics {
  41110. /**
  41111. * Define the horizontal resolution off the screen.
  41112. */
  41113. hResolution: number;
  41114. /**
  41115. * Define the vertical resolution off the screen.
  41116. */
  41117. vResolution: number;
  41118. /**
  41119. * Define the horizontal screen size.
  41120. */
  41121. hScreenSize: number;
  41122. /**
  41123. * Define the vertical screen size.
  41124. */
  41125. vScreenSize: number;
  41126. /**
  41127. * Define the vertical screen center position.
  41128. */
  41129. vScreenCenter: number;
  41130. /**
  41131. * Define the distance of the eyes to the screen.
  41132. */
  41133. eyeToScreenDistance: number;
  41134. /**
  41135. * Define the distance between both lenses
  41136. */
  41137. lensSeparationDistance: number;
  41138. /**
  41139. * Define the distance between both viewer's eyes.
  41140. */
  41141. interpupillaryDistance: number;
  41142. /**
  41143. * Define the distortion factor of the VR postprocess.
  41144. * Please, touch with care.
  41145. */
  41146. distortionK: number[];
  41147. /**
  41148. * Define the chromatic aberration correction factors for the VR post process.
  41149. */
  41150. chromaAbCorrection: number[];
  41151. /**
  41152. * Define the scale factor of the post process.
  41153. * The smaller the better but the slower.
  41154. */
  41155. postProcessScaleFactor: number;
  41156. /**
  41157. * Define an offset for the lens center.
  41158. */
  41159. lensCenterOffset: number;
  41160. /**
  41161. * Define if the current vr camera should compensate the distortion of the lense or not.
  41162. */
  41163. compensateDistortion: boolean;
  41164. /**
  41165. * Defines if multiview should be enabled when rendering (Default: false)
  41166. */
  41167. multiviewEnabled: boolean;
  41168. /**
  41169. * Gets the rendering aspect ratio based on the provided resolutions.
  41170. */
  41171. readonly aspectRatio: number;
  41172. /**
  41173. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41174. */
  41175. readonly aspectRatioFov: number;
  41176. /**
  41177. * @hidden
  41178. */
  41179. readonly leftHMatrix: Matrix;
  41180. /**
  41181. * @hidden
  41182. */
  41183. readonly rightHMatrix: Matrix;
  41184. /**
  41185. * @hidden
  41186. */
  41187. readonly leftPreViewMatrix: Matrix;
  41188. /**
  41189. * @hidden
  41190. */
  41191. readonly rightPreViewMatrix: Matrix;
  41192. /**
  41193. * Get the default VRMetrics based on the most generic setup.
  41194. * @returns the default vr metrics
  41195. */
  41196. static GetDefault(): VRCameraMetrics;
  41197. }
  41198. }
  41199. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41200. /** @hidden */
  41201. export var vrDistortionCorrectionPixelShader: {
  41202. name: string;
  41203. shader: string;
  41204. };
  41205. }
  41206. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41207. import { Camera } from "babylonjs/Cameras/camera";
  41208. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41209. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41210. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41211. /**
  41212. * VRDistortionCorrectionPostProcess used for mobile VR
  41213. */
  41214. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41215. private _isRightEye;
  41216. private _distortionFactors;
  41217. private _postProcessScaleFactor;
  41218. private _lensCenterOffset;
  41219. private _scaleIn;
  41220. private _scaleFactor;
  41221. private _lensCenter;
  41222. /**
  41223. * Initializes the VRDistortionCorrectionPostProcess
  41224. * @param name The name of the effect.
  41225. * @param camera The camera to apply the render pass to.
  41226. * @param isRightEye If this is for the right eye distortion
  41227. * @param vrMetrics All the required metrics for the VR camera
  41228. */
  41229. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41230. }
  41231. }
  41232. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41233. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41234. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41235. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41236. import { Scene } from "babylonjs/scene";
  41237. import { Vector3 } from "babylonjs/Maths/math.vector";
  41238. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41239. import "babylonjs/Cameras/RigModes/vrRigMode";
  41240. /**
  41241. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41242. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41243. */
  41244. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41245. /**
  41246. * Creates a new VRDeviceOrientationArcRotateCamera
  41247. * @param name defines camera name
  41248. * @param alpha defines the camera rotation along the logitudinal axis
  41249. * @param beta defines the camera rotation along the latitudinal axis
  41250. * @param radius defines the camera distance from its target
  41251. * @param target defines the camera target
  41252. * @param scene defines the scene the camera belongs to
  41253. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41254. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41255. */
  41256. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41257. /**
  41258. * Gets camera class name
  41259. * @returns VRDeviceOrientationArcRotateCamera
  41260. */
  41261. getClassName(): string;
  41262. }
  41263. }
  41264. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41265. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41266. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41267. import { Scene } from "babylonjs/scene";
  41268. import { Vector3 } from "babylonjs/Maths/math.vector";
  41269. import "babylonjs/Cameras/RigModes/vrRigMode";
  41270. /**
  41271. * Camera used to simulate VR rendering (based on FreeCamera)
  41272. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41273. */
  41274. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41275. /**
  41276. * Creates a new VRDeviceOrientationFreeCamera
  41277. * @param name defines camera name
  41278. * @param position defines the start position of the camera
  41279. * @param scene defines the scene the camera belongs to
  41280. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41281. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41282. */
  41283. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41284. /**
  41285. * Gets camera class name
  41286. * @returns VRDeviceOrientationFreeCamera
  41287. */
  41288. getClassName(): string;
  41289. }
  41290. }
  41291. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41292. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41293. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41294. import { Scene } from "babylonjs/scene";
  41295. import { Vector3 } from "babylonjs/Maths/math.vector";
  41296. import "babylonjs/Gamepads/gamepadSceneComponent";
  41297. /**
  41298. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41299. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41300. */
  41301. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41302. /**
  41303. * Creates a new VRDeviceOrientationGamepadCamera
  41304. * @param name defines camera name
  41305. * @param position defines the start position of the camera
  41306. * @param scene defines the scene the camera belongs to
  41307. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41308. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41309. */
  41310. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41311. /**
  41312. * Gets camera class name
  41313. * @returns VRDeviceOrientationGamepadCamera
  41314. */
  41315. getClassName(): string;
  41316. }
  41317. }
  41318. declare module "babylonjs/Materials/pushMaterial" {
  41319. import { Nullable } from "babylonjs/types";
  41320. import { Scene } from "babylonjs/scene";
  41321. import { Matrix } from "babylonjs/Maths/math.vector";
  41322. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41323. import { Mesh } from "babylonjs/Meshes/mesh";
  41324. import { Material } from "babylonjs/Materials/material";
  41325. import { Effect } from "babylonjs/Materials/effect";
  41326. /**
  41327. * Base class of materials working in push mode in babylon JS
  41328. * @hidden
  41329. */
  41330. export class PushMaterial extends Material {
  41331. protected _activeEffect: Effect;
  41332. protected _normalMatrix: Matrix;
  41333. /**
  41334. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41335. * This means that the material can keep using a previous shader while a new one is being compiled.
  41336. * This is mostly used when shader parallel compilation is supported (true by default)
  41337. */
  41338. allowShaderHotSwapping: boolean;
  41339. constructor(name: string, scene: Scene);
  41340. getEffect(): Effect;
  41341. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41342. /**
  41343. * Binds the given world matrix to the active effect
  41344. *
  41345. * @param world the matrix to bind
  41346. */
  41347. bindOnlyWorldMatrix(world: Matrix): void;
  41348. /**
  41349. * Binds the given normal matrix to the active effect
  41350. *
  41351. * @param normalMatrix the matrix to bind
  41352. */
  41353. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41354. bind(world: Matrix, mesh?: Mesh): void;
  41355. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41356. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41357. }
  41358. }
  41359. declare module "babylonjs/Materials/materialFlags" {
  41360. /**
  41361. * This groups all the flags used to control the materials channel.
  41362. */
  41363. export class MaterialFlags {
  41364. private static _DiffuseTextureEnabled;
  41365. /**
  41366. * Are diffuse textures enabled in the application.
  41367. */
  41368. static DiffuseTextureEnabled: boolean;
  41369. private static _AmbientTextureEnabled;
  41370. /**
  41371. * Are ambient textures enabled in the application.
  41372. */
  41373. static AmbientTextureEnabled: boolean;
  41374. private static _OpacityTextureEnabled;
  41375. /**
  41376. * Are opacity textures enabled in the application.
  41377. */
  41378. static OpacityTextureEnabled: boolean;
  41379. private static _ReflectionTextureEnabled;
  41380. /**
  41381. * Are reflection textures enabled in the application.
  41382. */
  41383. static ReflectionTextureEnabled: boolean;
  41384. private static _EmissiveTextureEnabled;
  41385. /**
  41386. * Are emissive textures enabled in the application.
  41387. */
  41388. static EmissiveTextureEnabled: boolean;
  41389. private static _SpecularTextureEnabled;
  41390. /**
  41391. * Are specular textures enabled in the application.
  41392. */
  41393. static SpecularTextureEnabled: boolean;
  41394. private static _BumpTextureEnabled;
  41395. /**
  41396. * Are bump textures enabled in the application.
  41397. */
  41398. static BumpTextureEnabled: boolean;
  41399. private static _LightmapTextureEnabled;
  41400. /**
  41401. * Are lightmap textures enabled in the application.
  41402. */
  41403. static LightmapTextureEnabled: boolean;
  41404. private static _RefractionTextureEnabled;
  41405. /**
  41406. * Are refraction textures enabled in the application.
  41407. */
  41408. static RefractionTextureEnabled: boolean;
  41409. private static _ColorGradingTextureEnabled;
  41410. /**
  41411. * Are color grading textures enabled in the application.
  41412. */
  41413. static ColorGradingTextureEnabled: boolean;
  41414. private static _FresnelEnabled;
  41415. /**
  41416. * Are fresnels enabled in the application.
  41417. */
  41418. static FresnelEnabled: boolean;
  41419. private static _ClearCoatTextureEnabled;
  41420. /**
  41421. * Are clear coat textures enabled in the application.
  41422. */
  41423. static ClearCoatTextureEnabled: boolean;
  41424. private static _ClearCoatBumpTextureEnabled;
  41425. /**
  41426. * Are clear coat bump textures enabled in the application.
  41427. */
  41428. static ClearCoatBumpTextureEnabled: boolean;
  41429. private static _ClearCoatTintTextureEnabled;
  41430. /**
  41431. * Are clear coat tint textures enabled in the application.
  41432. */
  41433. static ClearCoatTintTextureEnabled: boolean;
  41434. private static _SheenTextureEnabled;
  41435. /**
  41436. * Are sheen textures enabled in the application.
  41437. */
  41438. static SheenTextureEnabled: boolean;
  41439. private static _AnisotropicTextureEnabled;
  41440. /**
  41441. * Are anisotropic textures enabled in the application.
  41442. */
  41443. static AnisotropicTextureEnabled: boolean;
  41444. private static _ThicknessTextureEnabled;
  41445. /**
  41446. * Are thickness textures enabled in the application.
  41447. */
  41448. static ThicknessTextureEnabled: boolean;
  41449. }
  41450. }
  41451. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41452. /** @hidden */
  41453. export var defaultFragmentDeclaration: {
  41454. name: string;
  41455. shader: string;
  41456. };
  41457. }
  41458. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41459. /** @hidden */
  41460. export var defaultUboDeclaration: {
  41461. name: string;
  41462. shader: string;
  41463. };
  41464. }
  41465. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41466. /** @hidden */
  41467. export var lightFragmentDeclaration: {
  41468. name: string;
  41469. shader: string;
  41470. };
  41471. }
  41472. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41473. /** @hidden */
  41474. export var lightUboDeclaration: {
  41475. name: string;
  41476. shader: string;
  41477. };
  41478. }
  41479. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41480. /** @hidden */
  41481. export var lightsFragmentFunctions: {
  41482. name: string;
  41483. shader: string;
  41484. };
  41485. }
  41486. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41487. /** @hidden */
  41488. export var shadowsFragmentFunctions: {
  41489. name: string;
  41490. shader: string;
  41491. };
  41492. }
  41493. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41494. /** @hidden */
  41495. export var fresnelFunction: {
  41496. name: string;
  41497. shader: string;
  41498. };
  41499. }
  41500. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41501. /** @hidden */
  41502. export var reflectionFunction: {
  41503. name: string;
  41504. shader: string;
  41505. };
  41506. }
  41507. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41508. /** @hidden */
  41509. export var bumpFragmentFunctions: {
  41510. name: string;
  41511. shader: string;
  41512. };
  41513. }
  41514. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41515. /** @hidden */
  41516. export var logDepthDeclaration: {
  41517. name: string;
  41518. shader: string;
  41519. };
  41520. }
  41521. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41522. /** @hidden */
  41523. export var bumpFragment: {
  41524. name: string;
  41525. shader: string;
  41526. };
  41527. }
  41528. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41529. /** @hidden */
  41530. export var depthPrePass: {
  41531. name: string;
  41532. shader: string;
  41533. };
  41534. }
  41535. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41536. /** @hidden */
  41537. export var lightFragment: {
  41538. name: string;
  41539. shader: string;
  41540. };
  41541. }
  41542. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41543. /** @hidden */
  41544. export var logDepthFragment: {
  41545. name: string;
  41546. shader: string;
  41547. };
  41548. }
  41549. declare module "babylonjs/Shaders/default.fragment" {
  41550. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41551. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41552. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41553. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41554. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41555. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41556. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41557. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41558. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41559. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41560. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41561. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41562. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41563. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41564. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41565. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41566. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41567. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41568. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41569. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41570. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41571. /** @hidden */
  41572. export var defaultPixelShader: {
  41573. name: string;
  41574. shader: string;
  41575. };
  41576. }
  41577. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41578. /** @hidden */
  41579. export var defaultVertexDeclaration: {
  41580. name: string;
  41581. shader: string;
  41582. };
  41583. }
  41584. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41585. /** @hidden */
  41586. export var bumpVertexDeclaration: {
  41587. name: string;
  41588. shader: string;
  41589. };
  41590. }
  41591. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41592. /** @hidden */
  41593. export var bumpVertex: {
  41594. name: string;
  41595. shader: string;
  41596. };
  41597. }
  41598. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41599. /** @hidden */
  41600. export var fogVertex: {
  41601. name: string;
  41602. shader: string;
  41603. };
  41604. }
  41605. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41606. /** @hidden */
  41607. export var shadowsVertex: {
  41608. name: string;
  41609. shader: string;
  41610. };
  41611. }
  41612. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41613. /** @hidden */
  41614. export var pointCloudVertex: {
  41615. name: string;
  41616. shader: string;
  41617. };
  41618. }
  41619. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41620. /** @hidden */
  41621. export var logDepthVertex: {
  41622. name: string;
  41623. shader: string;
  41624. };
  41625. }
  41626. declare module "babylonjs/Shaders/default.vertex" {
  41627. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41628. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41629. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41630. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41631. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41632. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41633. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41634. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41635. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41636. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41637. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41638. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41639. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41640. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41641. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41642. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41643. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41644. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41645. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41646. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41647. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41648. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41649. /** @hidden */
  41650. export var defaultVertexShader: {
  41651. name: string;
  41652. shader: string;
  41653. };
  41654. }
  41655. declare module "babylonjs/Materials/standardMaterial" {
  41656. import { SmartArray } from "babylonjs/Misc/smartArray";
  41657. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41658. import { Nullable } from "babylonjs/types";
  41659. import { Scene } from "babylonjs/scene";
  41660. import { Matrix } from "babylonjs/Maths/math.vector";
  41661. import { Color3 } from "babylonjs/Maths/math.color";
  41662. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41664. import { Mesh } from "babylonjs/Meshes/mesh";
  41665. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41666. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41667. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41668. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41669. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41670. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41671. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41672. import "babylonjs/Shaders/default.fragment";
  41673. import "babylonjs/Shaders/default.vertex";
  41674. /** @hidden */
  41675. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41676. MAINUV1: boolean;
  41677. MAINUV2: boolean;
  41678. DIFFUSE: boolean;
  41679. DIFFUSEDIRECTUV: number;
  41680. AMBIENT: boolean;
  41681. AMBIENTDIRECTUV: number;
  41682. OPACITY: boolean;
  41683. OPACITYDIRECTUV: number;
  41684. OPACITYRGB: boolean;
  41685. REFLECTION: boolean;
  41686. EMISSIVE: boolean;
  41687. EMISSIVEDIRECTUV: number;
  41688. SPECULAR: boolean;
  41689. SPECULARDIRECTUV: number;
  41690. BUMP: boolean;
  41691. BUMPDIRECTUV: number;
  41692. PARALLAX: boolean;
  41693. PARALLAXOCCLUSION: boolean;
  41694. SPECULAROVERALPHA: boolean;
  41695. CLIPPLANE: boolean;
  41696. CLIPPLANE2: boolean;
  41697. CLIPPLANE3: boolean;
  41698. CLIPPLANE4: boolean;
  41699. ALPHATEST: boolean;
  41700. DEPTHPREPASS: boolean;
  41701. ALPHAFROMDIFFUSE: boolean;
  41702. POINTSIZE: boolean;
  41703. FOG: boolean;
  41704. SPECULARTERM: boolean;
  41705. DIFFUSEFRESNEL: boolean;
  41706. OPACITYFRESNEL: boolean;
  41707. REFLECTIONFRESNEL: boolean;
  41708. REFRACTIONFRESNEL: boolean;
  41709. EMISSIVEFRESNEL: boolean;
  41710. FRESNEL: boolean;
  41711. NORMAL: boolean;
  41712. UV1: boolean;
  41713. UV2: boolean;
  41714. VERTEXCOLOR: boolean;
  41715. VERTEXALPHA: boolean;
  41716. NUM_BONE_INFLUENCERS: number;
  41717. BonesPerMesh: number;
  41718. BONETEXTURE: boolean;
  41719. INSTANCES: boolean;
  41720. GLOSSINESS: boolean;
  41721. ROUGHNESS: boolean;
  41722. EMISSIVEASILLUMINATION: boolean;
  41723. LINKEMISSIVEWITHDIFFUSE: boolean;
  41724. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41725. LIGHTMAP: boolean;
  41726. LIGHTMAPDIRECTUV: number;
  41727. OBJECTSPACE_NORMALMAP: boolean;
  41728. USELIGHTMAPASSHADOWMAP: boolean;
  41729. REFLECTIONMAP_3D: boolean;
  41730. REFLECTIONMAP_SPHERICAL: boolean;
  41731. REFLECTIONMAP_PLANAR: boolean;
  41732. REFLECTIONMAP_CUBIC: boolean;
  41733. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41734. REFLECTIONMAP_PROJECTION: boolean;
  41735. REFLECTIONMAP_SKYBOX: boolean;
  41736. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41737. REFLECTIONMAP_EXPLICIT: boolean;
  41738. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41739. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41740. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41741. INVERTCUBICMAP: boolean;
  41742. LOGARITHMICDEPTH: boolean;
  41743. REFRACTION: boolean;
  41744. REFRACTIONMAP_3D: boolean;
  41745. REFLECTIONOVERALPHA: boolean;
  41746. TWOSIDEDLIGHTING: boolean;
  41747. SHADOWFLOAT: boolean;
  41748. MORPHTARGETS: boolean;
  41749. MORPHTARGETS_NORMAL: boolean;
  41750. MORPHTARGETS_TANGENT: boolean;
  41751. MORPHTARGETS_UV: boolean;
  41752. NUM_MORPH_INFLUENCERS: number;
  41753. NONUNIFORMSCALING: boolean;
  41754. PREMULTIPLYALPHA: boolean;
  41755. IMAGEPROCESSING: boolean;
  41756. VIGNETTE: boolean;
  41757. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41758. VIGNETTEBLENDMODEOPAQUE: boolean;
  41759. TONEMAPPING: boolean;
  41760. TONEMAPPING_ACES: boolean;
  41761. CONTRAST: boolean;
  41762. COLORCURVES: boolean;
  41763. COLORGRADING: boolean;
  41764. COLORGRADING3D: boolean;
  41765. SAMPLER3DGREENDEPTH: boolean;
  41766. SAMPLER3DBGRMAP: boolean;
  41767. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41768. MULTIVIEW: boolean;
  41769. /**
  41770. * If the reflection texture on this material is in linear color space
  41771. * @hidden
  41772. */
  41773. IS_REFLECTION_LINEAR: boolean;
  41774. /**
  41775. * If the refraction texture on this material is in linear color space
  41776. * @hidden
  41777. */
  41778. IS_REFRACTION_LINEAR: boolean;
  41779. EXPOSURE: boolean;
  41780. constructor();
  41781. setReflectionMode(modeToEnable: string): void;
  41782. }
  41783. /**
  41784. * This is the default material used in Babylon. It is the best trade off between quality
  41785. * and performances.
  41786. * @see http://doc.babylonjs.com/babylon101/materials
  41787. */
  41788. export class StandardMaterial extends PushMaterial {
  41789. private _diffuseTexture;
  41790. /**
  41791. * The basic texture of the material as viewed under a light.
  41792. */
  41793. diffuseTexture: Nullable<BaseTexture>;
  41794. private _ambientTexture;
  41795. /**
  41796. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41797. */
  41798. ambientTexture: Nullable<BaseTexture>;
  41799. private _opacityTexture;
  41800. /**
  41801. * Define the transparency of the material from a texture.
  41802. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41803. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41804. */
  41805. opacityTexture: Nullable<BaseTexture>;
  41806. private _reflectionTexture;
  41807. /**
  41808. * Define the texture used to display the reflection.
  41809. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41810. */
  41811. reflectionTexture: Nullable<BaseTexture>;
  41812. private _emissiveTexture;
  41813. /**
  41814. * Define texture of the material as if self lit.
  41815. * This will be mixed in the final result even in the absence of light.
  41816. */
  41817. emissiveTexture: Nullable<BaseTexture>;
  41818. private _specularTexture;
  41819. /**
  41820. * Define how the color and intensity of the highlight given by the light in the material.
  41821. */
  41822. specularTexture: Nullable<BaseTexture>;
  41823. private _bumpTexture;
  41824. /**
  41825. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41826. * 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.
  41827. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41828. */
  41829. bumpTexture: Nullable<BaseTexture>;
  41830. private _lightmapTexture;
  41831. /**
  41832. * Complex lighting can be computationally expensive to compute at runtime.
  41833. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41834. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41835. */
  41836. lightmapTexture: Nullable<BaseTexture>;
  41837. private _refractionTexture;
  41838. /**
  41839. * Define the texture used to display the refraction.
  41840. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41841. */
  41842. refractionTexture: Nullable<BaseTexture>;
  41843. /**
  41844. * The color of the material lit by the environmental background lighting.
  41845. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41846. */
  41847. ambientColor: Color3;
  41848. /**
  41849. * The basic color of the material as viewed under a light.
  41850. */
  41851. diffuseColor: Color3;
  41852. /**
  41853. * Define how the color and intensity of the highlight given by the light in the material.
  41854. */
  41855. specularColor: Color3;
  41856. /**
  41857. * Define the color of the material as if self lit.
  41858. * This will be mixed in the final result even in the absence of light.
  41859. */
  41860. emissiveColor: Color3;
  41861. /**
  41862. * Defines how sharp are the highlights in the material.
  41863. * The bigger the value the sharper giving a more glossy feeling to the result.
  41864. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41865. */
  41866. specularPower: number;
  41867. private _useAlphaFromDiffuseTexture;
  41868. /**
  41869. * Does the transparency come from the diffuse texture alpha channel.
  41870. */
  41871. useAlphaFromDiffuseTexture: boolean;
  41872. private _useEmissiveAsIllumination;
  41873. /**
  41874. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41875. */
  41876. useEmissiveAsIllumination: boolean;
  41877. private _linkEmissiveWithDiffuse;
  41878. /**
  41879. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41880. * the emissive level when the final color is close to one.
  41881. */
  41882. linkEmissiveWithDiffuse: boolean;
  41883. private _useSpecularOverAlpha;
  41884. /**
  41885. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41886. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41887. */
  41888. useSpecularOverAlpha: boolean;
  41889. private _useReflectionOverAlpha;
  41890. /**
  41891. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41892. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41893. */
  41894. useReflectionOverAlpha: boolean;
  41895. private _disableLighting;
  41896. /**
  41897. * Does lights from the scene impacts this material.
  41898. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41899. */
  41900. disableLighting: boolean;
  41901. private _useObjectSpaceNormalMap;
  41902. /**
  41903. * Allows using an object space normal map (instead of tangent space).
  41904. */
  41905. useObjectSpaceNormalMap: boolean;
  41906. private _useParallax;
  41907. /**
  41908. * Is parallax enabled or not.
  41909. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41910. */
  41911. useParallax: boolean;
  41912. private _useParallaxOcclusion;
  41913. /**
  41914. * Is parallax occlusion enabled or not.
  41915. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41916. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41917. */
  41918. useParallaxOcclusion: boolean;
  41919. /**
  41920. * 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.
  41921. */
  41922. parallaxScaleBias: number;
  41923. private _roughness;
  41924. /**
  41925. * Helps to define how blurry the reflections should appears in the material.
  41926. */
  41927. roughness: number;
  41928. /**
  41929. * In case of refraction, define the value of the index of refraction.
  41930. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41931. */
  41932. indexOfRefraction: number;
  41933. /**
  41934. * Invert the refraction texture alongside the y axis.
  41935. * It can be useful with procedural textures or probe for instance.
  41936. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41937. */
  41938. invertRefractionY: boolean;
  41939. /**
  41940. * Defines the alpha limits in alpha test mode.
  41941. */
  41942. alphaCutOff: number;
  41943. private _useLightmapAsShadowmap;
  41944. /**
  41945. * In case of light mapping, define whether the map contains light or shadow informations.
  41946. */
  41947. useLightmapAsShadowmap: boolean;
  41948. private _diffuseFresnelParameters;
  41949. /**
  41950. * Define the diffuse fresnel parameters of the material.
  41951. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41952. */
  41953. diffuseFresnelParameters: FresnelParameters;
  41954. private _opacityFresnelParameters;
  41955. /**
  41956. * Define the opacity fresnel parameters of the material.
  41957. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41958. */
  41959. opacityFresnelParameters: FresnelParameters;
  41960. private _reflectionFresnelParameters;
  41961. /**
  41962. * Define the reflection fresnel parameters of the material.
  41963. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41964. */
  41965. reflectionFresnelParameters: FresnelParameters;
  41966. private _refractionFresnelParameters;
  41967. /**
  41968. * Define the refraction fresnel parameters of the material.
  41969. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41970. */
  41971. refractionFresnelParameters: FresnelParameters;
  41972. private _emissiveFresnelParameters;
  41973. /**
  41974. * Define the emissive fresnel parameters of the material.
  41975. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41976. */
  41977. emissiveFresnelParameters: FresnelParameters;
  41978. private _useReflectionFresnelFromSpecular;
  41979. /**
  41980. * If true automatically deducts the fresnels values from the material specularity.
  41981. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41982. */
  41983. useReflectionFresnelFromSpecular: boolean;
  41984. private _useGlossinessFromSpecularMapAlpha;
  41985. /**
  41986. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41987. */
  41988. useGlossinessFromSpecularMapAlpha: boolean;
  41989. private _maxSimultaneousLights;
  41990. /**
  41991. * Defines the maximum number of lights that can be used in the material
  41992. */
  41993. maxSimultaneousLights: number;
  41994. private _invertNormalMapX;
  41995. /**
  41996. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41997. */
  41998. invertNormalMapX: boolean;
  41999. private _invertNormalMapY;
  42000. /**
  42001. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42002. */
  42003. invertNormalMapY: boolean;
  42004. private _twoSidedLighting;
  42005. /**
  42006. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42007. */
  42008. twoSidedLighting: boolean;
  42009. /**
  42010. * Default configuration related to image processing available in the standard Material.
  42011. */
  42012. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42013. /**
  42014. * Gets the image processing configuration used either in this material.
  42015. */
  42016. /**
  42017. * Sets the Default image processing configuration used either in the this material.
  42018. *
  42019. * If sets to null, the scene one is in use.
  42020. */
  42021. imageProcessingConfiguration: ImageProcessingConfiguration;
  42022. /**
  42023. * Keep track of the image processing observer to allow dispose and replace.
  42024. */
  42025. private _imageProcessingObserver;
  42026. /**
  42027. * Attaches a new image processing configuration to the Standard Material.
  42028. * @param configuration
  42029. */
  42030. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42031. /**
  42032. * Gets wether the color curves effect is enabled.
  42033. */
  42034. /**
  42035. * Sets wether the color curves effect is enabled.
  42036. */
  42037. cameraColorCurvesEnabled: boolean;
  42038. /**
  42039. * Gets wether the color grading effect is enabled.
  42040. */
  42041. /**
  42042. * Gets wether the color grading effect is enabled.
  42043. */
  42044. cameraColorGradingEnabled: boolean;
  42045. /**
  42046. * Gets wether tonemapping is enabled or not.
  42047. */
  42048. /**
  42049. * Sets wether tonemapping is enabled or not
  42050. */
  42051. cameraToneMappingEnabled: boolean;
  42052. /**
  42053. * The camera exposure used on this material.
  42054. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42055. * This corresponds to a photographic exposure.
  42056. */
  42057. /**
  42058. * The camera exposure used on this material.
  42059. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42060. * This corresponds to a photographic exposure.
  42061. */
  42062. cameraExposure: number;
  42063. /**
  42064. * Gets The camera contrast used on this material.
  42065. */
  42066. /**
  42067. * Sets The camera contrast used on this material.
  42068. */
  42069. cameraContrast: number;
  42070. /**
  42071. * Gets the Color Grading 2D Lookup Texture.
  42072. */
  42073. /**
  42074. * Sets the Color Grading 2D Lookup Texture.
  42075. */
  42076. cameraColorGradingTexture: Nullable<BaseTexture>;
  42077. /**
  42078. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42079. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42080. * 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;
  42081. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42082. */
  42083. /**
  42084. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42085. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42086. * 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;
  42087. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42088. */
  42089. cameraColorCurves: Nullable<ColorCurves>;
  42090. /**
  42091. * Custom callback helping to override the default shader used in the material.
  42092. */
  42093. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42094. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42095. protected _worldViewProjectionMatrix: Matrix;
  42096. protected _globalAmbientColor: Color3;
  42097. protected _useLogarithmicDepth: boolean;
  42098. protected _rebuildInParallel: boolean;
  42099. /**
  42100. * Instantiates a new standard material.
  42101. * This is the default material used in Babylon. It is the best trade off between quality
  42102. * and performances.
  42103. * @see http://doc.babylonjs.com/babylon101/materials
  42104. * @param name Define the name of the material in the scene
  42105. * @param scene Define the scene the material belong to
  42106. */
  42107. constructor(name: string, scene: Scene);
  42108. /**
  42109. * Gets a boolean indicating that current material needs to register RTT
  42110. */
  42111. readonly hasRenderTargetTextures: boolean;
  42112. /**
  42113. * Gets the current class name of the material e.g. "StandardMaterial"
  42114. * Mainly use in serialization.
  42115. * @returns the class name
  42116. */
  42117. getClassName(): string;
  42118. /**
  42119. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42120. * You can try switching to logarithmic depth.
  42121. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42122. */
  42123. useLogarithmicDepth: boolean;
  42124. /**
  42125. * Specifies if the material will require alpha blending
  42126. * @returns a boolean specifying if alpha blending is needed
  42127. */
  42128. needAlphaBlending(): boolean;
  42129. /**
  42130. * Specifies if this material should be rendered in alpha test mode
  42131. * @returns a boolean specifying if an alpha test is needed.
  42132. */
  42133. needAlphaTesting(): boolean;
  42134. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42135. /**
  42136. * Get the texture used for alpha test purpose.
  42137. * @returns the diffuse texture in case of the standard material.
  42138. */
  42139. getAlphaTestTexture(): Nullable<BaseTexture>;
  42140. /**
  42141. * Get if the submesh is ready to be used and all its information available.
  42142. * Child classes can use it to update shaders
  42143. * @param mesh defines the mesh to check
  42144. * @param subMesh defines which submesh to check
  42145. * @param useInstances specifies that instances should be used
  42146. * @returns a boolean indicating that the submesh is ready or not
  42147. */
  42148. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42149. /**
  42150. * Builds the material UBO layouts.
  42151. * Used internally during the effect preparation.
  42152. */
  42153. buildUniformLayout(): void;
  42154. /**
  42155. * Unbinds the material from the mesh
  42156. */
  42157. unbind(): void;
  42158. /**
  42159. * Binds the submesh to this material by preparing the effect and shader to draw
  42160. * @param world defines the world transformation matrix
  42161. * @param mesh defines the mesh containing the submesh
  42162. * @param subMesh defines the submesh to bind the material to
  42163. */
  42164. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42165. /**
  42166. * Get the list of animatables in the material.
  42167. * @returns the list of animatables object used in the material
  42168. */
  42169. getAnimatables(): IAnimatable[];
  42170. /**
  42171. * Gets the active textures from the material
  42172. * @returns an array of textures
  42173. */
  42174. getActiveTextures(): BaseTexture[];
  42175. /**
  42176. * Specifies if the material uses a texture
  42177. * @param texture defines the texture to check against the material
  42178. * @returns a boolean specifying if the material uses the texture
  42179. */
  42180. hasTexture(texture: BaseTexture): boolean;
  42181. /**
  42182. * Disposes the material
  42183. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42184. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42185. */
  42186. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42187. /**
  42188. * Makes a duplicate of the material, and gives it a new name
  42189. * @param name defines the new name for the duplicated material
  42190. * @returns the cloned material
  42191. */
  42192. clone(name: string): StandardMaterial;
  42193. /**
  42194. * Serializes this material in a JSON representation
  42195. * @returns the serialized material object
  42196. */
  42197. serialize(): any;
  42198. /**
  42199. * Creates a standard material from parsed material data
  42200. * @param source defines the JSON representation of the material
  42201. * @param scene defines the hosting scene
  42202. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42203. * @returns a new standard material
  42204. */
  42205. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42206. /**
  42207. * Are diffuse textures enabled in the application.
  42208. */
  42209. static DiffuseTextureEnabled: boolean;
  42210. /**
  42211. * Are ambient textures enabled in the application.
  42212. */
  42213. static AmbientTextureEnabled: boolean;
  42214. /**
  42215. * Are opacity textures enabled in the application.
  42216. */
  42217. static OpacityTextureEnabled: boolean;
  42218. /**
  42219. * Are reflection textures enabled in the application.
  42220. */
  42221. static ReflectionTextureEnabled: boolean;
  42222. /**
  42223. * Are emissive textures enabled in the application.
  42224. */
  42225. static EmissiveTextureEnabled: boolean;
  42226. /**
  42227. * Are specular textures enabled in the application.
  42228. */
  42229. static SpecularTextureEnabled: boolean;
  42230. /**
  42231. * Are bump textures enabled in the application.
  42232. */
  42233. static BumpTextureEnabled: boolean;
  42234. /**
  42235. * Are lightmap textures enabled in the application.
  42236. */
  42237. static LightmapTextureEnabled: boolean;
  42238. /**
  42239. * Are refraction textures enabled in the application.
  42240. */
  42241. static RefractionTextureEnabled: boolean;
  42242. /**
  42243. * Are color grading textures enabled in the application.
  42244. */
  42245. static ColorGradingTextureEnabled: boolean;
  42246. /**
  42247. * Are fresnels enabled in the application.
  42248. */
  42249. static FresnelEnabled: boolean;
  42250. }
  42251. }
  42252. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42253. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42254. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42255. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42256. /** @hidden */
  42257. export var imageProcessingPixelShader: {
  42258. name: string;
  42259. shader: string;
  42260. };
  42261. }
  42262. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42263. import { Nullable } from "babylonjs/types";
  42264. import { Color4 } from "babylonjs/Maths/math.color";
  42265. import { Camera } from "babylonjs/Cameras/camera";
  42266. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42267. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42268. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42269. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42270. import { Engine } from "babylonjs/Engines/engine";
  42271. import "babylonjs/Shaders/imageProcessing.fragment";
  42272. import "babylonjs/Shaders/postprocess.vertex";
  42273. /**
  42274. * ImageProcessingPostProcess
  42275. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42276. */
  42277. export class ImageProcessingPostProcess extends PostProcess {
  42278. /**
  42279. * Default configuration related to image processing available in the PBR Material.
  42280. */
  42281. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42282. /**
  42283. * Gets the image processing configuration used either in this material.
  42284. */
  42285. /**
  42286. * Sets the Default image processing configuration used either in the this material.
  42287. *
  42288. * If sets to null, the scene one is in use.
  42289. */
  42290. imageProcessingConfiguration: ImageProcessingConfiguration;
  42291. /**
  42292. * Keep track of the image processing observer to allow dispose and replace.
  42293. */
  42294. private _imageProcessingObserver;
  42295. /**
  42296. * Attaches a new image processing configuration to the PBR Material.
  42297. * @param configuration
  42298. */
  42299. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42300. /**
  42301. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42302. */
  42303. /**
  42304. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42305. */
  42306. colorCurves: Nullable<ColorCurves>;
  42307. /**
  42308. * Gets wether the color curves effect is enabled.
  42309. */
  42310. /**
  42311. * Sets wether the color curves effect is enabled.
  42312. */
  42313. colorCurvesEnabled: boolean;
  42314. /**
  42315. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42316. */
  42317. /**
  42318. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42319. */
  42320. colorGradingTexture: Nullable<BaseTexture>;
  42321. /**
  42322. * Gets wether the color grading effect is enabled.
  42323. */
  42324. /**
  42325. * Gets wether the color grading effect is enabled.
  42326. */
  42327. colorGradingEnabled: boolean;
  42328. /**
  42329. * Gets exposure used in the effect.
  42330. */
  42331. /**
  42332. * Sets exposure used in the effect.
  42333. */
  42334. exposure: number;
  42335. /**
  42336. * Gets wether tonemapping is enabled or not.
  42337. */
  42338. /**
  42339. * Sets wether tonemapping is enabled or not
  42340. */
  42341. toneMappingEnabled: boolean;
  42342. /**
  42343. * Gets the type of tone mapping effect.
  42344. */
  42345. /**
  42346. * Sets the type of tone mapping effect.
  42347. */
  42348. toneMappingType: number;
  42349. /**
  42350. * Gets contrast used in the effect.
  42351. */
  42352. /**
  42353. * Sets contrast used in the effect.
  42354. */
  42355. contrast: number;
  42356. /**
  42357. * Gets Vignette stretch size.
  42358. */
  42359. /**
  42360. * Sets Vignette stretch size.
  42361. */
  42362. vignetteStretch: number;
  42363. /**
  42364. * Gets Vignette centre X Offset.
  42365. */
  42366. /**
  42367. * Sets Vignette centre X Offset.
  42368. */
  42369. vignetteCentreX: number;
  42370. /**
  42371. * Gets Vignette centre Y Offset.
  42372. */
  42373. /**
  42374. * Sets Vignette centre Y Offset.
  42375. */
  42376. vignetteCentreY: number;
  42377. /**
  42378. * Gets Vignette weight or intensity of the vignette effect.
  42379. */
  42380. /**
  42381. * Sets Vignette weight or intensity of the vignette effect.
  42382. */
  42383. vignetteWeight: number;
  42384. /**
  42385. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42386. * if vignetteEnabled is set to true.
  42387. */
  42388. /**
  42389. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42390. * if vignetteEnabled is set to true.
  42391. */
  42392. vignetteColor: Color4;
  42393. /**
  42394. * Gets Camera field of view used by the Vignette effect.
  42395. */
  42396. /**
  42397. * Sets Camera field of view used by the Vignette effect.
  42398. */
  42399. vignetteCameraFov: number;
  42400. /**
  42401. * Gets the vignette blend mode allowing different kind of effect.
  42402. */
  42403. /**
  42404. * Sets the vignette blend mode allowing different kind of effect.
  42405. */
  42406. vignetteBlendMode: number;
  42407. /**
  42408. * Gets wether the vignette effect is enabled.
  42409. */
  42410. /**
  42411. * Sets wether the vignette effect is enabled.
  42412. */
  42413. vignetteEnabled: boolean;
  42414. private _fromLinearSpace;
  42415. /**
  42416. * Gets wether the input of the processing is in Gamma or Linear Space.
  42417. */
  42418. /**
  42419. * Sets wether the input of the processing is in Gamma or Linear Space.
  42420. */
  42421. fromLinearSpace: boolean;
  42422. /**
  42423. * Defines cache preventing GC.
  42424. */
  42425. private _defines;
  42426. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42427. /**
  42428. * "ImageProcessingPostProcess"
  42429. * @returns "ImageProcessingPostProcess"
  42430. */
  42431. getClassName(): string;
  42432. protected _updateParameters(): void;
  42433. dispose(camera?: Camera): void;
  42434. }
  42435. }
  42436. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42437. import { Scene } from "babylonjs/scene";
  42438. import { Color3 } from "babylonjs/Maths/math.color";
  42439. import { Mesh } from "babylonjs/Meshes/mesh";
  42440. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42441. import { Nullable } from "babylonjs/types";
  42442. /**
  42443. * Class containing static functions to help procedurally build meshes
  42444. */
  42445. export class GroundBuilder {
  42446. /**
  42447. * Creates a ground mesh
  42448. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42449. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42450. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42451. * @param name defines the name of the mesh
  42452. * @param options defines the options used to create the mesh
  42453. * @param scene defines the hosting scene
  42454. * @returns the ground mesh
  42455. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42456. */
  42457. static CreateGround(name: string, options: {
  42458. width?: number;
  42459. height?: number;
  42460. subdivisions?: number;
  42461. subdivisionsX?: number;
  42462. subdivisionsY?: number;
  42463. updatable?: boolean;
  42464. }, scene: any): Mesh;
  42465. /**
  42466. * Creates a tiled ground mesh
  42467. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42468. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42469. * * 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
  42470. * * 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
  42471. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42472. * @param name defines the name of the mesh
  42473. * @param options defines the options used to create the mesh
  42474. * @param scene defines the hosting scene
  42475. * @returns the tiled ground mesh
  42476. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42477. */
  42478. static CreateTiledGround(name: string, options: {
  42479. xmin: number;
  42480. zmin: number;
  42481. xmax: number;
  42482. zmax: number;
  42483. subdivisions?: {
  42484. w: number;
  42485. h: number;
  42486. };
  42487. precision?: {
  42488. w: number;
  42489. h: number;
  42490. };
  42491. updatable?: boolean;
  42492. }, scene?: Nullable<Scene>): Mesh;
  42493. /**
  42494. * Creates a ground mesh from a height map
  42495. * * The parameter `url` sets the URL of the height map image resource.
  42496. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42497. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42498. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42499. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42500. * * 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.
  42501. * * 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).
  42502. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42503. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42504. * @param name defines the name of the mesh
  42505. * @param url defines the url to the height map
  42506. * @param options defines the options used to create the mesh
  42507. * @param scene defines the hosting scene
  42508. * @returns the ground mesh
  42509. * @see https://doc.babylonjs.com/babylon101/height_map
  42510. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42511. */
  42512. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42513. width?: number;
  42514. height?: number;
  42515. subdivisions?: number;
  42516. minHeight?: number;
  42517. maxHeight?: number;
  42518. colorFilter?: Color3;
  42519. alphaFilter?: number;
  42520. updatable?: boolean;
  42521. onReady?: (mesh: GroundMesh) => void;
  42522. }, scene?: Nullable<Scene>): GroundMesh;
  42523. }
  42524. }
  42525. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42526. import { Vector4 } from "babylonjs/Maths/math.vector";
  42527. import { Mesh } from "babylonjs/Meshes/mesh";
  42528. /**
  42529. * Class containing static functions to help procedurally build meshes
  42530. */
  42531. export class TorusBuilder {
  42532. /**
  42533. * Creates a torus mesh
  42534. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42535. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42536. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42537. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42538. * * If you create a double-sided mesh, you can choose what parts of 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
  42539. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42540. * @param name defines the name of the mesh
  42541. * @param options defines the options used to create the mesh
  42542. * @param scene defines the hosting scene
  42543. * @returns the torus mesh
  42544. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42545. */
  42546. static CreateTorus(name: string, options: {
  42547. diameter?: number;
  42548. thickness?: number;
  42549. tessellation?: number;
  42550. updatable?: boolean;
  42551. sideOrientation?: number;
  42552. frontUVs?: Vector4;
  42553. backUVs?: Vector4;
  42554. }, scene: any): Mesh;
  42555. }
  42556. }
  42557. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42558. import { Vector4 } from "babylonjs/Maths/math.vector";
  42559. import { Color4 } from "babylonjs/Maths/math.color";
  42560. import { Mesh } from "babylonjs/Meshes/mesh";
  42561. /**
  42562. * Class containing static functions to help procedurally build meshes
  42563. */
  42564. export class CylinderBuilder {
  42565. /**
  42566. * Creates a cylinder or a cone mesh
  42567. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42568. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42569. * * 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.
  42570. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42571. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42572. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42573. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42574. * * 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).
  42575. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42576. * * 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).
  42577. * * 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
  42578. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42579. * * 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
  42580. * * 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.
  42581. * * If `enclose` is false, a ring surface is one element.
  42582. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42583. * * 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
  42584. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42585. * * If you create a double-sided mesh, you can choose what parts of 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
  42586. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42587. * @param name defines the name of the mesh
  42588. * @param options defines the options used to create the mesh
  42589. * @param scene defines the hosting scene
  42590. * @returns the cylinder mesh
  42591. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42592. */
  42593. static CreateCylinder(name: string, options: {
  42594. height?: number;
  42595. diameterTop?: number;
  42596. diameterBottom?: number;
  42597. diameter?: number;
  42598. tessellation?: number;
  42599. subdivisions?: number;
  42600. arc?: number;
  42601. faceColors?: Color4[];
  42602. faceUV?: Vector4[];
  42603. updatable?: boolean;
  42604. hasRings?: boolean;
  42605. enclose?: boolean;
  42606. cap?: number;
  42607. sideOrientation?: number;
  42608. frontUVs?: Vector4;
  42609. backUVs?: Vector4;
  42610. }, scene: any): Mesh;
  42611. }
  42612. }
  42613. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42614. import { Observable } from "babylonjs/Misc/observable";
  42615. import { Nullable } from "babylonjs/types";
  42616. import { Camera } from "babylonjs/Cameras/camera";
  42617. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42618. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42619. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42620. import { Scene } from "babylonjs/scene";
  42621. import { Vector3 } from "babylonjs/Maths/math.vector";
  42622. import { Color3 } from "babylonjs/Maths/math.color";
  42623. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42624. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42625. import { Mesh } from "babylonjs/Meshes/mesh";
  42626. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42627. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42628. import "babylonjs/Meshes/Builders/groundBuilder";
  42629. import "babylonjs/Meshes/Builders/torusBuilder";
  42630. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42631. import "babylonjs/Gamepads/gamepadSceneComponent";
  42632. import "babylonjs/Animations/animatable";
  42633. /**
  42634. * Options to modify the vr teleportation behavior.
  42635. */
  42636. export interface VRTeleportationOptions {
  42637. /**
  42638. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42639. */
  42640. floorMeshName?: string;
  42641. /**
  42642. * A list of meshes to be used as the teleportation floor. (default: empty)
  42643. */
  42644. floorMeshes?: Mesh[];
  42645. }
  42646. /**
  42647. * Options to modify the vr experience helper's behavior.
  42648. */
  42649. export interface VRExperienceHelperOptions extends WebVROptions {
  42650. /**
  42651. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42652. */
  42653. createDeviceOrientationCamera?: boolean;
  42654. /**
  42655. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42656. */
  42657. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42658. /**
  42659. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42660. */
  42661. laserToggle?: boolean;
  42662. /**
  42663. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42664. */
  42665. floorMeshes?: Mesh[];
  42666. /**
  42667. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42668. */
  42669. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42670. }
  42671. /**
  42672. * Event containing information after VR has been entered
  42673. */
  42674. export class OnAfterEnteringVRObservableEvent {
  42675. /**
  42676. * If entering vr was successful
  42677. */
  42678. success: boolean;
  42679. }
  42680. /**
  42681. * Helps to quickly add VR support to an existing scene.
  42682. * See http://doc.babylonjs.com/how_to/webvr_helper
  42683. */
  42684. export class VRExperienceHelper {
  42685. /** Options to modify the vr experience helper's behavior. */
  42686. webVROptions: VRExperienceHelperOptions;
  42687. private _scene;
  42688. private _position;
  42689. private _btnVR;
  42690. private _btnVRDisplayed;
  42691. private _webVRsupported;
  42692. private _webVRready;
  42693. private _webVRrequesting;
  42694. private _webVRpresenting;
  42695. private _hasEnteredVR;
  42696. private _fullscreenVRpresenting;
  42697. private _canvas;
  42698. private _webVRCamera;
  42699. private _vrDeviceOrientationCamera;
  42700. private _deviceOrientationCamera;
  42701. private _existingCamera;
  42702. private _onKeyDown;
  42703. private _onVrDisplayPresentChange;
  42704. private _onVRDisplayChanged;
  42705. private _onVRRequestPresentStart;
  42706. private _onVRRequestPresentComplete;
  42707. /**
  42708. * 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)
  42709. */
  42710. enableGazeEvenWhenNoPointerLock: boolean;
  42711. /**
  42712. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42713. */
  42714. exitVROnDoubleTap: boolean;
  42715. /**
  42716. * Observable raised right before entering VR.
  42717. */
  42718. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42719. /**
  42720. * Observable raised when entering VR has completed.
  42721. */
  42722. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42723. /**
  42724. * Observable raised when exiting VR.
  42725. */
  42726. onExitingVRObservable: Observable<VRExperienceHelper>;
  42727. /**
  42728. * Observable raised when controller mesh is loaded.
  42729. */
  42730. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42731. /** Return this.onEnteringVRObservable
  42732. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42733. */
  42734. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42735. /** Return this.onExitingVRObservable
  42736. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42737. */
  42738. readonly onExitingVR: Observable<VRExperienceHelper>;
  42739. /** Return this.onControllerMeshLoadedObservable
  42740. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42741. */
  42742. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42743. private _rayLength;
  42744. private _useCustomVRButton;
  42745. private _teleportationRequested;
  42746. private _teleportActive;
  42747. private _floorMeshName;
  42748. private _floorMeshesCollection;
  42749. private _rotationAllowed;
  42750. private _teleportBackwardsVector;
  42751. private _teleportationTarget;
  42752. private _isDefaultTeleportationTarget;
  42753. private _postProcessMove;
  42754. private _teleportationFillColor;
  42755. private _teleportationBorderColor;
  42756. private _rotationAngle;
  42757. private _haloCenter;
  42758. private _cameraGazer;
  42759. private _padSensibilityUp;
  42760. private _padSensibilityDown;
  42761. private _leftController;
  42762. private _rightController;
  42763. /**
  42764. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42765. */
  42766. onNewMeshSelected: Observable<AbstractMesh>;
  42767. /**
  42768. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42769. * This observable will provide the mesh and the controller used to select the mesh
  42770. */
  42771. onMeshSelectedWithController: Observable<{
  42772. mesh: AbstractMesh;
  42773. controller: WebVRController;
  42774. }>;
  42775. /**
  42776. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42777. */
  42778. onNewMeshPicked: Observable<PickingInfo>;
  42779. private _circleEase;
  42780. /**
  42781. * Observable raised before camera teleportation
  42782. */
  42783. onBeforeCameraTeleport: Observable<Vector3>;
  42784. /**
  42785. * Observable raised after camera teleportation
  42786. */
  42787. onAfterCameraTeleport: Observable<Vector3>;
  42788. /**
  42789. * Observable raised when current selected mesh gets unselected
  42790. */
  42791. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42792. private _raySelectionPredicate;
  42793. /**
  42794. * To be optionaly changed by user to define custom ray selection
  42795. */
  42796. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42797. /**
  42798. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42799. */
  42800. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42801. /**
  42802. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42803. */
  42804. teleportationEnabled: boolean;
  42805. private _defaultHeight;
  42806. private _teleportationInitialized;
  42807. private _interactionsEnabled;
  42808. private _interactionsRequested;
  42809. private _displayGaze;
  42810. private _displayLaserPointer;
  42811. /**
  42812. * The mesh used to display where the user is going to teleport.
  42813. */
  42814. /**
  42815. * Sets the mesh to be used to display where the user is going to teleport.
  42816. */
  42817. teleportationTarget: Mesh;
  42818. /**
  42819. * 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
  42820. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42821. * See http://doc.babylonjs.com/resources/baking_transformations
  42822. */
  42823. gazeTrackerMesh: Mesh;
  42824. /**
  42825. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42826. */
  42827. updateGazeTrackerScale: boolean;
  42828. /**
  42829. * If the gaze trackers color should be updated when selecting meshes
  42830. */
  42831. updateGazeTrackerColor: boolean;
  42832. /**
  42833. * If the controller laser color should be updated when selecting meshes
  42834. */
  42835. updateControllerLaserColor: boolean;
  42836. /**
  42837. * The gaze tracking mesh corresponding to the left controller
  42838. */
  42839. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42840. /**
  42841. * The gaze tracking mesh corresponding to the right controller
  42842. */
  42843. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42844. /**
  42845. * If the ray of the gaze should be displayed.
  42846. */
  42847. /**
  42848. * Sets if the ray of the gaze should be displayed.
  42849. */
  42850. displayGaze: boolean;
  42851. /**
  42852. * If the ray of the LaserPointer should be displayed.
  42853. */
  42854. /**
  42855. * Sets if the ray of the LaserPointer should be displayed.
  42856. */
  42857. displayLaserPointer: boolean;
  42858. /**
  42859. * The deviceOrientationCamera used as the camera when not in VR.
  42860. */
  42861. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42862. /**
  42863. * Based on the current WebVR support, returns the current VR camera used.
  42864. */
  42865. readonly currentVRCamera: Nullable<Camera>;
  42866. /**
  42867. * The webVRCamera which is used when in VR.
  42868. */
  42869. readonly webVRCamera: WebVRFreeCamera;
  42870. /**
  42871. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42872. */
  42873. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42874. /**
  42875. * The html button that is used to trigger entering into VR.
  42876. */
  42877. readonly vrButton: Nullable<HTMLButtonElement>;
  42878. private readonly _teleportationRequestInitiated;
  42879. /**
  42880. * Defines wether or not Pointer lock should be requested when switching to
  42881. * full screen.
  42882. */
  42883. requestPointerLockOnFullScreen: boolean;
  42884. /**
  42885. * Instantiates a VRExperienceHelper.
  42886. * Helps to quickly add VR support to an existing scene.
  42887. * @param scene The scene the VRExperienceHelper belongs to.
  42888. * @param webVROptions Options to modify the vr experience helper's behavior.
  42889. */
  42890. constructor(scene: Scene,
  42891. /** Options to modify the vr experience helper's behavior. */
  42892. webVROptions?: VRExperienceHelperOptions);
  42893. private _onDefaultMeshLoaded;
  42894. private _onResize;
  42895. private _onFullscreenChange;
  42896. /**
  42897. * Gets a value indicating if we are currently in VR mode.
  42898. */
  42899. readonly isInVRMode: boolean;
  42900. private onVrDisplayPresentChange;
  42901. private onVRDisplayChanged;
  42902. private moveButtonToBottomRight;
  42903. private displayVRButton;
  42904. private updateButtonVisibility;
  42905. private _cachedAngularSensibility;
  42906. /**
  42907. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42908. * Otherwise, will use the fullscreen API.
  42909. */
  42910. enterVR(): void;
  42911. /**
  42912. * Attempt to exit VR, or fullscreen.
  42913. */
  42914. exitVR(): void;
  42915. /**
  42916. * The position of the vr experience helper.
  42917. */
  42918. /**
  42919. * Sets the position of the vr experience helper.
  42920. */
  42921. position: Vector3;
  42922. /**
  42923. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42924. */
  42925. enableInteractions(): void;
  42926. private readonly _noControllerIsActive;
  42927. private beforeRender;
  42928. private _isTeleportationFloor;
  42929. /**
  42930. * Adds a floor mesh to be used for teleportation.
  42931. * @param floorMesh the mesh to be used for teleportation.
  42932. */
  42933. addFloorMesh(floorMesh: Mesh): void;
  42934. /**
  42935. * Removes a floor mesh from being used for teleportation.
  42936. * @param floorMesh the mesh to be removed.
  42937. */
  42938. removeFloorMesh(floorMesh: Mesh): void;
  42939. /**
  42940. * Enables interactions and teleportation using the VR controllers and gaze.
  42941. * @param vrTeleportationOptions options to modify teleportation behavior.
  42942. */
  42943. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42944. private _onNewGamepadConnected;
  42945. private _tryEnableInteractionOnController;
  42946. private _onNewGamepadDisconnected;
  42947. private _enableInteractionOnController;
  42948. private _checkTeleportWithRay;
  42949. private _checkRotate;
  42950. private _checkTeleportBackwards;
  42951. private _enableTeleportationOnController;
  42952. private _createTeleportationCircles;
  42953. private _displayTeleportationTarget;
  42954. private _hideTeleportationTarget;
  42955. private _rotateCamera;
  42956. private _moveTeleportationSelectorTo;
  42957. private _workingVector;
  42958. private _workingQuaternion;
  42959. private _workingMatrix;
  42960. /**
  42961. * Teleports the users feet to the desired location
  42962. * @param location The location where the user's feet should be placed
  42963. */
  42964. teleportCamera(location: Vector3): void;
  42965. private _convertNormalToDirectionOfRay;
  42966. private _castRayAndSelectObject;
  42967. private _notifySelectedMeshUnselected;
  42968. /**
  42969. * Sets the color of the laser ray from the vr controllers.
  42970. * @param color new color for the ray.
  42971. */
  42972. changeLaserColor(color: Color3): void;
  42973. /**
  42974. * Sets the color of the ray from the vr headsets gaze.
  42975. * @param color new color for the ray.
  42976. */
  42977. changeGazeColor(color: Color3): void;
  42978. /**
  42979. * Exits VR and disposes of the vr experience helper
  42980. */
  42981. dispose(): void;
  42982. /**
  42983. * Gets the name of the VRExperienceHelper class
  42984. * @returns "VRExperienceHelper"
  42985. */
  42986. getClassName(): string;
  42987. }
  42988. }
  42989. declare module "babylonjs/Cameras/VR/index" {
  42990. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42991. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42992. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42993. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42994. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42995. export * from "babylonjs/Cameras/VR/webVRCamera";
  42996. }
  42997. declare module "babylonjs/Cameras/XR/webXRTypes" {
  42998. import { Nullable } from "babylonjs/types";
  42999. import { IDisposable } from "babylonjs/scene";
  43000. /**
  43001. * States of the webXR experience
  43002. */
  43003. export enum WebXRState {
  43004. /**
  43005. * Transitioning to being in XR mode
  43006. */
  43007. ENTERING_XR = 0,
  43008. /**
  43009. * Transitioning to non XR mode
  43010. */
  43011. EXITING_XR = 1,
  43012. /**
  43013. * In XR mode and presenting
  43014. */
  43015. IN_XR = 2,
  43016. /**
  43017. * Not entered XR mode
  43018. */
  43019. NOT_IN_XR = 3
  43020. }
  43021. /**
  43022. * Abstraction of the XR render target
  43023. */
  43024. export interface WebXRRenderTarget extends IDisposable {
  43025. /**
  43026. * xrpresent context of the canvas which can be used to display/mirror xr content
  43027. */
  43028. canvasContext: WebGLRenderingContext;
  43029. /**
  43030. * xr layer for the canvas
  43031. */
  43032. xrLayer: Nullable<XRWebGLLayer>;
  43033. /**
  43034. * Initializes the xr layer for the session
  43035. * @param xrSession xr session
  43036. * @returns a promise that will resolve once the XR Layer has been created
  43037. */
  43038. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43039. }
  43040. }
  43041. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43042. import { Nullable } from "babylonjs/types";
  43043. import { Observable } from "babylonjs/Misc/observable";
  43044. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43045. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43046. /**
  43047. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43048. */
  43049. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43050. private _engine;
  43051. private _canvas;
  43052. /**
  43053. * xrpresent context of the canvas which can be used to display/mirror xr content
  43054. */
  43055. canvasContext: WebGLRenderingContext;
  43056. /**
  43057. * xr layer for the canvas
  43058. */
  43059. xrLayer: Nullable<XRWebGLLayer>;
  43060. /**
  43061. * Initializes the xr layer for the session
  43062. * @param xrSession xr session
  43063. * @returns a promise that will resolve once the XR Layer has been created
  43064. */
  43065. initializeXRLayerAsync(xrSession: any): any;
  43066. /**
  43067. * Initializes the canvas to be added/removed upon entering/exiting xr
  43068. * @param engine the Babylon engine
  43069. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43070. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43071. */
  43072. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  43073. /**
  43074. * Disposes of the object
  43075. */
  43076. dispose(): void;
  43077. private _setManagedOutputCanvas;
  43078. private _addCanvas;
  43079. private _removeCanvas;
  43080. }
  43081. }
  43082. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43083. import { Observable } from "babylonjs/Misc/observable";
  43084. import { Nullable } from "babylonjs/types";
  43085. import { IDisposable, Scene } from "babylonjs/scene";
  43086. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43087. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43088. /**
  43089. * Manages an XRSession to work with Babylon's engine
  43090. * @see https://doc.babylonjs.com/how_to/webxr
  43091. */
  43092. export class WebXRSessionManager implements IDisposable {
  43093. private scene;
  43094. /**
  43095. * Fires every time a new xrFrame arrives which can be used to update the camera
  43096. */
  43097. onXRFrameObservable: Observable<any>;
  43098. /**
  43099. * Fires when the xr session is ended either by the device or manually done
  43100. */
  43101. onXRSessionEnded: Observable<any>;
  43102. /**
  43103. * Underlying xr session
  43104. */
  43105. session: XRSession;
  43106. /**
  43107. * Type of reference space used when creating the session
  43108. */
  43109. referenceSpace: XRReferenceSpace;
  43110. /**
  43111. * Current XR frame
  43112. */
  43113. currentFrame: Nullable<XRFrame>;
  43114. private _xrNavigator;
  43115. private baseLayer;
  43116. private _rttProvider;
  43117. private _sessionEnded;
  43118. /**
  43119. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43120. * @param scene The scene which the session should be created for
  43121. */
  43122. constructor(scene: Scene);
  43123. /**
  43124. * Initializes the manager
  43125. * After initialization enterXR can be called to start an XR session
  43126. * @returns Promise which resolves after it is initialized
  43127. */
  43128. initializeAsync(): Promise<void>;
  43129. /**
  43130. * Initializes an xr session
  43131. * @param xrSessionMode mode to initialize
  43132. * @param optionalFeatures defines optional values to pass to the session builder
  43133. * @returns a promise which will resolve once the session has been initialized
  43134. */
  43135. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  43136. /**
  43137. * Sets the reference space on the xr session
  43138. * @param referenceSpace space to set
  43139. * @returns a promise that will resolve once the reference space has been set
  43140. */
  43141. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43142. /**
  43143. * Updates the render state of the session
  43144. * @param state state to set
  43145. * @returns a promise that resolves once the render state has been updated
  43146. */
  43147. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43148. /**
  43149. * Starts rendering to the xr layer
  43150. * @returns a promise that will resolve once rendering has started
  43151. */
  43152. startRenderingToXRAsync(): Promise<void>;
  43153. /**
  43154. * Gets the correct render target texture to be rendered this frame for this eye
  43155. * @param eye the eye for which to get the render target
  43156. * @returns the render target for the specified eye
  43157. */
  43158. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43159. /**
  43160. * Stops the xrSession and restores the renderloop
  43161. * @returns Promise which resolves after it exits XR
  43162. */
  43163. exitXRAsync(): Promise<void>;
  43164. /**
  43165. * Checks if a session would be supported for the creation options specified
  43166. * @param sessionMode session mode to check if supported eg. immersive-vr
  43167. * @returns true if supported
  43168. */
  43169. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43170. /**
  43171. * Creates a WebXRRenderTarget object for the XR session
  43172. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43173. * @returns a WebXR render target to which the session can render
  43174. */
  43175. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  43176. /**
  43177. * @hidden
  43178. * Converts the render layer of xrSession to a render target
  43179. * @param session session to create render target for
  43180. * @param scene scene the new render target should be created for
  43181. */
  43182. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43183. /**
  43184. * Disposes of the session manager
  43185. */
  43186. dispose(): void;
  43187. }
  43188. }
  43189. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43190. import { Scene } from "babylonjs/scene";
  43191. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43192. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43193. /**
  43194. * WebXR Camera which holds the views for the xrSession
  43195. * @see https://doc.babylonjs.com/how_to/webxr
  43196. */
  43197. export class WebXRCamera extends FreeCamera {
  43198. private static _TmpMatrix;
  43199. /**
  43200. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43201. * @param name the name of the camera
  43202. * @param scene the scene to add the camera to
  43203. */
  43204. constructor(name: string, scene: Scene);
  43205. private _updateNumberOfRigCameras;
  43206. /** @hidden */
  43207. _updateForDualEyeDebugging(): void;
  43208. /**
  43209. * Updates the cameras position from the current pose information of the XR session
  43210. * @param xrSessionManager the session containing pose information
  43211. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43212. */
  43213. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43214. }
  43215. }
  43216. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43217. import { Observable } from "babylonjs/Misc/observable";
  43218. import { IDisposable, Scene } from "babylonjs/scene";
  43219. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43220. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43221. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43222. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43223. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43224. /**
  43225. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43226. * @see https://doc.babylonjs.com/how_to/webxr
  43227. */
  43228. export class WebXRExperienceHelper implements IDisposable {
  43229. private scene;
  43230. /**
  43231. * 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
  43232. */
  43233. container: AbstractMesh;
  43234. /**
  43235. * Camera used to render xr content
  43236. */
  43237. camera: WebXRCamera;
  43238. /**
  43239. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43240. */
  43241. state: WebXRState;
  43242. private _setState;
  43243. private static _TmpVector;
  43244. /**
  43245. * Fires when the state of the experience helper has changed
  43246. */
  43247. onStateChangedObservable: Observable<WebXRState>;
  43248. /** Session manager used to keep track of xr session */
  43249. sessionManager: WebXRSessionManager;
  43250. private _nonVRCamera;
  43251. private _originalSceneAutoClear;
  43252. private _supported;
  43253. /**
  43254. * Creates the experience helper
  43255. * @param scene the scene to attach the experience helper to
  43256. * @returns a promise for the experience helper
  43257. */
  43258. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43259. /**
  43260. * Creates a WebXRExperienceHelper
  43261. * @param scene The scene the helper should be created in
  43262. */
  43263. private constructor();
  43264. /**
  43265. * Exits XR mode and returns the scene to its original state
  43266. * @returns promise that resolves after xr mode has exited
  43267. */
  43268. exitXRAsync(): Promise<void>;
  43269. /**
  43270. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43271. * @param sessionMode options for the XR session
  43272. * @param referenceSpaceType frame of reference of the XR session
  43273. * @param renderTarget the output canvas that will be used to enter XR mode
  43274. * @returns promise that resolves after xr mode has entered
  43275. */
  43276. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43277. /**
  43278. * Updates the global position of the camera by moving the camera's container
  43279. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43280. * @param position The desired global position of the camera
  43281. */
  43282. setPositionOfCameraUsingContainer(position: Vector3): void;
  43283. /**
  43284. * Rotates the xr camera by rotating the camera's container around the camera's position
  43285. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43286. * @param rotation the desired quaternion rotation to apply to the camera
  43287. */
  43288. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43289. /**
  43290. * Disposes of the experience helper
  43291. */
  43292. dispose(): void;
  43293. }
  43294. }
  43295. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43296. import { Nullable } from "babylonjs/types";
  43297. import { Observable } from "babylonjs/Misc/observable";
  43298. import { IDisposable, Scene } from "babylonjs/scene";
  43299. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43300. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43301. /**
  43302. * Button which can be used to enter a different mode of XR
  43303. */
  43304. export class WebXREnterExitUIButton {
  43305. /** button element */
  43306. element: HTMLElement;
  43307. /** XR initialization options for the button */
  43308. sessionMode: XRSessionMode;
  43309. /** Reference space type */
  43310. referenceSpaceType: XRReferenceSpaceType;
  43311. /**
  43312. * Creates a WebXREnterExitUIButton
  43313. * @param element button element
  43314. * @param sessionMode XR initialization session mode
  43315. * @param referenceSpaceType the type of reference space to be used
  43316. */
  43317. constructor(
  43318. /** button element */
  43319. element: HTMLElement,
  43320. /** XR initialization options for the button */
  43321. sessionMode: XRSessionMode,
  43322. /** Reference space type */
  43323. referenceSpaceType: XRReferenceSpaceType);
  43324. /**
  43325. * Overwritable function which can be used to update the button's visuals when the state changes
  43326. * @param activeButton the current active button in the UI
  43327. */
  43328. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43329. }
  43330. /**
  43331. * Options to create the webXR UI
  43332. */
  43333. export class WebXREnterExitUIOptions {
  43334. /**
  43335. * Context to enter xr with
  43336. */
  43337. renderTarget?: Nullable<WebXRRenderTarget>;
  43338. /**
  43339. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43340. */
  43341. customButtons?: Array<WebXREnterExitUIButton>;
  43342. }
  43343. /**
  43344. * UI to allow the user to enter/exit XR mode
  43345. */
  43346. export class WebXREnterExitUI implements IDisposable {
  43347. private scene;
  43348. private _overlay;
  43349. private _buttons;
  43350. private _activeButton;
  43351. /**
  43352. * Fired every time the active button is changed.
  43353. *
  43354. * When xr is entered via a button that launches xr that button will be the callback parameter
  43355. *
  43356. * When exiting xr the callback parameter will be null)
  43357. */
  43358. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43359. /**
  43360. * Creates UI to allow the user to enter/exit XR mode
  43361. * @param scene the scene to add the ui to
  43362. * @param helper the xr experience helper to enter/exit xr with
  43363. * @param options options to configure the UI
  43364. * @returns the created ui
  43365. */
  43366. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43367. private constructor();
  43368. private _updateButtons;
  43369. /**
  43370. * Disposes of the object
  43371. */
  43372. dispose(): void;
  43373. }
  43374. }
  43375. declare module "babylonjs/Cameras/XR/webXRController" {
  43376. import { Nullable } from "babylonjs/types";
  43377. import { Observable } from "babylonjs/Misc/observable";
  43378. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43379. import { Ray } from "babylonjs/Culling/ray";
  43380. import { Scene } from "babylonjs/scene";
  43381. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43382. /**
  43383. * Represents an XR input
  43384. */
  43385. export class WebXRController {
  43386. private scene;
  43387. /** The underlying input source for the controller */
  43388. inputSource: XRInputSource;
  43389. private parentContainer;
  43390. /**
  43391. * 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
  43392. */
  43393. grip?: AbstractMesh;
  43394. /**
  43395. * Pointer which can be used to select objects or attach a visible laser to
  43396. */
  43397. pointer: AbstractMesh;
  43398. private _gamepadMode;
  43399. /**
  43400. * If available, this is the gamepad object related to this controller.
  43401. * Using this object it is possible to get click events and trackpad changes of the
  43402. * webxr controller that is currently being used.
  43403. */
  43404. gamepadController?: WebVRController;
  43405. /**
  43406. * Event that fires when the controller is removed/disposed
  43407. */
  43408. onDisposeObservable: Observable<{}>;
  43409. private _tmpMatrix;
  43410. private _tmpQuaternion;
  43411. private _tmpVector;
  43412. /**
  43413. * Creates the controller
  43414. * @see https://doc.babylonjs.com/how_to/webxr
  43415. * @param scene the scene which the controller should be associated to
  43416. * @param inputSource the underlying input source for the controller
  43417. * @param parentContainer parent that the controller meshes should be children of
  43418. */
  43419. constructor(scene: Scene,
  43420. /** The underlying input source for the controller */
  43421. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43422. /**
  43423. * Updates the controller pose based on the given XRFrame
  43424. * @param xrFrame xr frame to update the pose with
  43425. * @param referenceSpace reference space to use
  43426. */
  43427. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43428. /**
  43429. * Gets a world space ray coming from the controller
  43430. * @param result the resulting ray
  43431. */
  43432. getWorldPointerRayToRef(result: Ray): void;
  43433. /**
  43434. * Get the scene associated with this controller
  43435. * @returns the scene object
  43436. */
  43437. getScene(): Scene;
  43438. /**
  43439. * Disposes of the object
  43440. */
  43441. dispose(): void;
  43442. }
  43443. }
  43444. declare module "babylonjs/Cameras/XR/webXRInput" {
  43445. import { Observable } from "babylonjs/Misc/observable";
  43446. import { IDisposable } from "babylonjs/scene";
  43447. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43448. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43449. /**
  43450. * XR input used to track XR inputs such as controllers/rays
  43451. */
  43452. export class WebXRInput implements IDisposable {
  43453. /**
  43454. * Base experience the input listens to
  43455. */
  43456. baseExperience: WebXRExperienceHelper;
  43457. /**
  43458. * XR controllers being tracked
  43459. */
  43460. controllers: Array<WebXRController>;
  43461. private _frameObserver;
  43462. private _stateObserver;
  43463. /**
  43464. * Event when a controller has been connected/added
  43465. */
  43466. onControllerAddedObservable: Observable<WebXRController>;
  43467. /**
  43468. * Event when a controller has been removed/disconnected
  43469. */
  43470. onControllerRemovedObservable: Observable<WebXRController>;
  43471. /**
  43472. * Initializes the WebXRInput
  43473. * @param baseExperience experience helper which the input should be created for
  43474. */
  43475. constructor(
  43476. /**
  43477. * Base experience the input listens to
  43478. */
  43479. baseExperience: WebXRExperienceHelper);
  43480. private _onInputSourcesChange;
  43481. private _addAndRemoveControllers;
  43482. /**
  43483. * Disposes of the object
  43484. */
  43485. dispose(): void;
  43486. }
  43487. }
  43488. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43490. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43491. /**
  43492. * Enables teleportation
  43493. */
  43494. export class WebXRControllerTeleportation {
  43495. private _teleportationFillColor;
  43496. private _teleportationBorderColor;
  43497. private _tmpRay;
  43498. private _tmpVector;
  43499. /**
  43500. * Creates a WebXRControllerTeleportation
  43501. * @param input input manager to add teleportation to
  43502. * @param floorMeshes floormeshes which can be teleported to
  43503. */
  43504. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43505. }
  43506. }
  43507. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43508. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43509. /**
  43510. * Handles pointer input automatically for the pointer of XR controllers
  43511. */
  43512. export class WebXRControllerPointerSelection {
  43513. private static _idCounter;
  43514. private _tmpRay;
  43515. /**
  43516. * Creates a WebXRControllerPointerSelection
  43517. * @param input input manager to setup pointer selection
  43518. */
  43519. constructor(input: WebXRInput);
  43520. private _convertNormalToDirectionOfRay;
  43521. private _updatePointerDistance;
  43522. }
  43523. }
  43524. declare module "babylonjs/Loading/sceneLoader" {
  43525. import { Observable } from "babylonjs/Misc/observable";
  43526. import { Nullable } from "babylonjs/types";
  43527. import { Scene } from "babylonjs/scene";
  43528. import { Engine } from "babylonjs/Engines/engine";
  43529. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43530. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43531. import { AssetContainer } from "babylonjs/assetContainer";
  43532. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43533. import { Skeleton } from "babylonjs/Bones/skeleton";
  43534. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43535. import { WebRequest } from "babylonjs/Misc/webRequest";
  43536. /**
  43537. * Class used to represent data loading progression
  43538. */
  43539. export class SceneLoaderProgressEvent {
  43540. /** defines if data length to load can be evaluated */
  43541. readonly lengthComputable: boolean;
  43542. /** defines the loaded data length */
  43543. readonly loaded: number;
  43544. /** defines the data length to load */
  43545. readonly total: number;
  43546. /**
  43547. * Create a new progress event
  43548. * @param lengthComputable defines if data length to load can be evaluated
  43549. * @param loaded defines the loaded data length
  43550. * @param total defines the data length to load
  43551. */
  43552. constructor(
  43553. /** defines if data length to load can be evaluated */
  43554. lengthComputable: boolean,
  43555. /** defines the loaded data length */
  43556. loaded: number,
  43557. /** defines the data length to load */
  43558. total: number);
  43559. /**
  43560. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43561. * @param event defines the source event
  43562. * @returns a new SceneLoaderProgressEvent
  43563. */
  43564. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43565. }
  43566. /**
  43567. * Interface used by SceneLoader plugins to define supported file extensions
  43568. */
  43569. export interface ISceneLoaderPluginExtensions {
  43570. /**
  43571. * Defines the list of supported extensions
  43572. */
  43573. [extension: string]: {
  43574. isBinary: boolean;
  43575. };
  43576. }
  43577. /**
  43578. * Interface used by SceneLoader plugin factory
  43579. */
  43580. export interface ISceneLoaderPluginFactory {
  43581. /**
  43582. * Defines the name of the factory
  43583. */
  43584. name: string;
  43585. /**
  43586. * Function called to create a new plugin
  43587. * @return the new plugin
  43588. */
  43589. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43590. /**
  43591. * The callback that returns true if the data can be directly loaded.
  43592. * @param data string containing the file data
  43593. * @returns if the data can be loaded directly
  43594. */
  43595. canDirectLoad?(data: string): boolean;
  43596. }
  43597. /**
  43598. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43599. */
  43600. export interface ISceneLoaderPluginBase {
  43601. /**
  43602. * The friendly name of this plugin.
  43603. */
  43604. name: string;
  43605. /**
  43606. * The file extensions supported by this plugin.
  43607. */
  43608. extensions: string | ISceneLoaderPluginExtensions;
  43609. /**
  43610. * The callback called when loading from a url.
  43611. * @param scene scene loading this url
  43612. * @param url url to load
  43613. * @param onSuccess callback called when the file successfully loads
  43614. * @param onProgress callback called while file is loading (if the server supports this mode)
  43615. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43616. * @param onError callback called when the file fails to load
  43617. * @returns a file request object
  43618. */
  43619. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43620. /**
  43621. * The callback called when loading from a file object.
  43622. * @param scene scene loading this file
  43623. * @param file defines the file to load
  43624. * @param onSuccess defines the callback to call when data is loaded
  43625. * @param onProgress defines the callback to call during loading process
  43626. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43627. * @param onError defines the callback to call when an error occurs
  43628. * @returns a file request object
  43629. */
  43630. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43631. /**
  43632. * The callback that returns true if the data can be directly loaded.
  43633. * @param data string containing the file data
  43634. * @returns if the data can be loaded directly
  43635. */
  43636. canDirectLoad?(data: string): boolean;
  43637. /**
  43638. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43639. * @param scene scene loading this data
  43640. * @param data string containing the data
  43641. * @returns data to pass to the plugin
  43642. */
  43643. directLoad?(scene: Scene, data: string): any;
  43644. /**
  43645. * The callback that allows custom handling of the root url based on the response url.
  43646. * @param rootUrl the original root url
  43647. * @param responseURL the response url if available
  43648. * @returns the new root url
  43649. */
  43650. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43651. }
  43652. /**
  43653. * Interface used to define a SceneLoader plugin
  43654. */
  43655. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  43656. /**
  43657. * Import meshes into a scene.
  43658. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43659. * @param scene The scene to import into
  43660. * @param data The data to import
  43661. * @param rootUrl The root url for scene and resources
  43662. * @param meshes The meshes array to import into
  43663. * @param particleSystems The particle systems array to import into
  43664. * @param skeletons The skeletons array to import into
  43665. * @param onError The callback when import fails
  43666. * @returns True if successful or false otherwise
  43667. */
  43668. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43669. /**
  43670. * Load into a scene.
  43671. * @param scene The scene to load into
  43672. * @param data The data to import
  43673. * @param rootUrl The root url for scene and resources
  43674. * @param onError The callback when import fails
  43675. * @returns True if successful or false otherwise
  43676. */
  43677. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43678. /**
  43679. * Load into an asset container.
  43680. * @param scene The scene to load into
  43681. * @param data The data to import
  43682. * @param rootUrl The root url for scene and resources
  43683. * @param onError The callback when import fails
  43684. * @returns The loaded asset container
  43685. */
  43686. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43687. }
  43688. /**
  43689. * Interface used to define an async SceneLoader plugin
  43690. */
  43691. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  43692. /**
  43693. * Import meshes into a scene.
  43694. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43695. * @param scene The scene to import into
  43696. * @param data The data to import
  43697. * @param rootUrl The root url for scene and resources
  43698. * @param onProgress The callback when the load progresses
  43699. * @param fileName Defines the name of the file to load
  43700. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43701. */
  43702. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43703. meshes: AbstractMesh[];
  43704. particleSystems: IParticleSystem[];
  43705. skeletons: Skeleton[];
  43706. animationGroups: AnimationGroup[];
  43707. }>;
  43708. /**
  43709. * Load into a scene.
  43710. * @param scene The scene to load into
  43711. * @param data The data to import
  43712. * @param rootUrl The root url for scene and resources
  43713. * @param onProgress The callback when the load progresses
  43714. * @param fileName Defines the name of the file to load
  43715. * @returns Nothing
  43716. */
  43717. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43718. /**
  43719. * Load into an asset container.
  43720. * @param scene The scene to load into
  43721. * @param data The data to import
  43722. * @param rootUrl The root url for scene and resources
  43723. * @param onProgress The callback when the load progresses
  43724. * @param fileName Defines the name of the file to load
  43725. * @returns The loaded asset container
  43726. */
  43727. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43728. }
  43729. /**
  43730. * Class used to load scene from various file formats using registered plugins
  43731. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43732. */
  43733. export class SceneLoader {
  43734. /**
  43735. * No logging while loading
  43736. */
  43737. static readonly NO_LOGGING: number;
  43738. /**
  43739. * Minimal logging while loading
  43740. */
  43741. static readonly MINIMAL_LOGGING: number;
  43742. /**
  43743. * Summary logging while loading
  43744. */
  43745. static readonly SUMMARY_LOGGING: number;
  43746. /**
  43747. * Detailled logging while loading
  43748. */
  43749. static readonly DETAILED_LOGGING: number;
  43750. /**
  43751. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43752. */
  43753. static ForceFullSceneLoadingForIncremental: boolean;
  43754. /**
  43755. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43756. */
  43757. static ShowLoadingScreen: boolean;
  43758. /**
  43759. * Defines the current logging level (while loading the scene)
  43760. * @ignorenaming
  43761. */
  43762. static loggingLevel: number;
  43763. /**
  43764. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43765. */
  43766. static CleanBoneMatrixWeights: boolean;
  43767. /**
  43768. * Event raised when a plugin is used to load a scene
  43769. */
  43770. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43771. private static _registeredPlugins;
  43772. private static _getDefaultPlugin;
  43773. private static _getPluginForExtension;
  43774. private static _getPluginForDirectLoad;
  43775. private static _getPluginForFilename;
  43776. private static _getDirectLoad;
  43777. private static _loadData;
  43778. private static _getFileInfo;
  43779. /**
  43780. * Gets a plugin that can load the given extension
  43781. * @param extension defines the extension to load
  43782. * @returns a plugin or null if none works
  43783. */
  43784. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43785. /**
  43786. * Gets a boolean indicating that the given extension can be loaded
  43787. * @param extension defines the extension to load
  43788. * @returns true if the extension is supported
  43789. */
  43790. static IsPluginForExtensionAvailable(extension: string): boolean;
  43791. /**
  43792. * Adds a new plugin to the list of registered plugins
  43793. * @param plugin defines the plugin to add
  43794. */
  43795. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43796. /**
  43797. * Import meshes into a scene
  43798. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43799. * @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)
  43800. * @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)
  43801. * @param scene the instance of BABYLON.Scene to append to
  43802. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43803. * @param onProgress a callback with a progress event for each file being loaded
  43804. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43805. * @param pluginExtension the extension used to determine the plugin
  43806. * @returns The loaded plugin
  43807. */
  43808. 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>;
  43809. /**
  43810. * Import meshes into a scene
  43811. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43812. * @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)
  43813. * @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)
  43814. * @param scene the instance of BABYLON.Scene to append to
  43815. * @param onProgress a callback with a progress event for each file being loaded
  43816. * @param pluginExtension the extension used to determine the plugin
  43817. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43818. */
  43819. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43820. meshes: AbstractMesh[];
  43821. particleSystems: IParticleSystem[];
  43822. skeletons: Skeleton[];
  43823. animationGroups: AnimationGroup[];
  43824. }>;
  43825. /**
  43826. * Load a scene
  43827. * @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)
  43828. * @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)
  43829. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43830. * @param onSuccess a callback with the scene when import succeeds
  43831. * @param onProgress a callback with a progress event for each file being loaded
  43832. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43833. * @param pluginExtension the extension used to determine the plugin
  43834. * @returns The loaded plugin
  43835. */
  43836. 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>;
  43837. /**
  43838. * Load a scene
  43839. * @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)
  43840. * @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)
  43841. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43842. * @param onProgress a callback with a progress event for each file being loaded
  43843. * @param pluginExtension the extension used to determine the plugin
  43844. * @returns The loaded scene
  43845. */
  43846. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43847. /**
  43848. * Append a scene
  43849. * @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)
  43850. * @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)
  43851. * @param scene is the instance of BABYLON.Scene to append to
  43852. * @param onSuccess a callback with the scene when import succeeds
  43853. * @param onProgress a callback with a progress event for each file being loaded
  43854. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43855. * @param pluginExtension the extension used to determine the plugin
  43856. * @returns The loaded plugin
  43857. */
  43858. 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>;
  43859. /**
  43860. * Append a scene
  43861. * @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)
  43862. * @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)
  43863. * @param scene is the instance of BABYLON.Scene to append to
  43864. * @param onProgress a callback with a progress event for each file being loaded
  43865. * @param pluginExtension the extension used to determine the plugin
  43866. * @returns The given scene
  43867. */
  43868. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43869. /**
  43870. * Load a scene into an asset container
  43871. * @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)
  43872. * @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)
  43873. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43874. * @param onSuccess a callback with the scene when import succeeds
  43875. * @param onProgress a callback with a progress event for each file being loaded
  43876. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43877. * @param pluginExtension the extension used to determine the plugin
  43878. * @returns The loaded plugin
  43879. */
  43880. 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>;
  43881. /**
  43882. * Load a scene into an asset container
  43883. * @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)
  43884. * @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)
  43885. * @param scene is the instance of Scene to append to
  43886. * @param onProgress a callback with a progress event for each file being loaded
  43887. * @param pluginExtension the extension used to determine the plugin
  43888. * @returns The loaded asset container
  43889. */
  43890. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43891. }
  43892. }
  43893. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43894. import { Scene } from "babylonjs/scene";
  43895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43896. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43897. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43898. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43899. /**
  43900. * Generic Controller
  43901. */
  43902. export class GenericController extends WebVRController {
  43903. /**
  43904. * Base Url for the controller model.
  43905. */
  43906. static readonly MODEL_BASE_URL: string;
  43907. /**
  43908. * File name for the controller model.
  43909. */
  43910. static readonly MODEL_FILENAME: string;
  43911. /**
  43912. * Creates a new GenericController from a gamepad
  43913. * @param vrGamepad the gamepad that the controller should be created from
  43914. */
  43915. constructor(vrGamepad: any);
  43916. /**
  43917. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43918. * @param scene scene in which to add meshes
  43919. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43920. */
  43921. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43922. /**
  43923. * Called once for each button that changed state since the last frame
  43924. * @param buttonIdx Which button index changed
  43925. * @param state New state of the button
  43926. * @param changes Which properties on the state changed since last frame
  43927. */
  43928. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43929. }
  43930. }
  43931. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43932. import { Observable } from "babylonjs/Misc/observable";
  43933. import { Scene } from "babylonjs/scene";
  43934. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43935. import { Ray } from "babylonjs/Culling/ray";
  43936. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43937. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43938. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43939. /**
  43940. * Defines the WindowsMotionController object that the state of the windows motion controller
  43941. */
  43942. export class WindowsMotionController extends WebVRController {
  43943. /**
  43944. * The base url used to load the left and right controller models
  43945. */
  43946. static MODEL_BASE_URL: string;
  43947. /**
  43948. * The name of the left controller model file
  43949. */
  43950. static MODEL_LEFT_FILENAME: string;
  43951. /**
  43952. * The name of the right controller model file
  43953. */
  43954. static MODEL_RIGHT_FILENAME: string;
  43955. /**
  43956. * The controller name prefix for this controller type
  43957. */
  43958. static readonly GAMEPAD_ID_PREFIX: string;
  43959. /**
  43960. * The controller id pattern for this controller type
  43961. */
  43962. private static readonly GAMEPAD_ID_PATTERN;
  43963. private _loadedMeshInfo;
  43964. private readonly _mapping;
  43965. /**
  43966. * Fired when the trackpad on this controller is clicked
  43967. */
  43968. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43969. /**
  43970. * Fired when the trackpad on this controller is modified
  43971. */
  43972. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43973. /**
  43974. * The current x and y values of this controller's trackpad
  43975. */
  43976. trackpad: StickValues;
  43977. /**
  43978. * Creates a new WindowsMotionController from a gamepad
  43979. * @param vrGamepad the gamepad that the controller should be created from
  43980. */
  43981. constructor(vrGamepad: any);
  43982. /**
  43983. * Fired when the trigger on this controller is modified
  43984. */
  43985. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43986. /**
  43987. * Fired when the menu button on this controller is modified
  43988. */
  43989. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43990. /**
  43991. * Fired when the grip button on this controller is modified
  43992. */
  43993. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43994. /**
  43995. * Fired when the thumbstick button on this controller is modified
  43996. */
  43997. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43998. /**
  43999. * Fired when the touchpad button on this controller is modified
  44000. */
  44001. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44002. /**
  44003. * Fired when the touchpad values on this controller are modified
  44004. */
  44005. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44006. private _updateTrackpad;
  44007. /**
  44008. * Called once per frame by the engine.
  44009. */
  44010. update(): void;
  44011. /**
  44012. * Called once for each button that changed state since the last frame
  44013. * @param buttonIdx Which button index changed
  44014. * @param state New state of the button
  44015. * @param changes Which properties on the state changed since last frame
  44016. */
  44017. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44018. /**
  44019. * Moves the buttons on the controller mesh based on their current state
  44020. * @param buttonName the name of the button to move
  44021. * @param buttonValue the value of the button which determines the buttons new position
  44022. */
  44023. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44024. /**
  44025. * Moves the axis on the controller mesh based on its current state
  44026. * @param axis the index of the axis
  44027. * @param axisValue the value of the axis which determines the meshes new position
  44028. * @hidden
  44029. */
  44030. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44031. /**
  44032. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44033. * @param scene scene in which to add meshes
  44034. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44035. */
  44036. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44037. /**
  44038. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44039. * can be transformed by button presses and axes values, based on this._mapping.
  44040. *
  44041. * @param scene scene in which the meshes exist
  44042. * @param meshes list of meshes that make up the controller model to process
  44043. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44044. */
  44045. private processModel;
  44046. private createMeshInfo;
  44047. /**
  44048. * Gets the ray of the controller in the direction the controller is pointing
  44049. * @param length the length the resulting ray should be
  44050. * @returns a ray in the direction the controller is pointing
  44051. */
  44052. getForwardRay(length?: number): Ray;
  44053. /**
  44054. * Disposes of the controller
  44055. */
  44056. dispose(): void;
  44057. }
  44058. }
  44059. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44060. import { Observable } from "babylonjs/Misc/observable";
  44061. import { Scene } from "babylonjs/scene";
  44062. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44063. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44064. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44065. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44066. /**
  44067. * Oculus Touch Controller
  44068. */
  44069. export class OculusTouchController extends WebVRController {
  44070. /**
  44071. * Base Url for the controller model.
  44072. */
  44073. static MODEL_BASE_URL: string;
  44074. /**
  44075. * File name for the left controller model.
  44076. */
  44077. static MODEL_LEFT_FILENAME: string;
  44078. /**
  44079. * File name for the right controller model.
  44080. */
  44081. static MODEL_RIGHT_FILENAME: string;
  44082. /**
  44083. * Base Url for the Quest controller model.
  44084. */
  44085. static QUEST_MODEL_BASE_URL: string;
  44086. /**
  44087. * @hidden
  44088. * If the controllers are running on a device that needs the updated Quest controller models
  44089. */
  44090. static _IsQuest: boolean;
  44091. /**
  44092. * Fired when the secondary trigger on this controller is modified
  44093. */
  44094. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44095. /**
  44096. * Fired when the thumb rest on this controller is modified
  44097. */
  44098. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44099. /**
  44100. * Creates a new OculusTouchController from a gamepad
  44101. * @param vrGamepad the gamepad that the controller should be created from
  44102. */
  44103. constructor(vrGamepad: any);
  44104. /**
  44105. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44106. * @param scene scene in which to add meshes
  44107. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44108. */
  44109. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44110. /**
  44111. * Fired when the A button on this controller is modified
  44112. */
  44113. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44114. /**
  44115. * Fired when the B button on this controller is modified
  44116. */
  44117. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44118. /**
  44119. * Fired when the X button on this controller is modified
  44120. */
  44121. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44122. /**
  44123. * Fired when the Y button on this controller is modified
  44124. */
  44125. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44126. /**
  44127. * Called once for each button that changed state since the last frame
  44128. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44129. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44130. * 2) secondary trigger (same)
  44131. * 3) A (right) X (left), touch, pressed = value
  44132. * 4) B / Y
  44133. * 5) thumb rest
  44134. * @param buttonIdx Which button index changed
  44135. * @param state New state of the button
  44136. * @param changes Which properties on the state changed since last frame
  44137. */
  44138. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44139. }
  44140. }
  44141. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44142. import { Scene } from "babylonjs/scene";
  44143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44144. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44145. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44146. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44147. import { Observable } from "babylonjs/Misc/observable";
  44148. /**
  44149. * Vive Controller
  44150. */
  44151. export class ViveController extends WebVRController {
  44152. /**
  44153. * Base Url for the controller model.
  44154. */
  44155. static MODEL_BASE_URL: string;
  44156. /**
  44157. * File name for the controller model.
  44158. */
  44159. static MODEL_FILENAME: string;
  44160. /**
  44161. * Creates a new ViveController from a gamepad
  44162. * @param vrGamepad the gamepad that the controller should be created from
  44163. */
  44164. constructor(vrGamepad: any);
  44165. /**
  44166. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44167. * @param scene scene in which to add meshes
  44168. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44169. */
  44170. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44171. /**
  44172. * Fired when the left button on this controller is modified
  44173. */
  44174. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44175. /**
  44176. * Fired when the right button on this controller is modified
  44177. */
  44178. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44179. /**
  44180. * Fired when the menu button on this controller is modified
  44181. */
  44182. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44183. /**
  44184. * Called once for each button that changed state since the last frame
  44185. * Vive mapping:
  44186. * 0: touchpad
  44187. * 1: trigger
  44188. * 2: left AND right buttons
  44189. * 3: menu button
  44190. * @param buttonIdx Which button index changed
  44191. * @param state New state of the button
  44192. * @param changes Which properties on the state changed since last frame
  44193. */
  44194. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44195. }
  44196. }
  44197. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44198. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44199. /**
  44200. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44201. */
  44202. export class WebXRControllerModelLoader {
  44203. /**
  44204. * Creates the WebXRControllerModelLoader
  44205. * @param input xr input that creates the controllers
  44206. */
  44207. constructor(input: WebXRInput);
  44208. }
  44209. }
  44210. declare module "babylonjs/Cameras/XR/index" {
  44211. export * from "babylonjs/Cameras/XR/webXRCamera";
  44212. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44213. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44214. export * from "babylonjs/Cameras/XR/webXRInput";
  44215. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44216. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44217. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44218. export * from "babylonjs/Cameras/XR/webXRController";
  44219. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44220. export * from "babylonjs/Cameras/XR/webXRTypes";
  44221. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44222. }
  44223. declare module "babylonjs/Cameras/RigModes/index" {
  44224. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44225. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44226. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44227. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44228. }
  44229. declare module "babylonjs/Cameras/index" {
  44230. export * from "babylonjs/Cameras/Inputs/index";
  44231. export * from "babylonjs/Cameras/cameraInputsManager";
  44232. export * from "babylonjs/Cameras/camera";
  44233. export * from "babylonjs/Cameras/targetCamera";
  44234. export * from "babylonjs/Cameras/freeCamera";
  44235. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44236. export * from "babylonjs/Cameras/touchCamera";
  44237. export * from "babylonjs/Cameras/arcRotateCamera";
  44238. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44239. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44240. export * from "babylonjs/Cameras/flyCamera";
  44241. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44242. export * from "babylonjs/Cameras/followCamera";
  44243. export * from "babylonjs/Cameras/followCameraInputsManager";
  44244. export * from "babylonjs/Cameras/gamepadCamera";
  44245. export * from "babylonjs/Cameras/Stereoscopic/index";
  44246. export * from "babylonjs/Cameras/universalCamera";
  44247. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44248. export * from "babylonjs/Cameras/VR/index";
  44249. export * from "babylonjs/Cameras/XR/index";
  44250. export * from "babylonjs/Cameras/RigModes/index";
  44251. }
  44252. declare module "babylonjs/Collisions/index" {
  44253. export * from "babylonjs/Collisions/collider";
  44254. export * from "babylonjs/Collisions/collisionCoordinator";
  44255. export * from "babylonjs/Collisions/pickingInfo";
  44256. export * from "babylonjs/Collisions/intersectionInfo";
  44257. export * from "babylonjs/Collisions/meshCollisionData";
  44258. }
  44259. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44260. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44261. import { Vector3 } from "babylonjs/Maths/math.vector";
  44262. import { Ray } from "babylonjs/Culling/ray";
  44263. import { Plane } from "babylonjs/Maths/math.plane";
  44264. /**
  44265. * Contains an array of blocks representing the octree
  44266. */
  44267. export interface IOctreeContainer<T> {
  44268. /**
  44269. * Blocks within the octree
  44270. */
  44271. blocks: Array<OctreeBlock<T>>;
  44272. }
  44273. /**
  44274. * Class used to store a cell in an octree
  44275. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44276. */
  44277. export class OctreeBlock<T> {
  44278. /**
  44279. * Gets the content of the current block
  44280. */
  44281. entries: T[];
  44282. /**
  44283. * Gets the list of block children
  44284. */
  44285. blocks: Array<OctreeBlock<T>>;
  44286. private _depth;
  44287. private _maxDepth;
  44288. private _capacity;
  44289. private _minPoint;
  44290. private _maxPoint;
  44291. private _boundingVectors;
  44292. private _creationFunc;
  44293. /**
  44294. * Creates a new block
  44295. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44296. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44297. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44298. * @param depth defines the current depth of this block in the octree
  44299. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44300. * @param creationFunc defines a callback to call when an element is added to the block
  44301. */
  44302. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44303. /**
  44304. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44305. */
  44306. readonly capacity: number;
  44307. /**
  44308. * Gets the minimum vector (in world space) of the block's bounding box
  44309. */
  44310. readonly minPoint: Vector3;
  44311. /**
  44312. * Gets the maximum vector (in world space) of the block's bounding box
  44313. */
  44314. readonly maxPoint: Vector3;
  44315. /**
  44316. * Add a new element to this block
  44317. * @param entry defines the element to add
  44318. */
  44319. addEntry(entry: T): void;
  44320. /**
  44321. * Remove an element from this block
  44322. * @param entry defines the element to remove
  44323. */
  44324. removeEntry(entry: T): void;
  44325. /**
  44326. * Add an array of elements to this block
  44327. * @param entries defines the array of elements to add
  44328. */
  44329. addEntries(entries: T[]): void;
  44330. /**
  44331. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44332. * @param frustumPlanes defines the frustum planes to test
  44333. * @param selection defines the array to store current content if selection is positive
  44334. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44335. */
  44336. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44337. /**
  44338. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44339. * @param sphereCenter defines the bounding sphere center
  44340. * @param sphereRadius defines the bounding sphere radius
  44341. * @param selection defines the array to store current content if selection is positive
  44342. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44343. */
  44344. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44345. /**
  44346. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44347. * @param ray defines the ray to test with
  44348. * @param selection defines the array to store current content if selection is positive
  44349. */
  44350. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44351. /**
  44352. * Subdivide the content into child blocks (this block will then be empty)
  44353. */
  44354. createInnerBlocks(): void;
  44355. /**
  44356. * @hidden
  44357. */
  44358. 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;
  44359. }
  44360. }
  44361. declare module "babylonjs/Culling/Octrees/octree" {
  44362. import { SmartArray } from "babylonjs/Misc/smartArray";
  44363. import { Vector3 } from "babylonjs/Maths/math.vector";
  44364. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44365. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44366. import { Ray } from "babylonjs/Culling/ray";
  44367. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44368. import { Plane } from "babylonjs/Maths/math.plane";
  44369. /**
  44370. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44371. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44372. */
  44373. export class Octree<T> {
  44374. /** 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.) */
  44375. maxDepth: number;
  44376. /**
  44377. * Blocks within the octree containing objects
  44378. */
  44379. blocks: Array<OctreeBlock<T>>;
  44380. /**
  44381. * Content stored in the octree
  44382. */
  44383. dynamicContent: T[];
  44384. private _maxBlockCapacity;
  44385. private _selectionContent;
  44386. private _creationFunc;
  44387. /**
  44388. * Creates a octree
  44389. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44390. * @param creationFunc function to be used to instatiate the octree
  44391. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44392. * @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.)
  44393. */
  44394. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44395. /** 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.) */
  44396. maxDepth?: number);
  44397. /**
  44398. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44399. * @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);
  44400. * @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);
  44401. * @param entries meshes to be added to the octree blocks
  44402. */
  44403. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44404. /**
  44405. * Adds a mesh to the octree
  44406. * @param entry Mesh to add to the octree
  44407. */
  44408. addMesh(entry: T): void;
  44409. /**
  44410. * Remove an element from the octree
  44411. * @param entry defines the element to remove
  44412. */
  44413. removeMesh(entry: T): void;
  44414. /**
  44415. * Selects an array of meshes within the frustum
  44416. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44417. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44418. * @returns array of meshes within the frustum
  44419. */
  44420. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44421. /**
  44422. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44423. * @param sphereCenter defines the bounding sphere center
  44424. * @param sphereRadius defines the bounding sphere radius
  44425. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44426. * @returns an array of objects that intersect the sphere
  44427. */
  44428. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44429. /**
  44430. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44431. * @param ray defines the ray to test with
  44432. * @returns array of intersected objects
  44433. */
  44434. intersectsRay(ray: Ray): SmartArray<T>;
  44435. /**
  44436. * Adds a mesh into the octree block if it intersects the block
  44437. */
  44438. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44439. /**
  44440. * Adds a submesh into the octree block if it intersects the block
  44441. */
  44442. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44443. }
  44444. }
  44445. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44446. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44447. import { Scene } from "babylonjs/scene";
  44448. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44449. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44450. import { Ray } from "babylonjs/Culling/ray";
  44451. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44452. import { Collider } from "babylonjs/Collisions/collider";
  44453. module "babylonjs/scene" {
  44454. interface Scene {
  44455. /**
  44456. * @hidden
  44457. * Backing Filed
  44458. */
  44459. _selectionOctree: Octree<AbstractMesh>;
  44460. /**
  44461. * Gets the octree used to boost mesh selection (picking)
  44462. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44463. */
  44464. selectionOctree: Octree<AbstractMesh>;
  44465. /**
  44466. * Creates or updates the octree used to boost selection (picking)
  44467. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44468. * @param maxCapacity defines the maximum capacity per leaf
  44469. * @param maxDepth defines the maximum depth of the octree
  44470. * @returns an octree of AbstractMesh
  44471. */
  44472. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44473. }
  44474. }
  44475. module "babylonjs/Meshes/abstractMesh" {
  44476. interface AbstractMesh {
  44477. /**
  44478. * @hidden
  44479. * Backing Field
  44480. */
  44481. _submeshesOctree: Octree<SubMesh>;
  44482. /**
  44483. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44484. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44485. * @param maxCapacity defines the maximum size of each block (64 by default)
  44486. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44487. * @returns the new octree
  44488. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44489. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44490. */
  44491. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44492. }
  44493. }
  44494. /**
  44495. * Defines the octree scene component responsible to manage any octrees
  44496. * in a given scene.
  44497. */
  44498. export class OctreeSceneComponent {
  44499. /**
  44500. * The component name help to identify the component in the list of scene components.
  44501. */
  44502. readonly name: string;
  44503. /**
  44504. * The scene the component belongs to.
  44505. */
  44506. scene: Scene;
  44507. /**
  44508. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44509. */
  44510. readonly checksIsEnabled: boolean;
  44511. /**
  44512. * Creates a new instance of the component for the given scene
  44513. * @param scene Defines the scene to register the component in
  44514. */
  44515. constructor(scene: Scene);
  44516. /**
  44517. * Registers the component in a given scene
  44518. */
  44519. register(): void;
  44520. /**
  44521. * Return the list of active meshes
  44522. * @returns the list of active meshes
  44523. */
  44524. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44525. /**
  44526. * Return the list of active sub meshes
  44527. * @param mesh The mesh to get the candidates sub meshes from
  44528. * @returns the list of active sub meshes
  44529. */
  44530. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44531. private _tempRay;
  44532. /**
  44533. * Return the list of sub meshes intersecting with a given local ray
  44534. * @param mesh defines the mesh to find the submesh for
  44535. * @param localRay defines the ray in local space
  44536. * @returns the list of intersecting sub meshes
  44537. */
  44538. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44539. /**
  44540. * Return the list of sub meshes colliding with a collider
  44541. * @param mesh defines the mesh to find the submesh for
  44542. * @param collider defines the collider to evaluate the collision against
  44543. * @returns the list of colliding sub meshes
  44544. */
  44545. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44546. /**
  44547. * Rebuilds the elements related to this component in case of
  44548. * context lost for instance.
  44549. */
  44550. rebuild(): void;
  44551. /**
  44552. * Disposes the component and the associated ressources.
  44553. */
  44554. dispose(): void;
  44555. }
  44556. }
  44557. declare module "babylonjs/Culling/Octrees/index" {
  44558. export * from "babylonjs/Culling/Octrees/octree";
  44559. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44560. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44561. }
  44562. declare module "babylonjs/Culling/index" {
  44563. export * from "babylonjs/Culling/boundingBox";
  44564. export * from "babylonjs/Culling/boundingInfo";
  44565. export * from "babylonjs/Culling/boundingSphere";
  44566. export * from "babylonjs/Culling/Octrees/index";
  44567. export * from "babylonjs/Culling/ray";
  44568. }
  44569. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44570. import { IDisposable, Scene } from "babylonjs/scene";
  44571. import { Nullable } from "babylonjs/types";
  44572. import { Observable } from "babylonjs/Misc/observable";
  44573. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44574. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44575. import { Camera } from "babylonjs/Cameras/camera";
  44576. /**
  44577. * Renders a layer on top of an existing scene
  44578. */
  44579. export class UtilityLayerRenderer implements IDisposable {
  44580. /** the original scene that will be rendered on top of */
  44581. originalScene: Scene;
  44582. private _pointerCaptures;
  44583. private _lastPointerEvents;
  44584. private static _DefaultUtilityLayer;
  44585. private static _DefaultKeepDepthUtilityLayer;
  44586. private _sharedGizmoLight;
  44587. private _renderCamera;
  44588. /**
  44589. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44590. * @returns the camera that is used when rendering the utility layer
  44591. */
  44592. getRenderCamera(): Nullable<Camera>;
  44593. /**
  44594. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44595. * @param cam the camera that should be used when rendering the utility layer
  44596. */
  44597. setRenderCamera(cam: Nullable<Camera>): void;
  44598. /**
  44599. * @hidden
  44600. * Light which used by gizmos to get light shading
  44601. */
  44602. _getSharedGizmoLight(): HemisphericLight;
  44603. /**
  44604. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44605. */
  44606. pickUtilitySceneFirst: boolean;
  44607. /**
  44608. * 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)
  44609. */
  44610. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44611. /**
  44612. * 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)
  44613. */
  44614. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44615. /**
  44616. * The scene that is rendered on top of the original scene
  44617. */
  44618. utilityLayerScene: Scene;
  44619. /**
  44620. * If the utility layer should automatically be rendered on top of existing scene
  44621. */
  44622. shouldRender: boolean;
  44623. /**
  44624. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44625. */
  44626. onlyCheckPointerDownEvents: boolean;
  44627. /**
  44628. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44629. */
  44630. processAllEvents: boolean;
  44631. /**
  44632. * Observable raised when the pointer move from the utility layer scene to the main scene
  44633. */
  44634. onPointerOutObservable: Observable<number>;
  44635. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44636. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44637. private _afterRenderObserver;
  44638. private _sceneDisposeObserver;
  44639. private _originalPointerObserver;
  44640. /**
  44641. * Instantiates a UtilityLayerRenderer
  44642. * @param originalScene the original scene that will be rendered on top of
  44643. * @param handleEvents boolean indicating if the utility layer should handle events
  44644. */
  44645. constructor(
  44646. /** the original scene that will be rendered on top of */
  44647. originalScene: Scene, handleEvents?: boolean);
  44648. private _notifyObservers;
  44649. /**
  44650. * Renders the utility layers scene on top of the original scene
  44651. */
  44652. render(): void;
  44653. /**
  44654. * Disposes of the renderer
  44655. */
  44656. dispose(): void;
  44657. private _updateCamera;
  44658. }
  44659. }
  44660. declare module "babylonjs/Gizmos/gizmo" {
  44661. import { Nullable } from "babylonjs/types";
  44662. import { IDisposable } from "babylonjs/scene";
  44663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44664. import { Mesh } from "babylonjs/Meshes/mesh";
  44665. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44666. /**
  44667. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44668. */
  44669. export class Gizmo implements IDisposable {
  44670. /** The utility layer the gizmo will be added to */
  44671. gizmoLayer: UtilityLayerRenderer;
  44672. /**
  44673. * The root mesh of the gizmo
  44674. */
  44675. _rootMesh: Mesh;
  44676. private _attachedMesh;
  44677. /**
  44678. * Ratio for the scale of the gizmo (Default: 1)
  44679. */
  44680. scaleRatio: number;
  44681. /**
  44682. * If a custom mesh has been set (Default: false)
  44683. */
  44684. protected _customMeshSet: boolean;
  44685. /**
  44686. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44687. * * When set, interactions will be enabled
  44688. */
  44689. attachedMesh: Nullable<AbstractMesh>;
  44690. /**
  44691. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44692. * @param mesh The mesh to replace the default mesh of the gizmo
  44693. */
  44694. setCustomMesh(mesh: Mesh): void;
  44695. /**
  44696. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44697. */
  44698. updateGizmoRotationToMatchAttachedMesh: boolean;
  44699. /**
  44700. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44701. */
  44702. updateGizmoPositionToMatchAttachedMesh: boolean;
  44703. /**
  44704. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44705. */
  44706. updateScale: boolean;
  44707. protected _interactionsEnabled: boolean;
  44708. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44709. private _beforeRenderObserver;
  44710. private _tempVector;
  44711. /**
  44712. * Creates a gizmo
  44713. * @param gizmoLayer The utility layer the gizmo will be added to
  44714. */
  44715. constructor(
  44716. /** The utility layer the gizmo will be added to */
  44717. gizmoLayer?: UtilityLayerRenderer);
  44718. /**
  44719. * Updates the gizmo to match the attached mesh's position/rotation
  44720. */
  44721. protected _update(): void;
  44722. /**
  44723. * Disposes of the gizmo
  44724. */
  44725. dispose(): void;
  44726. }
  44727. }
  44728. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44729. import { Observable } from "babylonjs/Misc/observable";
  44730. import { Nullable } from "babylonjs/types";
  44731. import { Vector3 } from "babylonjs/Maths/math.vector";
  44732. import { Color3 } from "babylonjs/Maths/math.color";
  44733. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44734. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44735. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44736. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44737. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44738. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44739. import { Scene } from "babylonjs/scene";
  44740. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44741. /**
  44742. * Single plane drag gizmo
  44743. */
  44744. export class PlaneDragGizmo extends Gizmo {
  44745. /**
  44746. * Drag behavior responsible for the gizmos dragging interactions
  44747. */
  44748. dragBehavior: PointerDragBehavior;
  44749. private _pointerObserver;
  44750. /**
  44751. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44752. */
  44753. snapDistance: number;
  44754. /**
  44755. * Event that fires each time the gizmo snaps to a new location.
  44756. * * snapDistance is the the change in distance
  44757. */
  44758. onSnapObservable: Observable<{
  44759. snapDistance: number;
  44760. }>;
  44761. private _plane;
  44762. private _coloredMaterial;
  44763. private _hoverMaterial;
  44764. private _isEnabled;
  44765. private _parent;
  44766. /** @hidden */
  44767. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44768. /** @hidden */
  44769. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44770. /**
  44771. * Creates a PlaneDragGizmo
  44772. * @param gizmoLayer The utility layer the gizmo will be added to
  44773. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44774. * @param color The color of the gizmo
  44775. */
  44776. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44777. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44778. /**
  44779. * If the gizmo is enabled
  44780. */
  44781. isEnabled: boolean;
  44782. /**
  44783. * Disposes of the gizmo
  44784. */
  44785. dispose(): void;
  44786. }
  44787. }
  44788. declare module "babylonjs/Gizmos/positionGizmo" {
  44789. import { Observable } from "babylonjs/Misc/observable";
  44790. import { Nullable } from "babylonjs/types";
  44791. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44792. import { Mesh } from "babylonjs/Meshes/mesh";
  44793. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44794. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44795. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44796. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44797. /**
  44798. * Gizmo that enables dragging a mesh along 3 axis
  44799. */
  44800. export class PositionGizmo extends Gizmo {
  44801. /**
  44802. * Internal gizmo used for interactions on the x axis
  44803. */
  44804. xGizmo: AxisDragGizmo;
  44805. /**
  44806. * Internal gizmo used for interactions on the y axis
  44807. */
  44808. yGizmo: AxisDragGizmo;
  44809. /**
  44810. * Internal gizmo used for interactions on the z axis
  44811. */
  44812. zGizmo: AxisDragGizmo;
  44813. /**
  44814. * Internal gizmo used for interactions on the yz plane
  44815. */
  44816. xPlaneGizmo: PlaneDragGizmo;
  44817. /**
  44818. * Internal gizmo used for interactions on the xz plane
  44819. */
  44820. yPlaneGizmo: PlaneDragGizmo;
  44821. /**
  44822. * Internal gizmo used for interactions on the xy plane
  44823. */
  44824. zPlaneGizmo: PlaneDragGizmo;
  44825. /**
  44826. * private variables
  44827. */
  44828. private _meshAttached;
  44829. private _updateGizmoRotationToMatchAttachedMesh;
  44830. private _snapDistance;
  44831. private _scaleRatio;
  44832. /** Fires an event when any of it's sub gizmos are dragged */
  44833. onDragStartObservable: Observable<unknown>;
  44834. /** Fires an event when any of it's sub gizmos are released from dragging */
  44835. onDragEndObservable: Observable<unknown>;
  44836. /**
  44837. * If set to true, planar drag is enabled
  44838. */
  44839. private _planarGizmoEnabled;
  44840. attachedMesh: Nullable<AbstractMesh>;
  44841. /**
  44842. * Creates a PositionGizmo
  44843. * @param gizmoLayer The utility layer the gizmo will be added to
  44844. */
  44845. constructor(gizmoLayer?: UtilityLayerRenderer);
  44846. /**
  44847. * If the planar drag gizmo is enabled
  44848. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44849. */
  44850. planarGizmoEnabled: boolean;
  44851. updateGizmoRotationToMatchAttachedMesh: boolean;
  44852. /**
  44853. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44854. */
  44855. snapDistance: number;
  44856. /**
  44857. * Ratio for the scale of the gizmo (Default: 1)
  44858. */
  44859. scaleRatio: number;
  44860. /**
  44861. * Disposes of the gizmo
  44862. */
  44863. dispose(): void;
  44864. /**
  44865. * CustomMeshes are not supported by this gizmo
  44866. * @param mesh The mesh to replace the default mesh of the gizmo
  44867. */
  44868. setCustomMesh(mesh: Mesh): void;
  44869. }
  44870. }
  44871. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44872. import { Observable } from "babylonjs/Misc/observable";
  44873. import { Nullable } from "babylonjs/types";
  44874. import { Vector3 } from "babylonjs/Maths/math.vector";
  44875. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44877. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44878. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44879. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44880. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44881. import { Scene } from "babylonjs/scene";
  44882. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44883. import { Color3 } from "babylonjs/Maths/math.color";
  44884. /**
  44885. * Single axis drag gizmo
  44886. */
  44887. export class AxisDragGizmo extends Gizmo {
  44888. /**
  44889. * Drag behavior responsible for the gizmos dragging interactions
  44890. */
  44891. dragBehavior: PointerDragBehavior;
  44892. private _pointerObserver;
  44893. /**
  44894. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44895. */
  44896. snapDistance: number;
  44897. /**
  44898. * Event that fires each time the gizmo snaps to a new location.
  44899. * * snapDistance is the the change in distance
  44900. */
  44901. onSnapObservable: Observable<{
  44902. snapDistance: number;
  44903. }>;
  44904. private _isEnabled;
  44905. private _parent;
  44906. private _arrow;
  44907. private _coloredMaterial;
  44908. private _hoverMaterial;
  44909. /** @hidden */
  44910. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44911. /** @hidden */
  44912. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44913. /**
  44914. * Creates an AxisDragGizmo
  44915. * @param gizmoLayer The utility layer the gizmo will be added to
  44916. * @param dragAxis The axis which the gizmo will be able to drag on
  44917. * @param color The color of the gizmo
  44918. */
  44919. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44920. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44921. /**
  44922. * If the gizmo is enabled
  44923. */
  44924. isEnabled: boolean;
  44925. /**
  44926. * Disposes of the gizmo
  44927. */
  44928. dispose(): void;
  44929. }
  44930. }
  44931. declare module "babylonjs/Debug/axesViewer" {
  44932. import { Vector3 } from "babylonjs/Maths/math.vector";
  44933. import { Nullable } from "babylonjs/types";
  44934. import { Scene } from "babylonjs/scene";
  44935. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44936. /**
  44937. * The Axes viewer will show 3 axes in a specific point in space
  44938. */
  44939. export class AxesViewer {
  44940. private _xAxis;
  44941. private _yAxis;
  44942. private _zAxis;
  44943. private _scaleLinesFactor;
  44944. private _instanced;
  44945. /**
  44946. * Gets the hosting scene
  44947. */
  44948. scene: Scene;
  44949. /**
  44950. * Gets or sets a number used to scale line length
  44951. */
  44952. scaleLines: number;
  44953. /** Gets the node hierarchy used to render x-axis */
  44954. readonly xAxis: TransformNode;
  44955. /** Gets the node hierarchy used to render y-axis */
  44956. readonly yAxis: TransformNode;
  44957. /** Gets the node hierarchy used to render z-axis */
  44958. readonly zAxis: TransformNode;
  44959. /**
  44960. * Creates a new AxesViewer
  44961. * @param scene defines the hosting scene
  44962. * @param scaleLines defines a number used to scale line length (1 by default)
  44963. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44964. * @param xAxis defines the node hierarchy used to render the x-axis
  44965. * @param yAxis defines the node hierarchy used to render the y-axis
  44966. * @param zAxis defines the node hierarchy used to render the z-axis
  44967. */
  44968. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44969. /**
  44970. * Force the viewer to update
  44971. * @param position defines the position of the viewer
  44972. * @param xaxis defines the x axis of the viewer
  44973. * @param yaxis defines the y axis of the viewer
  44974. * @param zaxis defines the z axis of the viewer
  44975. */
  44976. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44977. /**
  44978. * Creates an instance of this axes viewer.
  44979. * @returns a new axes viewer with instanced meshes
  44980. */
  44981. createInstance(): AxesViewer;
  44982. /** Releases resources */
  44983. dispose(): void;
  44984. private static _SetRenderingGroupId;
  44985. }
  44986. }
  44987. declare module "babylonjs/Debug/boneAxesViewer" {
  44988. import { Nullable } from "babylonjs/types";
  44989. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44990. import { Vector3 } from "babylonjs/Maths/math.vector";
  44991. import { Mesh } from "babylonjs/Meshes/mesh";
  44992. import { Bone } from "babylonjs/Bones/bone";
  44993. import { Scene } from "babylonjs/scene";
  44994. /**
  44995. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44996. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44997. */
  44998. export class BoneAxesViewer extends AxesViewer {
  44999. /**
  45000. * Gets or sets the target mesh where to display the axes viewer
  45001. */
  45002. mesh: Nullable<Mesh>;
  45003. /**
  45004. * Gets or sets the target bone where to display the axes viewer
  45005. */
  45006. bone: Nullable<Bone>;
  45007. /** Gets current position */
  45008. pos: Vector3;
  45009. /** Gets direction of X axis */
  45010. xaxis: Vector3;
  45011. /** Gets direction of Y axis */
  45012. yaxis: Vector3;
  45013. /** Gets direction of Z axis */
  45014. zaxis: Vector3;
  45015. /**
  45016. * Creates a new BoneAxesViewer
  45017. * @param scene defines the hosting scene
  45018. * @param bone defines the target bone
  45019. * @param mesh defines the target mesh
  45020. * @param scaleLines defines a scaling factor for line length (1 by default)
  45021. */
  45022. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45023. /**
  45024. * Force the viewer to update
  45025. */
  45026. update(): void;
  45027. /** Releases resources */
  45028. dispose(): void;
  45029. }
  45030. }
  45031. declare module "babylonjs/Debug/debugLayer" {
  45032. import { Scene } from "babylonjs/scene";
  45033. /**
  45034. * Interface used to define scene explorer extensibility option
  45035. */
  45036. export interface IExplorerExtensibilityOption {
  45037. /**
  45038. * Define the option label
  45039. */
  45040. label: string;
  45041. /**
  45042. * Defines the action to execute on click
  45043. */
  45044. action: (entity: any) => void;
  45045. }
  45046. /**
  45047. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45048. */
  45049. export interface IExplorerExtensibilityGroup {
  45050. /**
  45051. * Defines a predicate to test if a given type mut be extended
  45052. */
  45053. predicate: (entity: any) => boolean;
  45054. /**
  45055. * Gets the list of options added to a type
  45056. */
  45057. entries: IExplorerExtensibilityOption[];
  45058. }
  45059. /**
  45060. * Interface used to define the options to use to create the Inspector
  45061. */
  45062. export interface IInspectorOptions {
  45063. /**
  45064. * Display in overlay mode (default: false)
  45065. */
  45066. overlay?: boolean;
  45067. /**
  45068. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45069. */
  45070. globalRoot?: HTMLElement;
  45071. /**
  45072. * Display the Scene explorer
  45073. */
  45074. showExplorer?: boolean;
  45075. /**
  45076. * Display the property inspector
  45077. */
  45078. showInspector?: boolean;
  45079. /**
  45080. * Display in embed mode (both panes on the right)
  45081. */
  45082. embedMode?: boolean;
  45083. /**
  45084. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45085. */
  45086. handleResize?: boolean;
  45087. /**
  45088. * Allow the panes to popup (default: true)
  45089. */
  45090. enablePopup?: boolean;
  45091. /**
  45092. * Allow the panes to be closed by users (default: true)
  45093. */
  45094. enableClose?: boolean;
  45095. /**
  45096. * Optional list of extensibility entries
  45097. */
  45098. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45099. /**
  45100. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45101. */
  45102. inspectorURL?: string;
  45103. }
  45104. module "babylonjs/scene" {
  45105. interface Scene {
  45106. /**
  45107. * @hidden
  45108. * Backing field
  45109. */
  45110. _debugLayer: DebugLayer;
  45111. /**
  45112. * Gets the debug layer (aka Inspector) associated with the scene
  45113. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45114. */
  45115. debugLayer: DebugLayer;
  45116. }
  45117. }
  45118. /**
  45119. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45120. * what is happening in your scene
  45121. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45122. */
  45123. export class DebugLayer {
  45124. /**
  45125. * Define the url to get the inspector script from.
  45126. * By default it uses the babylonjs CDN.
  45127. * @ignoreNaming
  45128. */
  45129. static InspectorURL: string;
  45130. private _scene;
  45131. private BJSINSPECTOR;
  45132. private _onPropertyChangedObservable?;
  45133. /**
  45134. * Observable triggered when a property is changed through the inspector.
  45135. */
  45136. readonly onPropertyChangedObservable: any;
  45137. /**
  45138. * Instantiates a new debug layer.
  45139. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45140. * what is happening in your scene
  45141. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45142. * @param scene Defines the scene to inspect
  45143. */
  45144. constructor(scene: Scene);
  45145. /** Creates the inspector window. */
  45146. private _createInspector;
  45147. /**
  45148. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45149. * @param entity defines the entity to select
  45150. * @param lineContainerTitle defines the specific block to highlight
  45151. */
  45152. select(entity: any, lineContainerTitle?: string): void;
  45153. /** Get the inspector from bundle or global */
  45154. private _getGlobalInspector;
  45155. /**
  45156. * Get if the inspector is visible or not.
  45157. * @returns true if visible otherwise, false
  45158. */
  45159. isVisible(): boolean;
  45160. /**
  45161. * Hide the inspector and close its window.
  45162. */
  45163. hide(): void;
  45164. /**
  45165. * Launch the debugLayer.
  45166. * @param config Define the configuration of the inspector
  45167. * @return a promise fulfilled when the debug layer is visible
  45168. */
  45169. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45170. }
  45171. }
  45172. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45173. import { Nullable } from "babylonjs/types";
  45174. import { Scene } from "babylonjs/scene";
  45175. import { Vector4 } from "babylonjs/Maths/math.vector";
  45176. import { Color4 } from "babylonjs/Maths/math.color";
  45177. import { Mesh } from "babylonjs/Meshes/mesh";
  45178. /**
  45179. * Class containing static functions to help procedurally build meshes
  45180. */
  45181. export class BoxBuilder {
  45182. /**
  45183. * Creates a box mesh
  45184. * * The parameter `size` sets the size (float) of each box side (default 1)
  45185. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45186. * * 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)
  45187. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45188. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45189. * * If you create a double-sided mesh, you can choose what parts of 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
  45190. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45191. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45192. * @param name defines the name of the mesh
  45193. * @param options defines the options used to create the mesh
  45194. * @param scene defines the hosting scene
  45195. * @returns the box mesh
  45196. */
  45197. static CreateBox(name: string, options: {
  45198. size?: number;
  45199. width?: number;
  45200. height?: number;
  45201. depth?: number;
  45202. faceUV?: Vector4[];
  45203. faceColors?: Color4[];
  45204. sideOrientation?: number;
  45205. frontUVs?: Vector4;
  45206. backUVs?: Vector4;
  45207. wrap?: boolean;
  45208. topBaseAt?: number;
  45209. bottomBaseAt?: number;
  45210. updatable?: boolean;
  45211. }, scene?: Nullable<Scene>): Mesh;
  45212. }
  45213. }
  45214. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45215. import { Vector4 } from "babylonjs/Maths/math.vector";
  45216. import { Mesh } from "babylonjs/Meshes/mesh";
  45217. import { Scene } from "babylonjs/scene";
  45218. import { Nullable } from "babylonjs/types";
  45219. /**
  45220. * Class containing static functions to help procedurally build meshes
  45221. */
  45222. export class SphereBuilder {
  45223. /**
  45224. * Creates a sphere mesh
  45225. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45226. * * 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`)
  45227. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45228. * * 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
  45229. * * 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)
  45230. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45231. * * If you create a double-sided mesh, you can choose what parts of 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
  45232. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45233. * @param name defines the name of the mesh
  45234. * @param options defines the options used to create the mesh
  45235. * @param scene defines the hosting scene
  45236. * @returns the sphere mesh
  45237. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45238. */
  45239. static CreateSphere(name: string, options: {
  45240. segments?: number;
  45241. diameter?: number;
  45242. diameterX?: number;
  45243. diameterY?: number;
  45244. diameterZ?: number;
  45245. arc?: number;
  45246. slice?: number;
  45247. sideOrientation?: number;
  45248. frontUVs?: Vector4;
  45249. backUVs?: Vector4;
  45250. updatable?: boolean;
  45251. }, scene?: Nullable<Scene>): Mesh;
  45252. }
  45253. }
  45254. declare module "babylonjs/Debug/physicsViewer" {
  45255. import { Nullable } from "babylonjs/types";
  45256. import { Scene } from "babylonjs/scene";
  45257. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45258. import { Mesh } from "babylonjs/Meshes/mesh";
  45259. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45260. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45261. /**
  45262. * Used to show the physics impostor around the specific mesh
  45263. */
  45264. export class PhysicsViewer {
  45265. /** @hidden */
  45266. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45267. /** @hidden */
  45268. protected _meshes: Array<Nullable<AbstractMesh>>;
  45269. /** @hidden */
  45270. protected _scene: Nullable<Scene>;
  45271. /** @hidden */
  45272. protected _numMeshes: number;
  45273. /** @hidden */
  45274. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45275. private _renderFunction;
  45276. private _utilityLayer;
  45277. private _debugBoxMesh;
  45278. private _debugSphereMesh;
  45279. private _debugCylinderMesh;
  45280. private _debugMaterial;
  45281. private _debugMeshMeshes;
  45282. /**
  45283. * Creates a new PhysicsViewer
  45284. * @param scene defines the hosting scene
  45285. */
  45286. constructor(scene: Scene);
  45287. /** @hidden */
  45288. protected _updateDebugMeshes(): void;
  45289. /**
  45290. * Renders a specified physic impostor
  45291. * @param impostor defines the impostor to render
  45292. * @param targetMesh defines the mesh represented by the impostor
  45293. * @returns the new debug mesh used to render the impostor
  45294. */
  45295. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45296. /**
  45297. * Hides a specified physic impostor
  45298. * @param impostor defines the impostor to hide
  45299. */
  45300. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45301. private _getDebugMaterial;
  45302. private _getDebugBoxMesh;
  45303. private _getDebugSphereMesh;
  45304. private _getDebugCylinderMesh;
  45305. private _getDebugMeshMesh;
  45306. private _getDebugMesh;
  45307. /** Releases all resources */
  45308. dispose(): void;
  45309. }
  45310. }
  45311. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45312. import { Vector3 } from "babylonjs/Maths/math.vector";
  45313. import { Color4 } from "babylonjs/Maths/math.color";
  45314. import { Nullable } from "babylonjs/types";
  45315. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45316. import { Scene } from "babylonjs/scene";
  45317. /**
  45318. * Class containing static functions to help procedurally build meshes
  45319. */
  45320. export class LinesBuilder {
  45321. /**
  45322. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45323. * * 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
  45324. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45325. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45326. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45327. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45328. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45329. * * 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
  45330. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45331. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45332. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45333. * @param name defines the name of the new line system
  45334. * @param options defines the options used to create the line system
  45335. * @param scene defines the hosting scene
  45336. * @returns a new line system mesh
  45337. */
  45338. static CreateLineSystem(name: string, options: {
  45339. lines: Vector3[][];
  45340. updatable?: boolean;
  45341. instance?: Nullable<LinesMesh>;
  45342. colors?: Nullable<Color4[][]>;
  45343. useVertexAlpha?: boolean;
  45344. }, scene: Nullable<Scene>): LinesMesh;
  45345. /**
  45346. * Creates a line mesh
  45347. * 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
  45348. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45349. * * The parameter `points` is an array successive Vector3
  45350. * * 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
  45351. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45352. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45353. * * When updating an instance, remember that only point positions can change, not the number of points
  45354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45355. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45356. * @param name defines the name of the new line system
  45357. * @param options defines the options used to create the line system
  45358. * @param scene defines the hosting scene
  45359. * @returns a new line mesh
  45360. */
  45361. static CreateLines(name: string, options: {
  45362. points: Vector3[];
  45363. updatable?: boolean;
  45364. instance?: Nullable<LinesMesh>;
  45365. colors?: Color4[];
  45366. useVertexAlpha?: boolean;
  45367. }, scene?: Nullable<Scene>): LinesMesh;
  45368. /**
  45369. * Creates a dashed line mesh
  45370. * * 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
  45371. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45372. * * The parameter `points` is an array successive Vector3
  45373. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45374. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45375. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45376. * * 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
  45377. * * When updating an instance, remember that only point positions can change, not the number of points
  45378. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45379. * @param name defines the name of the mesh
  45380. * @param options defines the options used to create the mesh
  45381. * @param scene defines the hosting scene
  45382. * @returns the dashed line mesh
  45383. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45384. */
  45385. static CreateDashedLines(name: string, options: {
  45386. points: Vector3[];
  45387. dashSize?: number;
  45388. gapSize?: number;
  45389. dashNb?: number;
  45390. updatable?: boolean;
  45391. instance?: LinesMesh;
  45392. }, scene?: Nullable<Scene>): LinesMesh;
  45393. }
  45394. }
  45395. declare module "babylonjs/Debug/rayHelper" {
  45396. import { Nullable } from "babylonjs/types";
  45397. import { Ray } from "babylonjs/Culling/ray";
  45398. import { Vector3 } from "babylonjs/Maths/math.vector";
  45399. import { Color3 } from "babylonjs/Maths/math.color";
  45400. import { Scene } from "babylonjs/scene";
  45401. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45402. import "babylonjs/Meshes/Builders/linesBuilder";
  45403. /**
  45404. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45405. * in order to better appreciate the issue one might have.
  45406. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45407. */
  45408. export class RayHelper {
  45409. /**
  45410. * Defines the ray we are currently tryin to visualize.
  45411. */
  45412. ray: Nullable<Ray>;
  45413. private _renderPoints;
  45414. private _renderLine;
  45415. private _renderFunction;
  45416. private _scene;
  45417. private _updateToMeshFunction;
  45418. private _attachedToMesh;
  45419. private _meshSpaceDirection;
  45420. private _meshSpaceOrigin;
  45421. /**
  45422. * Helper function to create a colored helper in a scene in one line.
  45423. * @param ray Defines the ray we are currently tryin to visualize
  45424. * @param scene Defines the scene the ray is used in
  45425. * @param color Defines the color we want to see the ray in
  45426. * @returns The newly created ray helper.
  45427. */
  45428. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45429. /**
  45430. * Instantiate a new ray helper.
  45431. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45432. * in order to better appreciate the issue one might have.
  45433. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45434. * @param ray Defines the ray we are currently tryin to visualize
  45435. */
  45436. constructor(ray: Ray);
  45437. /**
  45438. * Shows the ray we are willing to debug.
  45439. * @param scene Defines the scene the ray needs to be rendered in
  45440. * @param color Defines the color the ray needs to be rendered in
  45441. */
  45442. show(scene: Scene, color?: Color3): void;
  45443. /**
  45444. * Hides the ray we are debugging.
  45445. */
  45446. hide(): void;
  45447. private _render;
  45448. /**
  45449. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45450. * @param mesh Defines the mesh we want the helper attached to
  45451. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45452. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45453. * @param length Defines the length of the ray
  45454. */
  45455. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45456. /**
  45457. * Detach the ray helper from the mesh it has previously been attached to.
  45458. */
  45459. detachFromMesh(): void;
  45460. private _updateToMesh;
  45461. /**
  45462. * Dispose the helper and release its associated resources.
  45463. */
  45464. dispose(): void;
  45465. }
  45466. }
  45467. declare module "babylonjs/Debug/skeletonViewer" {
  45468. import { Color3 } from "babylonjs/Maths/math.color";
  45469. import { Scene } from "babylonjs/scene";
  45470. import { Nullable } from "babylonjs/types";
  45471. import { Skeleton } from "babylonjs/Bones/skeleton";
  45472. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45473. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45474. /**
  45475. * Class used to render a debug view of a given skeleton
  45476. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45477. */
  45478. export class SkeletonViewer {
  45479. /** defines the skeleton to render */
  45480. skeleton: Skeleton;
  45481. /** defines the mesh attached to the skeleton */
  45482. mesh: AbstractMesh;
  45483. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45484. autoUpdateBonesMatrices: boolean;
  45485. /** defines the rendering group id to use with the viewer */
  45486. renderingGroupId: number;
  45487. /** Gets or sets the color used to render the skeleton */
  45488. color: Color3;
  45489. private _scene;
  45490. private _debugLines;
  45491. private _debugMesh;
  45492. private _isEnabled;
  45493. private _renderFunction;
  45494. private _utilityLayer;
  45495. /**
  45496. * Returns the mesh used to render the bones
  45497. */
  45498. readonly debugMesh: Nullable<LinesMesh>;
  45499. /**
  45500. * Creates a new SkeletonViewer
  45501. * @param skeleton defines the skeleton to render
  45502. * @param mesh defines the mesh attached to the skeleton
  45503. * @param scene defines the hosting scene
  45504. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45505. * @param renderingGroupId defines the rendering group id to use with the viewer
  45506. */
  45507. constructor(
  45508. /** defines the skeleton to render */
  45509. skeleton: Skeleton,
  45510. /** defines the mesh attached to the skeleton */
  45511. mesh: AbstractMesh, scene: Scene,
  45512. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45513. autoUpdateBonesMatrices?: boolean,
  45514. /** defines the rendering group id to use with the viewer */
  45515. renderingGroupId?: number);
  45516. /** Gets or sets a boolean indicating if the viewer is enabled */
  45517. isEnabled: boolean;
  45518. private _getBonePosition;
  45519. private _getLinesForBonesWithLength;
  45520. private _getLinesForBonesNoLength;
  45521. /** Update the viewer to sync with current skeleton state */
  45522. update(): void;
  45523. /** Release associated resources */
  45524. dispose(): void;
  45525. }
  45526. }
  45527. declare module "babylonjs/Debug/index" {
  45528. export * from "babylonjs/Debug/axesViewer";
  45529. export * from "babylonjs/Debug/boneAxesViewer";
  45530. export * from "babylonjs/Debug/debugLayer";
  45531. export * from "babylonjs/Debug/physicsViewer";
  45532. export * from "babylonjs/Debug/rayHelper";
  45533. export * from "babylonjs/Debug/skeletonViewer";
  45534. }
  45535. declare module "babylonjs/Engines/nullEngine" {
  45536. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45537. import { Scene } from "babylonjs/scene";
  45538. import { Engine } from "babylonjs/Engines/engine";
  45539. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45540. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45541. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45542. import { Effect } from "babylonjs/Materials/effect";
  45543. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45544. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45545. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45546. /**
  45547. * Options to create the null engine
  45548. */
  45549. export class NullEngineOptions {
  45550. /**
  45551. * Render width (Default: 512)
  45552. */
  45553. renderWidth: number;
  45554. /**
  45555. * Render height (Default: 256)
  45556. */
  45557. renderHeight: number;
  45558. /**
  45559. * Texture size (Default: 512)
  45560. */
  45561. textureSize: number;
  45562. /**
  45563. * If delta time between frames should be constant
  45564. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45565. */
  45566. deterministicLockstep: boolean;
  45567. /**
  45568. * Maximum about of steps between frames (Default: 4)
  45569. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45570. */
  45571. lockstepMaxSteps: number;
  45572. }
  45573. /**
  45574. * The null engine class provides support for headless version of babylon.js.
  45575. * This can be used in server side scenario or for testing purposes
  45576. */
  45577. export class NullEngine extends Engine {
  45578. private _options;
  45579. /**
  45580. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  45581. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45582. * @returns true if engine is in deterministic lock step mode
  45583. */
  45584. isDeterministicLockStep(): boolean;
  45585. /**
  45586. * Gets the max steps when engine is running in deterministic lock step
  45587. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45588. * @returns the max steps
  45589. */
  45590. getLockstepMaxSteps(): number;
  45591. /**
  45592. * Gets the current hardware scaling level.
  45593. * By default the hardware scaling level is computed from the window device ratio.
  45594. * 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.
  45595. * @returns a number indicating the current hardware scaling level
  45596. */
  45597. getHardwareScalingLevel(): number;
  45598. constructor(options?: NullEngineOptions);
  45599. /**
  45600. * Creates a vertex buffer
  45601. * @param vertices the data for the vertex buffer
  45602. * @returns the new WebGL static buffer
  45603. */
  45604. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45605. /**
  45606. * Creates a new index buffer
  45607. * @param indices defines the content of the index buffer
  45608. * @param updatable defines if the index buffer must be updatable
  45609. * @returns a new webGL buffer
  45610. */
  45611. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45612. /**
  45613. * Clear the current render buffer or the current render target (if any is set up)
  45614. * @param color defines the color to use
  45615. * @param backBuffer defines if the back buffer must be cleared
  45616. * @param depth defines if the depth buffer must be cleared
  45617. * @param stencil defines if the stencil buffer must be cleared
  45618. */
  45619. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45620. /**
  45621. * Gets the current render width
  45622. * @param useScreen defines if screen size must be used (or the current render target if any)
  45623. * @returns a number defining the current render width
  45624. */
  45625. getRenderWidth(useScreen?: boolean): number;
  45626. /**
  45627. * Gets the current render height
  45628. * @param useScreen defines if screen size must be used (or the current render target if any)
  45629. * @returns a number defining the current render height
  45630. */
  45631. getRenderHeight(useScreen?: boolean): number;
  45632. /**
  45633. * Set the WebGL's viewport
  45634. * @param viewport defines the viewport element to be used
  45635. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  45636. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  45637. */
  45638. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45639. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45640. /**
  45641. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  45642. * @param pipelineContext defines the pipeline context to use
  45643. * @param uniformsNames defines the list of uniform names
  45644. * @returns an array of webGL uniform locations
  45645. */
  45646. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45647. /**
  45648. * Gets the lsit of active attributes for a given webGL program
  45649. * @param pipelineContext defines the pipeline context to use
  45650. * @param attributesNames defines the list of attribute names to get
  45651. * @returns an array of indices indicating the offset of each attribute
  45652. */
  45653. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45654. /**
  45655. * Binds an effect to the webGL context
  45656. * @param effect defines the effect to bind
  45657. */
  45658. bindSamplers(effect: Effect): void;
  45659. /**
  45660. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  45661. * @param effect defines the effect to activate
  45662. */
  45663. enableEffect(effect: Effect): void;
  45664. /**
  45665. * Set various states to the webGL context
  45666. * @param culling defines backface culling state
  45667. * @param zOffset defines the value to apply to zOffset (0 by default)
  45668. * @param force defines if states must be applied even if cache is up to date
  45669. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  45670. */
  45671. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45672. /**
  45673. * Set the value of an uniform to an array of int32
  45674. * @param uniform defines the webGL uniform location where to store the value
  45675. * @param array defines the array of int32 to store
  45676. */
  45677. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45678. /**
  45679. * Set the value of an uniform to an array of int32 (stored as vec2)
  45680. * @param uniform defines the webGL uniform location where to store the value
  45681. * @param array defines the array of int32 to store
  45682. */
  45683. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45684. /**
  45685. * Set the value of an uniform to an array of int32 (stored as vec3)
  45686. * @param uniform defines the webGL uniform location where to store the value
  45687. * @param array defines the array of int32 to store
  45688. */
  45689. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45690. /**
  45691. * Set the value of an uniform to an array of int32 (stored as vec4)
  45692. * @param uniform defines the webGL uniform location where to store the value
  45693. * @param array defines the array of int32 to store
  45694. */
  45695. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45696. /**
  45697. * Set the value of an uniform to an array of float32
  45698. * @param uniform defines the webGL uniform location where to store the value
  45699. * @param array defines the array of float32 to store
  45700. */
  45701. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45702. /**
  45703. * Set the value of an uniform to an array of float32 (stored as vec2)
  45704. * @param uniform defines the webGL uniform location where to store the value
  45705. * @param array defines the array of float32 to store
  45706. */
  45707. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45708. /**
  45709. * Set the value of an uniform to an array of float32 (stored as vec3)
  45710. * @param uniform defines the webGL uniform location where to store the value
  45711. * @param array defines the array of float32 to store
  45712. */
  45713. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45714. /**
  45715. * Set the value of an uniform to an array of float32 (stored as vec4)
  45716. * @param uniform defines the webGL uniform location where to store the value
  45717. * @param array defines the array of float32 to store
  45718. */
  45719. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45720. /**
  45721. * Set the value of an uniform to an array of number
  45722. * @param uniform defines the webGL uniform location where to store the value
  45723. * @param array defines the array of number to store
  45724. */
  45725. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45726. /**
  45727. * Set the value of an uniform to an array of number (stored as vec2)
  45728. * @param uniform defines the webGL uniform location where to store the value
  45729. * @param array defines the array of number to store
  45730. */
  45731. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45732. /**
  45733. * Set the value of an uniform to an array of number (stored as vec3)
  45734. * @param uniform defines the webGL uniform location where to store the value
  45735. * @param array defines the array of number to store
  45736. */
  45737. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45738. /**
  45739. * Set the value of an uniform to an array of number (stored as vec4)
  45740. * @param uniform defines the webGL uniform location where to store the value
  45741. * @param array defines the array of number to store
  45742. */
  45743. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45744. /**
  45745. * Set the value of an uniform to an array of float32 (stored as matrices)
  45746. * @param uniform defines the webGL uniform location where to store the value
  45747. * @param matrices defines the array of float32 to store
  45748. */
  45749. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45750. /**
  45751. * Set the value of an uniform to a matrix (3x3)
  45752. * @param uniform defines the webGL uniform location where to store the value
  45753. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  45754. */
  45755. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45756. /**
  45757. * Set the value of an uniform to a matrix (2x2)
  45758. * @param uniform defines the webGL uniform location where to store the value
  45759. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  45760. */
  45761. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45762. /**
  45763. * Set the value of an uniform to a number (float)
  45764. * @param uniform defines the webGL uniform location where to store the value
  45765. * @param value defines the float number to store
  45766. */
  45767. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45768. /**
  45769. * Set the value of an uniform to a vec2
  45770. * @param uniform defines the webGL uniform location where to store the value
  45771. * @param x defines the 1st component of the value
  45772. * @param y defines the 2nd component of the value
  45773. */
  45774. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45775. /**
  45776. * Set the value of an uniform to a vec3
  45777. * @param uniform defines the webGL uniform location where to store the value
  45778. * @param x defines the 1st component of the value
  45779. * @param y defines the 2nd component of the value
  45780. * @param z defines the 3rd component of the value
  45781. */
  45782. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45783. /**
  45784. * Set the value of an uniform to a boolean
  45785. * @param uniform defines the webGL uniform location where to store the value
  45786. * @param bool defines the boolean to store
  45787. */
  45788. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45789. /**
  45790. * Set the value of an uniform to a vec4
  45791. * @param uniform defines the webGL uniform location where to store the value
  45792. * @param x defines the 1st component of the value
  45793. * @param y defines the 2nd component of the value
  45794. * @param z defines the 3rd component of the value
  45795. * @param w defines the 4th component of the value
  45796. */
  45797. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45798. /**
  45799. * Sets the current alpha mode
  45800. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  45801. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45802. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45803. */
  45804. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45805. /**
  45806. * Bind webGl buffers directly to the webGL context
  45807. * @param vertexBuffers defines the vertex buffer to bind
  45808. * @param indexBuffer defines the index buffer to bind
  45809. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  45810. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  45811. * @param effect defines the effect associated with the vertex buffer
  45812. */
  45813. bindBuffers(vertexBuffers: {
  45814. [key: string]: VertexBuffer;
  45815. }, indexBuffer: DataBuffer, effect: Effect): void;
  45816. /**
  45817. * Force the entire cache to be cleared
  45818. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  45819. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  45820. */
  45821. wipeCaches(bruteForce?: boolean): void;
  45822. /**
  45823. * Send a draw order
  45824. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  45825. * @param indexStart defines the starting index
  45826. * @param indexCount defines the number of index to draw
  45827. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45828. */
  45829. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45830. /**
  45831. * Draw a list of indexed primitives
  45832. * @param fillMode defines the primitive to use
  45833. * @param indexStart defines the starting index
  45834. * @param indexCount defines the number of index to draw
  45835. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45836. */
  45837. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45838. /**
  45839. * Draw a list of unindexed primitives
  45840. * @param fillMode defines the primitive to use
  45841. * @param verticesStart defines the index of first vertex to draw
  45842. * @param verticesCount defines the count of vertices to draw
  45843. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45844. */
  45845. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45846. /** @hidden */
  45847. _createTexture(): WebGLTexture;
  45848. /** @hidden */
  45849. _releaseTexture(texture: InternalTexture): void;
  45850. /**
  45851. * Usually called from Texture.ts.
  45852. * Passed information to create a WebGLTexture
  45853. * @param urlArg defines a value which contains one of the following:
  45854. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45855. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45856. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45857. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45858. * @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)
  45859. * @param scene needed for loading to the correct scene
  45860. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  45861. * @param onLoad optional callback to be called upon successful completion
  45862. * @param onError optional callback to be called upon failure
  45863. * @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
  45864. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45865. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45866. * @param forcedExtension defines the extension to use to pick the right loader
  45867. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  45868. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45869. */
  45870. 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;
  45871. /**
  45872. * Creates a new render target texture
  45873. * @param size defines the size of the texture
  45874. * @param options defines the options used to create the texture
  45875. * @returns a new render target texture stored in an InternalTexture
  45876. */
  45877. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45878. /**
  45879. * Update the sampling mode of a given texture
  45880. * @param samplingMode defines the required sampling mode
  45881. * @param texture defines the texture to update
  45882. */
  45883. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45884. /**
  45885. * Binds the frame buffer to the specified texture.
  45886. * @param texture The texture to render to or null for the default canvas
  45887. * @param faceIndex The face of the texture to render to in case of cube texture
  45888. * @param requiredWidth The width of the target to render to
  45889. * @param requiredHeight The height of the target to render to
  45890. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  45891. * @param depthStencilTexture The depth stencil texture to use to render
  45892. * @param lodLevel defines le lod level to bind to the frame buffer
  45893. */
  45894. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45895. /**
  45896. * Unbind the current render target texture from the webGL context
  45897. * @param texture defines the render target texture to unbind
  45898. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45899. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45900. */
  45901. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45902. /**
  45903. * Creates a dynamic vertex buffer
  45904. * @param vertices the data for the dynamic vertex buffer
  45905. * @returns the new WebGL dynamic buffer
  45906. */
  45907. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45908. /**
  45909. * Update the content of a dynamic texture
  45910. * @param texture defines the texture to update
  45911. * @param canvas defines the canvas containing the source
  45912. * @param invertY defines if data must be stored with Y axis inverted
  45913. * @param premulAlpha defines if alpha is stored as premultiplied
  45914. * @param format defines the format of the data
  45915. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  45916. */
  45917. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45918. /**
  45919. * Gets a boolean indicating if all created effects are ready
  45920. * @returns true if all effects are ready
  45921. */
  45922. areAllEffectsReady(): boolean;
  45923. /**
  45924. * @hidden
  45925. * Get the current error code of the webGL context
  45926. * @returns the error code
  45927. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45928. */
  45929. getError(): number;
  45930. /** @hidden */
  45931. _getUnpackAlignement(): number;
  45932. /** @hidden */
  45933. _unpackFlipY(value: boolean): void;
  45934. /**
  45935. * Update a dynamic index buffer
  45936. * @param indexBuffer defines the target index buffer
  45937. * @param indices defines the data to update
  45938. * @param offset defines the offset in the target index buffer where update should start
  45939. */
  45940. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45941. /**
  45942. * Updates a dynamic vertex buffer.
  45943. * @param vertexBuffer the vertex buffer to update
  45944. * @param vertices the data used to update the vertex buffer
  45945. * @param byteOffset the byte offset of the data (optional)
  45946. * @param byteLength the byte length of the data (optional)
  45947. */
  45948. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45949. /** @hidden */
  45950. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45951. /** @hidden */
  45952. _bindTexture(channel: number, texture: InternalTexture): void;
  45953. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45954. /**
  45955. * 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
  45956. */
  45957. releaseEffects(): void;
  45958. displayLoadingUI(): void;
  45959. hideLoadingUI(): void;
  45960. /** @hidden */
  45961. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45962. /** @hidden */
  45963. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45964. /** @hidden */
  45965. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45966. /** @hidden */
  45967. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45968. }
  45969. }
  45970. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45971. import { Nullable, int } from "babylonjs/types";
  45972. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45973. /** @hidden */
  45974. export class _OcclusionDataStorage {
  45975. /** @hidden */
  45976. occlusionInternalRetryCounter: number;
  45977. /** @hidden */
  45978. isOcclusionQueryInProgress: boolean;
  45979. /** @hidden */
  45980. isOccluded: boolean;
  45981. /** @hidden */
  45982. occlusionRetryCount: number;
  45983. /** @hidden */
  45984. occlusionType: number;
  45985. /** @hidden */
  45986. occlusionQueryAlgorithmType: number;
  45987. }
  45988. module "babylonjs/Engines/engine" {
  45989. interface Engine {
  45990. /**
  45991. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45992. * @return the new query
  45993. */
  45994. createQuery(): WebGLQuery;
  45995. /**
  45996. * Delete and release a webGL query
  45997. * @param query defines the query to delete
  45998. * @return the current engine
  45999. */
  46000. deleteQuery(query: WebGLQuery): Engine;
  46001. /**
  46002. * Check if a given query has resolved and got its value
  46003. * @param query defines the query to check
  46004. * @returns true if the query got its value
  46005. */
  46006. isQueryResultAvailable(query: WebGLQuery): boolean;
  46007. /**
  46008. * Gets the value of a given query
  46009. * @param query defines the query to check
  46010. * @returns the value of the query
  46011. */
  46012. getQueryResult(query: WebGLQuery): number;
  46013. /**
  46014. * Initiates an occlusion query
  46015. * @param algorithmType defines the algorithm to use
  46016. * @param query defines the query to use
  46017. * @returns the current engine
  46018. * @see http://doc.babylonjs.com/features/occlusionquery
  46019. */
  46020. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46021. /**
  46022. * Ends an occlusion query
  46023. * @see http://doc.babylonjs.com/features/occlusionquery
  46024. * @param algorithmType defines the algorithm to use
  46025. * @returns the current engine
  46026. */
  46027. endOcclusionQuery(algorithmType: number): Engine;
  46028. /**
  46029. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46030. * Please note that only one query can be issued at a time
  46031. * @returns a time token used to track the time span
  46032. */
  46033. startTimeQuery(): Nullable<_TimeToken>;
  46034. /**
  46035. * Ends a time query
  46036. * @param token defines the token used to measure the time span
  46037. * @returns the time spent (in ns)
  46038. */
  46039. endTimeQuery(token: _TimeToken): int;
  46040. /** @hidden */
  46041. _currentNonTimestampToken: Nullable<_TimeToken>;
  46042. /** @hidden */
  46043. _createTimeQuery(): WebGLQuery;
  46044. /** @hidden */
  46045. _deleteTimeQuery(query: WebGLQuery): void;
  46046. /** @hidden */
  46047. _getGlAlgorithmType(algorithmType: number): number;
  46048. /** @hidden */
  46049. _getTimeQueryResult(query: WebGLQuery): any;
  46050. /** @hidden */
  46051. _getTimeQueryAvailability(query: WebGLQuery): any;
  46052. }
  46053. }
  46054. module "babylonjs/Meshes/abstractMesh" {
  46055. interface AbstractMesh {
  46056. /**
  46057. * Backing filed
  46058. * @hidden
  46059. */
  46060. __occlusionDataStorage: _OcclusionDataStorage;
  46061. /**
  46062. * Access property
  46063. * @hidden
  46064. */
  46065. _occlusionDataStorage: _OcclusionDataStorage;
  46066. /**
  46067. * 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.
  46068. * The default value is -1 which means don't break the query and wait till the result
  46069. * @see http://doc.babylonjs.com/features/occlusionquery
  46070. */
  46071. occlusionRetryCount: number;
  46072. /**
  46073. * 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:
  46074. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46075. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46076. * * 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.
  46077. * @see http://doc.babylonjs.com/features/occlusionquery
  46078. */
  46079. occlusionType: number;
  46080. /**
  46081. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46082. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46083. * * 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.
  46084. * @see http://doc.babylonjs.com/features/occlusionquery
  46085. */
  46086. occlusionQueryAlgorithmType: number;
  46087. /**
  46088. * 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
  46089. * @see http://doc.babylonjs.com/features/occlusionquery
  46090. */
  46091. isOccluded: boolean;
  46092. /**
  46093. * Flag to check the progress status of the query
  46094. * @see http://doc.babylonjs.com/features/occlusionquery
  46095. */
  46096. isOcclusionQueryInProgress: boolean;
  46097. }
  46098. }
  46099. }
  46100. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46101. import { Nullable } from "babylonjs/types";
  46102. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46103. /** @hidden */
  46104. export var _forceTransformFeedbackToBundle: boolean;
  46105. module "babylonjs/Engines/engine" {
  46106. interface Engine {
  46107. /**
  46108. * Creates a webGL transform feedback object
  46109. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46110. * @returns the webGL transform feedback object
  46111. */
  46112. createTransformFeedback(): WebGLTransformFeedback;
  46113. /**
  46114. * Delete a webGL transform feedback object
  46115. * @param value defines the webGL transform feedback object to delete
  46116. */
  46117. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46118. /**
  46119. * Bind a webGL transform feedback object to the webgl context
  46120. * @param value defines the webGL transform feedback object to bind
  46121. */
  46122. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46123. /**
  46124. * Begins a transform feedback operation
  46125. * @param usePoints defines if points or triangles must be used
  46126. */
  46127. beginTransformFeedback(usePoints: boolean): void;
  46128. /**
  46129. * Ends a transform feedback operation
  46130. */
  46131. endTransformFeedback(): void;
  46132. /**
  46133. * Specify the varyings to use with transform feedback
  46134. * @param program defines the associated webGL program
  46135. * @param value defines the list of strings representing the varying names
  46136. */
  46137. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46138. /**
  46139. * Bind a webGL buffer for a transform feedback operation
  46140. * @param value defines the webGL buffer to bind
  46141. */
  46142. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46143. }
  46144. }
  46145. }
  46146. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46147. import { Scene } from "babylonjs/scene";
  46148. import { Engine } from "babylonjs/Engines/engine";
  46149. import { Texture } from "babylonjs/Materials/Textures/texture";
  46150. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46151. import "babylonjs/Engines/Extensions/engine.multiRender";
  46152. /**
  46153. * Creation options of the multi render target texture.
  46154. */
  46155. export interface IMultiRenderTargetOptions {
  46156. /**
  46157. * Define if the texture needs to create mip maps after render.
  46158. */
  46159. generateMipMaps?: boolean;
  46160. /**
  46161. * Define the types of all the draw buffers we want to create
  46162. */
  46163. types?: number[];
  46164. /**
  46165. * Define the sampling modes of all the draw buffers we want to create
  46166. */
  46167. samplingModes?: number[];
  46168. /**
  46169. * Define if a depth buffer is required
  46170. */
  46171. generateDepthBuffer?: boolean;
  46172. /**
  46173. * Define if a stencil buffer is required
  46174. */
  46175. generateStencilBuffer?: boolean;
  46176. /**
  46177. * Define if a depth texture is required instead of a depth buffer
  46178. */
  46179. generateDepthTexture?: boolean;
  46180. /**
  46181. * Define the number of desired draw buffers
  46182. */
  46183. textureCount?: number;
  46184. /**
  46185. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46186. */
  46187. doNotChangeAspectRatio?: boolean;
  46188. /**
  46189. * Define the default type of the buffers we are creating
  46190. */
  46191. defaultType?: number;
  46192. }
  46193. /**
  46194. * A multi render target, like a render target provides the ability to render to a texture.
  46195. * Unlike the render target, it can render to several draw buffers in one draw.
  46196. * This is specially interesting in deferred rendering or for any effects requiring more than
  46197. * just one color from a single pass.
  46198. */
  46199. export class MultiRenderTarget extends RenderTargetTexture {
  46200. private _internalTextures;
  46201. private _textures;
  46202. private _multiRenderTargetOptions;
  46203. /**
  46204. * Get if draw buffers are currently supported by the used hardware and browser.
  46205. */
  46206. readonly isSupported: boolean;
  46207. /**
  46208. * Get the list of textures generated by the multi render target.
  46209. */
  46210. readonly textures: Texture[];
  46211. /**
  46212. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46213. */
  46214. readonly depthTexture: Texture;
  46215. /**
  46216. * Set the wrapping mode on U of all the textures we are rendering to.
  46217. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46218. */
  46219. wrapU: number;
  46220. /**
  46221. * Set the wrapping mode on V of all the textures we are rendering to.
  46222. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46223. */
  46224. wrapV: number;
  46225. /**
  46226. * Instantiate a new multi render target texture.
  46227. * A multi render target, like a render target provides the ability to render to a texture.
  46228. * Unlike the render target, it can render to several draw buffers in one draw.
  46229. * This is specially interesting in deferred rendering or for any effects requiring more than
  46230. * just one color from a single pass.
  46231. * @param name Define the name of the texture
  46232. * @param size Define the size of the buffers to render to
  46233. * @param count Define the number of target we are rendering into
  46234. * @param scene Define the scene the texture belongs to
  46235. * @param options Define the options used to create the multi render target
  46236. */
  46237. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46238. /** @hidden */
  46239. _rebuild(): void;
  46240. private _createInternalTextures;
  46241. private _createTextures;
  46242. /**
  46243. * Define the number of samples used if MSAA is enabled.
  46244. */
  46245. samples: number;
  46246. /**
  46247. * Resize all the textures in the multi render target.
  46248. * Be carrefull as it will recreate all the data in the new texture.
  46249. * @param size Define the new size
  46250. */
  46251. resize(size: any): void;
  46252. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46253. /**
  46254. * Dispose the render targets and their associated resources
  46255. */
  46256. dispose(): void;
  46257. /**
  46258. * Release all the underlying texture used as draw buffers.
  46259. */
  46260. releaseInternalTextures(): void;
  46261. }
  46262. }
  46263. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46264. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46265. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46266. import { Nullable } from "babylonjs/types";
  46267. module "babylonjs/Engines/thinEngine" {
  46268. interface ThinEngine {
  46269. /**
  46270. * Unbind a list of render target textures from the webGL context
  46271. * This is used only when drawBuffer extension or webGL2 are active
  46272. * @param textures defines the render target textures to unbind
  46273. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46274. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46275. */
  46276. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46277. /**
  46278. * Create a multi render target texture
  46279. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46280. * @param size defines the size of the texture
  46281. * @param options defines the creation options
  46282. * @returns the cube texture as an InternalTexture
  46283. */
  46284. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46285. /**
  46286. * Update the sample count for a given multiple render target texture
  46287. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46288. * @param textures defines the textures to update
  46289. * @param samples defines the sample count to set
  46290. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46291. */
  46292. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46293. }
  46294. }
  46295. }
  46296. declare module "babylonjs/Engines/Extensions/index" {
  46297. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46298. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46299. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46300. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46301. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46302. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46303. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46304. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46305. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46306. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46307. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46308. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46309. }
  46310. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46311. import { Nullable } from "babylonjs/types";
  46312. /**
  46313. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46314. */
  46315. export interface CubeMapInfo {
  46316. /**
  46317. * The pixel array for the front face.
  46318. * This is stored in format, left to right, up to down format.
  46319. */
  46320. front: Nullable<ArrayBufferView>;
  46321. /**
  46322. * The pixel array for the back face.
  46323. * This is stored in format, left to right, up to down format.
  46324. */
  46325. back: Nullable<ArrayBufferView>;
  46326. /**
  46327. * The pixel array for the left face.
  46328. * This is stored in format, left to right, up to down format.
  46329. */
  46330. left: Nullable<ArrayBufferView>;
  46331. /**
  46332. * The pixel array for the right face.
  46333. * This is stored in format, left to right, up to down format.
  46334. */
  46335. right: Nullable<ArrayBufferView>;
  46336. /**
  46337. * The pixel array for the up face.
  46338. * This is stored in format, left to right, up to down format.
  46339. */
  46340. up: Nullable<ArrayBufferView>;
  46341. /**
  46342. * The pixel array for the down face.
  46343. * This is stored in format, left to right, up to down format.
  46344. */
  46345. down: Nullable<ArrayBufferView>;
  46346. /**
  46347. * The size of the cubemap stored.
  46348. *
  46349. * Each faces will be size * size pixels.
  46350. */
  46351. size: number;
  46352. /**
  46353. * The format of the texture.
  46354. *
  46355. * RGBA, RGB.
  46356. */
  46357. format: number;
  46358. /**
  46359. * The type of the texture data.
  46360. *
  46361. * UNSIGNED_INT, FLOAT.
  46362. */
  46363. type: number;
  46364. /**
  46365. * Specifies whether the texture is in gamma space.
  46366. */
  46367. gammaSpace: boolean;
  46368. }
  46369. /**
  46370. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46371. */
  46372. export class PanoramaToCubeMapTools {
  46373. private static FACE_FRONT;
  46374. private static FACE_BACK;
  46375. private static FACE_RIGHT;
  46376. private static FACE_LEFT;
  46377. private static FACE_DOWN;
  46378. private static FACE_UP;
  46379. /**
  46380. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46381. *
  46382. * @param float32Array The source data.
  46383. * @param inputWidth The width of the input panorama.
  46384. * @param inputHeight The height of the input panorama.
  46385. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46386. * @return The cubemap data
  46387. */
  46388. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46389. private static CreateCubemapTexture;
  46390. private static CalcProjectionSpherical;
  46391. }
  46392. }
  46393. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46394. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46395. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46396. import { Nullable } from "babylonjs/types";
  46397. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46398. /**
  46399. * Helper class dealing with the extraction of spherical polynomial dataArray
  46400. * from a cube map.
  46401. */
  46402. export class CubeMapToSphericalPolynomialTools {
  46403. private static FileFaces;
  46404. /**
  46405. * Converts a texture to the according Spherical Polynomial data.
  46406. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46407. *
  46408. * @param texture The texture to extract the information from.
  46409. * @return The Spherical Polynomial data.
  46410. */
  46411. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46412. /**
  46413. * Converts a cubemap to the according Spherical Polynomial data.
  46414. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46415. *
  46416. * @param cubeInfo The Cube map to extract the information from.
  46417. * @return The Spherical Polynomial data.
  46418. */
  46419. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46420. }
  46421. }
  46422. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46423. import { Nullable } from "babylonjs/types";
  46424. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46425. module "babylonjs/Materials/Textures/baseTexture" {
  46426. interface BaseTexture {
  46427. /**
  46428. * Get the polynomial representation of the texture data.
  46429. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46430. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46431. */
  46432. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46433. }
  46434. }
  46435. }
  46436. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46437. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46438. /** @hidden */
  46439. export var rgbdEncodePixelShader: {
  46440. name: string;
  46441. shader: string;
  46442. };
  46443. }
  46444. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46445. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46446. /** @hidden */
  46447. export var rgbdDecodePixelShader: {
  46448. name: string;
  46449. shader: string;
  46450. };
  46451. }
  46452. declare module "babylonjs/Misc/environmentTextureTools" {
  46453. import { Nullable } from "babylonjs/types";
  46454. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46455. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46456. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46457. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46458. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46459. import "babylonjs/Shaders/rgbdEncode.fragment";
  46460. import "babylonjs/Shaders/rgbdDecode.fragment";
  46461. /**
  46462. * Raw texture data and descriptor sufficient for WebGL texture upload
  46463. */
  46464. export interface EnvironmentTextureInfo {
  46465. /**
  46466. * Version of the environment map
  46467. */
  46468. version: number;
  46469. /**
  46470. * Width of image
  46471. */
  46472. width: number;
  46473. /**
  46474. * Irradiance information stored in the file.
  46475. */
  46476. irradiance: any;
  46477. /**
  46478. * Specular information stored in the file.
  46479. */
  46480. specular: any;
  46481. }
  46482. /**
  46483. * Defines One Image in the file. It requires only the position in the file
  46484. * as well as the length.
  46485. */
  46486. interface BufferImageData {
  46487. /**
  46488. * Length of the image data.
  46489. */
  46490. length: number;
  46491. /**
  46492. * Position of the data from the null terminator delimiting the end of the JSON.
  46493. */
  46494. position: number;
  46495. }
  46496. /**
  46497. * Defines the specular data enclosed in the file.
  46498. * This corresponds to the version 1 of the data.
  46499. */
  46500. export interface EnvironmentTextureSpecularInfoV1 {
  46501. /**
  46502. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46503. */
  46504. specularDataPosition?: number;
  46505. /**
  46506. * This contains all the images data needed to reconstruct the cubemap.
  46507. */
  46508. mipmaps: Array<BufferImageData>;
  46509. /**
  46510. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46511. */
  46512. lodGenerationScale: number;
  46513. }
  46514. /**
  46515. * Sets of helpers addressing the serialization and deserialization of environment texture
  46516. * stored in a BabylonJS env file.
  46517. * Those files are usually stored as .env files.
  46518. */
  46519. export class EnvironmentTextureTools {
  46520. /**
  46521. * Magic number identifying the env file.
  46522. */
  46523. private static _MagicBytes;
  46524. /**
  46525. * Gets the environment info from an env file.
  46526. * @param data The array buffer containing the .env bytes.
  46527. * @returns the environment file info (the json header) if successfully parsed.
  46528. */
  46529. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46530. /**
  46531. * Creates an environment texture from a loaded cube texture.
  46532. * @param texture defines the cube texture to convert in env file
  46533. * @return a promise containing the environment data if succesfull.
  46534. */
  46535. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  46536. /**
  46537. * Creates a JSON representation of the spherical data.
  46538. * @param texture defines the texture containing the polynomials
  46539. * @return the JSON representation of the spherical info
  46540. */
  46541. private static _CreateEnvTextureIrradiance;
  46542. /**
  46543. * Creates the ArrayBufferViews used for initializing environment texture image data.
  46544. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  46545. * @param info parameters that determine what views will be created for accessing the underlying buffer
  46546. * @return the views described by info providing access to the underlying buffer
  46547. */
  46548. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  46549. /**
  46550. * Uploads the texture info contained in the env file to the GPU.
  46551. * @param texture defines the internal texture to upload to
  46552. * @param arrayBuffer defines the buffer cotaining the data to load
  46553. * @param info defines the texture info retrieved through the GetEnvInfo method
  46554. * @returns a promise
  46555. */
  46556. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  46557. private static _OnImageReadyAsync;
  46558. /**
  46559. * Uploads the levels of image data to the GPU.
  46560. * @param texture defines the internal texture to upload to
  46561. * @param imageData defines the array buffer views of image data [mipmap][face]
  46562. * @returns a promise
  46563. */
  46564. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  46565. /**
  46566. * Uploads spherical polynomials information to the texture.
  46567. * @param texture defines the texture we are trying to upload the information to
  46568. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  46569. */
  46570. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  46571. /** @hidden */
  46572. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  46573. }
  46574. }
  46575. declare module "babylonjs/Maths/math.vertexFormat" {
  46576. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  46577. /**
  46578. * Contains position and normal vectors for a vertex
  46579. */
  46580. export class PositionNormalVertex {
  46581. /** the position of the vertex (defaut: 0,0,0) */
  46582. position: Vector3;
  46583. /** the normal of the vertex (defaut: 0,1,0) */
  46584. normal: Vector3;
  46585. /**
  46586. * Creates a PositionNormalVertex
  46587. * @param position the position of the vertex (defaut: 0,0,0)
  46588. * @param normal the normal of the vertex (defaut: 0,1,0)
  46589. */
  46590. constructor(
  46591. /** the position of the vertex (defaut: 0,0,0) */
  46592. position?: Vector3,
  46593. /** the normal of the vertex (defaut: 0,1,0) */
  46594. normal?: Vector3);
  46595. /**
  46596. * Clones the PositionNormalVertex
  46597. * @returns the cloned PositionNormalVertex
  46598. */
  46599. clone(): PositionNormalVertex;
  46600. }
  46601. /**
  46602. * Contains position, normal and uv vectors for a vertex
  46603. */
  46604. export class PositionNormalTextureVertex {
  46605. /** the position of the vertex (defaut: 0,0,0) */
  46606. position: Vector3;
  46607. /** the normal of the vertex (defaut: 0,1,0) */
  46608. normal: Vector3;
  46609. /** the uv of the vertex (default: 0,0) */
  46610. uv: Vector2;
  46611. /**
  46612. * Creates a PositionNormalTextureVertex
  46613. * @param position the position of the vertex (defaut: 0,0,0)
  46614. * @param normal the normal of the vertex (defaut: 0,1,0)
  46615. * @param uv the uv of the vertex (default: 0,0)
  46616. */
  46617. constructor(
  46618. /** the position of the vertex (defaut: 0,0,0) */
  46619. position?: Vector3,
  46620. /** the normal of the vertex (defaut: 0,1,0) */
  46621. normal?: Vector3,
  46622. /** the uv of the vertex (default: 0,0) */
  46623. uv?: Vector2);
  46624. /**
  46625. * Clones the PositionNormalTextureVertex
  46626. * @returns the cloned PositionNormalTextureVertex
  46627. */
  46628. clone(): PositionNormalTextureVertex;
  46629. }
  46630. }
  46631. declare module "babylonjs/Maths/math" {
  46632. export * from "babylonjs/Maths/math.axis";
  46633. export * from "babylonjs/Maths/math.color";
  46634. export * from "babylonjs/Maths/math.constants";
  46635. export * from "babylonjs/Maths/math.frustum";
  46636. export * from "babylonjs/Maths/math.path";
  46637. export * from "babylonjs/Maths/math.plane";
  46638. export * from "babylonjs/Maths/math.size";
  46639. export * from "babylonjs/Maths/math.vector";
  46640. export * from "babylonjs/Maths/math.vertexFormat";
  46641. export * from "babylonjs/Maths/math.viewport";
  46642. }
  46643. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  46644. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46645. /** @hidden */
  46646. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  46647. private _genericAttributeLocation;
  46648. private _varyingLocationCount;
  46649. private _varyingLocationMap;
  46650. private _replacements;
  46651. private _textureCount;
  46652. private _uniforms;
  46653. lineProcessor(line: string): string;
  46654. attributeProcessor(attribute: string): string;
  46655. varyingProcessor(varying: string, isFragment: boolean): string;
  46656. uniformProcessor(uniform: string): string;
  46657. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  46658. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  46659. }
  46660. }
  46661. declare module "babylonjs/Engines/nativeEngine" {
  46662. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  46663. import { Engine } from "babylonjs/Engines/engine";
  46664. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46665. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46666. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46667. import { Effect } from "babylonjs/Materials/effect";
  46668. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46669. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  46670. import { Scene } from "babylonjs/scene";
  46671. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46672. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46673. /**
  46674. * Container for accessors for natively-stored mesh data buffers.
  46675. */
  46676. class NativeDataBuffer extends DataBuffer {
  46677. /**
  46678. * Accessor value used to identify/retrieve a natively-stored index buffer.
  46679. */
  46680. nativeIndexBuffer?: any;
  46681. /**
  46682. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  46683. */
  46684. nativeVertexBuffer?: any;
  46685. }
  46686. /** @hidden */
  46687. class NativeTexture extends InternalTexture {
  46688. getInternalTexture(): InternalTexture;
  46689. getViewCount(): number;
  46690. }
  46691. /** @hidden */
  46692. export class NativeEngine extends Engine {
  46693. private readonly _native;
  46694. getHardwareScalingLevel(): number;
  46695. constructor();
  46696. /**
  46697. * Can be used to override the current requestAnimationFrame requester.
  46698. * @hidden
  46699. */
  46700. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  46701. /**
  46702. * Override default engine behavior.
  46703. * @param color
  46704. * @param backBuffer
  46705. * @param depth
  46706. * @param stencil
  46707. */
  46708. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  46709. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46710. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  46711. createVertexBuffer(data: DataArray): NativeDataBuffer;
  46712. recordVertexArrayObject(vertexBuffers: {
  46713. [key: string]: VertexBuffer;
  46714. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  46715. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46716. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46717. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46718. /**
  46719. * Draw a list of indexed primitives
  46720. * @param fillMode defines the primitive to use
  46721. * @param indexStart defines the starting index
  46722. * @param indexCount defines the number of index to draw
  46723. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46724. */
  46725. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46726. /**
  46727. * Draw a list of unindexed primitives
  46728. * @param fillMode defines the primitive to use
  46729. * @param verticesStart defines the index of first vertex to draw
  46730. * @param verticesCount defines the count of vertices to draw
  46731. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46732. */
  46733. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46734. createPipelineContext(): IPipelineContext;
  46735. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  46736. /** @hidden */
  46737. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  46738. /** @hidden */
  46739. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  46740. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46741. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46742. protected _setProgram(program: WebGLProgram): void;
  46743. _releaseEffect(effect: Effect): void;
  46744. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  46745. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  46746. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  46747. bindSamplers(effect: Effect): void;
  46748. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  46749. getRenderWidth(useScreen?: boolean): number;
  46750. getRenderHeight(useScreen?: boolean): number;
  46751. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  46752. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46753. /**
  46754. * Set the z offset to apply to current rendering
  46755. * @param value defines the offset to apply
  46756. */
  46757. setZOffset(value: number): void;
  46758. /**
  46759. * Gets the current value of the zOffset
  46760. * @returns the current zOffset state
  46761. */
  46762. getZOffset(): number;
  46763. /**
  46764. * Enable or disable depth buffering
  46765. * @param enable defines the state to set
  46766. */
  46767. setDepthBuffer(enable: boolean): void;
  46768. /**
  46769. * Gets a boolean indicating if depth writing is enabled
  46770. * @returns the current depth writing state
  46771. */
  46772. getDepthWrite(): boolean;
  46773. /**
  46774. * Enable or disable depth writing
  46775. * @param enable defines the state to set
  46776. */
  46777. setDepthWrite(enable: boolean): void;
  46778. /**
  46779. * Enable or disable color writing
  46780. * @param enable defines the state to set
  46781. */
  46782. setColorWrite(enable: boolean): void;
  46783. /**
  46784. * Gets a boolean indicating if color writing is enabled
  46785. * @returns the current color writing state
  46786. */
  46787. getColorWrite(): boolean;
  46788. /**
  46789. * Sets alpha constants used by some alpha blending modes
  46790. * @param r defines the red component
  46791. * @param g defines the green component
  46792. * @param b defines the blue component
  46793. * @param a defines the alpha component
  46794. */
  46795. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  46796. /**
  46797. * Sets the current alpha mode
  46798. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  46799. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46800. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46801. */
  46802. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46803. /**
  46804. * Gets the current alpha mode
  46805. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46806. * @returns the current alpha mode
  46807. */
  46808. getAlphaMode(): number;
  46809. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46810. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46811. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46812. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46813. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46814. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46815. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46816. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46817. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46818. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46819. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46820. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46821. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46822. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46823. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46824. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46825. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46826. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46827. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46828. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46829. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  46830. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  46831. wipeCaches(bruteForce?: boolean): void;
  46832. _createTexture(): WebGLTexture;
  46833. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  46834. /**
  46835. * Usually called from BABYLON.Texture.ts.
  46836. * Passed information to create a WebGLTexture
  46837. * @param urlArg defines a value which contains one of the following:
  46838. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46839. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46840. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46841. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46842. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  46843. * @param scene needed for loading to the correct scene
  46844. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  46845. * @param onLoad optional callback to be called upon successful completion
  46846. * @param onError optional callback to be called upon failure
  46847. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  46848. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46849. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46850. * @param forcedExtension defines the extension to use to pick the right loader
  46851. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46852. */
  46853. 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;
  46854. /**
  46855. * Creates a cube texture
  46856. * @param rootUrl defines the url where the files to load is located
  46857. * @param scene defines the current scene
  46858. * @param files defines the list of files to load (1 per face)
  46859. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  46860. * @param onLoad defines an optional callback raised when the texture is loaded
  46861. * @param onError defines an optional callback raised if there is an issue to load the texture
  46862. * @param format defines the format of the data
  46863. * @param forcedExtension defines the extension to use to pick the right loader
  46864. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  46865. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  46866. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  46867. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  46868. * @returns the cube texture as an InternalTexture
  46869. */
  46870. 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;
  46871. private _getSamplingFilter;
  46872. private static _GetNativeTextureFormat;
  46873. createRenderTargetTexture(size: number | {
  46874. width: number;
  46875. height: number;
  46876. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  46877. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46878. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46879. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46880. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  46881. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  46882. /**
  46883. * Updates a dynamic vertex buffer.
  46884. * @param vertexBuffer the vertex buffer to update
  46885. * @param data the data used to update the vertex buffer
  46886. * @param byteOffset the byte offset of the data (optional)
  46887. * @param byteLength the byte length of the data (optional)
  46888. */
  46889. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  46890. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  46891. private _updateAnisotropicLevel;
  46892. private _getAddressMode;
  46893. /** @hidden */
  46894. _bindTexture(channel: number, texture: InternalTexture): void;
  46895. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  46896. releaseEffects(): void;
  46897. /** @hidden */
  46898. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46899. /** @hidden */
  46900. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46901. /** @hidden */
  46902. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46903. /** @hidden */
  46904. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46905. }
  46906. }
  46907. declare module "babylonjs/Engines/index" {
  46908. export * from "babylonjs/Engines/constants";
  46909. export * from "babylonjs/Engines/engineCapabilities";
  46910. export * from "babylonjs/Engines/instancingAttributeInfo";
  46911. export * from "babylonjs/Engines/thinEngine";
  46912. export * from "babylonjs/Engines/engine";
  46913. export * from "babylonjs/Engines/engineStore";
  46914. export * from "babylonjs/Engines/nullEngine";
  46915. export * from "babylonjs/Engines/Extensions/index";
  46916. export * from "babylonjs/Engines/IPipelineContext";
  46917. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46918. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46919. export * from "babylonjs/Engines/nativeEngine";
  46920. }
  46921. declare module "babylonjs/Events/clipboardEvents" {
  46922. /**
  46923. * Gather the list of clipboard event types as constants.
  46924. */
  46925. export class ClipboardEventTypes {
  46926. /**
  46927. * The clipboard event is fired when a copy command is active (pressed).
  46928. */
  46929. static readonly COPY: number;
  46930. /**
  46931. * The clipboard event is fired when a cut command is active (pressed).
  46932. */
  46933. static readonly CUT: number;
  46934. /**
  46935. * The clipboard event is fired when a paste command is active (pressed).
  46936. */
  46937. static readonly PASTE: number;
  46938. }
  46939. /**
  46940. * This class is used to store clipboard related info for the onClipboardObservable event.
  46941. */
  46942. export class ClipboardInfo {
  46943. /**
  46944. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46945. */
  46946. type: number;
  46947. /**
  46948. * Defines the related dom event
  46949. */
  46950. event: ClipboardEvent;
  46951. /**
  46952. *Creates an instance of ClipboardInfo.
  46953. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46954. * @param event Defines the related dom event
  46955. */
  46956. constructor(
  46957. /**
  46958. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46959. */
  46960. type: number,
  46961. /**
  46962. * Defines the related dom event
  46963. */
  46964. event: ClipboardEvent);
  46965. /**
  46966. * Get the clipboard event's type from the keycode.
  46967. * @param keyCode Defines the keyCode for the current keyboard event.
  46968. * @return {number}
  46969. */
  46970. static GetTypeFromCharacter(keyCode: number): number;
  46971. }
  46972. }
  46973. declare module "babylonjs/Events/index" {
  46974. export * from "babylonjs/Events/keyboardEvents";
  46975. export * from "babylonjs/Events/pointerEvents";
  46976. export * from "babylonjs/Events/clipboardEvents";
  46977. }
  46978. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46979. import { Scene } from "babylonjs/scene";
  46980. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46981. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46982. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46983. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46984. /**
  46985. * Google Daydream controller
  46986. */
  46987. export class DaydreamController extends WebVRController {
  46988. /**
  46989. * Base Url for the controller model.
  46990. */
  46991. static MODEL_BASE_URL: string;
  46992. /**
  46993. * File name for the controller model.
  46994. */
  46995. static MODEL_FILENAME: string;
  46996. /**
  46997. * Gamepad Id prefix used to identify Daydream Controller.
  46998. */
  46999. static readonly GAMEPAD_ID_PREFIX: string;
  47000. /**
  47001. * Creates a new DaydreamController from a gamepad
  47002. * @param vrGamepad the gamepad that the controller should be created from
  47003. */
  47004. constructor(vrGamepad: any);
  47005. /**
  47006. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47007. * @param scene scene in which to add meshes
  47008. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47009. */
  47010. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47011. /**
  47012. * Called once for each button that changed state since the last frame
  47013. * @param buttonIdx Which button index changed
  47014. * @param state New state of the button
  47015. * @param changes Which properties on the state changed since last frame
  47016. */
  47017. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47018. }
  47019. }
  47020. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47021. import { Scene } from "babylonjs/scene";
  47022. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47023. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47024. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47025. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47026. /**
  47027. * Gear VR Controller
  47028. */
  47029. export class GearVRController extends WebVRController {
  47030. /**
  47031. * Base Url for the controller model.
  47032. */
  47033. static MODEL_BASE_URL: string;
  47034. /**
  47035. * File name for the controller model.
  47036. */
  47037. static MODEL_FILENAME: string;
  47038. /**
  47039. * Gamepad Id prefix used to identify this controller.
  47040. */
  47041. static readonly GAMEPAD_ID_PREFIX: string;
  47042. private readonly _buttonIndexToObservableNameMap;
  47043. /**
  47044. * Creates a new GearVRController from a gamepad
  47045. * @param vrGamepad the gamepad that the controller should be created from
  47046. */
  47047. constructor(vrGamepad: any);
  47048. /**
  47049. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47050. * @param scene scene in which to add meshes
  47051. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47052. */
  47053. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47054. /**
  47055. * Called once for each button that changed state since the last frame
  47056. * @param buttonIdx Which button index changed
  47057. * @param state New state of the button
  47058. * @param changes Which properties on the state changed since last frame
  47059. */
  47060. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47061. }
  47062. }
  47063. declare module "babylonjs/Gamepads/Controllers/index" {
  47064. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47065. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47066. export * from "babylonjs/Gamepads/Controllers/genericController";
  47067. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47068. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47069. export * from "babylonjs/Gamepads/Controllers/viveController";
  47070. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47071. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47072. }
  47073. declare module "babylonjs/Gamepads/index" {
  47074. export * from "babylonjs/Gamepads/Controllers/index";
  47075. export * from "babylonjs/Gamepads/gamepad";
  47076. export * from "babylonjs/Gamepads/gamepadManager";
  47077. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47078. export * from "babylonjs/Gamepads/xboxGamepad";
  47079. export * from "babylonjs/Gamepads/dualShockGamepad";
  47080. }
  47081. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47082. import { Scene } from "babylonjs/scene";
  47083. import { Vector4 } from "babylonjs/Maths/math.vector";
  47084. import { Color4 } from "babylonjs/Maths/math.color";
  47085. import { Mesh } from "babylonjs/Meshes/mesh";
  47086. import { Nullable } from "babylonjs/types";
  47087. /**
  47088. * Class containing static functions to help procedurally build meshes
  47089. */
  47090. export class PolyhedronBuilder {
  47091. /**
  47092. * Creates a polyhedron mesh
  47093. * * 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
  47094. * * The parameter `size` (positive float, default 1) sets the polygon size
  47095. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47096. * * 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`
  47097. * * 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
  47098. * * 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)`)
  47099. * * 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
  47100. * * 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
  47101. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47102. * * If you create a double-sided mesh, you can choose what parts of 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
  47103. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47104. * @param name defines the name of the mesh
  47105. * @param options defines the options used to create the mesh
  47106. * @param scene defines the hosting scene
  47107. * @returns the polyhedron mesh
  47108. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47109. */
  47110. static CreatePolyhedron(name: string, options: {
  47111. type?: number;
  47112. size?: number;
  47113. sizeX?: number;
  47114. sizeY?: number;
  47115. sizeZ?: number;
  47116. custom?: any;
  47117. faceUV?: Vector4[];
  47118. faceColors?: Color4[];
  47119. flat?: boolean;
  47120. updatable?: boolean;
  47121. sideOrientation?: number;
  47122. frontUVs?: Vector4;
  47123. backUVs?: Vector4;
  47124. }, scene?: Nullable<Scene>): Mesh;
  47125. }
  47126. }
  47127. declare module "babylonjs/Gizmos/scaleGizmo" {
  47128. import { Observable } from "babylonjs/Misc/observable";
  47129. import { Nullable } from "babylonjs/types";
  47130. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47131. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47132. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47133. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47134. /**
  47135. * Gizmo that enables scaling a mesh along 3 axis
  47136. */
  47137. export class ScaleGizmo extends Gizmo {
  47138. /**
  47139. * Internal gizmo used for interactions on the x axis
  47140. */
  47141. xGizmo: AxisScaleGizmo;
  47142. /**
  47143. * Internal gizmo used for interactions on the y axis
  47144. */
  47145. yGizmo: AxisScaleGizmo;
  47146. /**
  47147. * Internal gizmo used for interactions on the z axis
  47148. */
  47149. zGizmo: AxisScaleGizmo;
  47150. /**
  47151. * Internal gizmo used to scale all axis equally
  47152. */
  47153. uniformScaleGizmo: AxisScaleGizmo;
  47154. private _meshAttached;
  47155. private _updateGizmoRotationToMatchAttachedMesh;
  47156. private _snapDistance;
  47157. private _scaleRatio;
  47158. private _uniformScalingMesh;
  47159. private _octahedron;
  47160. /** Fires an event when any of it's sub gizmos are dragged */
  47161. onDragStartObservable: Observable<unknown>;
  47162. /** Fires an event when any of it's sub gizmos are released from dragging */
  47163. onDragEndObservable: Observable<unknown>;
  47164. attachedMesh: Nullable<AbstractMesh>;
  47165. /**
  47166. * Creates a ScaleGizmo
  47167. * @param gizmoLayer The utility layer the gizmo will be added to
  47168. */
  47169. constructor(gizmoLayer?: UtilityLayerRenderer);
  47170. updateGizmoRotationToMatchAttachedMesh: boolean;
  47171. /**
  47172. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47173. */
  47174. snapDistance: number;
  47175. /**
  47176. * Ratio for the scale of the gizmo (Default: 1)
  47177. */
  47178. scaleRatio: number;
  47179. /**
  47180. * Disposes of the gizmo
  47181. */
  47182. dispose(): void;
  47183. }
  47184. }
  47185. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47186. import { Observable } from "babylonjs/Misc/observable";
  47187. import { Nullable } from "babylonjs/types";
  47188. import { Vector3 } from "babylonjs/Maths/math.vector";
  47189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47190. import { Mesh } from "babylonjs/Meshes/mesh";
  47191. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47192. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47193. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47194. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47195. import { Color3 } from "babylonjs/Maths/math.color";
  47196. /**
  47197. * Single axis scale gizmo
  47198. */
  47199. export class AxisScaleGizmo extends Gizmo {
  47200. /**
  47201. * Drag behavior responsible for the gizmos dragging interactions
  47202. */
  47203. dragBehavior: PointerDragBehavior;
  47204. private _pointerObserver;
  47205. /**
  47206. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47207. */
  47208. snapDistance: number;
  47209. /**
  47210. * Event that fires each time the gizmo snaps to a new location.
  47211. * * snapDistance is the the change in distance
  47212. */
  47213. onSnapObservable: Observable<{
  47214. snapDistance: number;
  47215. }>;
  47216. /**
  47217. * If the scaling operation should be done on all axis (default: false)
  47218. */
  47219. uniformScaling: boolean;
  47220. private _isEnabled;
  47221. private _parent;
  47222. private _arrow;
  47223. private _coloredMaterial;
  47224. private _hoverMaterial;
  47225. /**
  47226. * Creates an AxisScaleGizmo
  47227. * @param gizmoLayer The utility layer the gizmo will be added to
  47228. * @param dragAxis The axis which the gizmo will be able to scale on
  47229. * @param color The color of the gizmo
  47230. */
  47231. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47232. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47233. /**
  47234. * If the gizmo is enabled
  47235. */
  47236. isEnabled: boolean;
  47237. /**
  47238. * Disposes of the gizmo
  47239. */
  47240. dispose(): void;
  47241. /**
  47242. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47243. * @param mesh The mesh to replace the default mesh of the gizmo
  47244. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47245. */
  47246. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47247. }
  47248. }
  47249. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47250. import { Observable } from "babylonjs/Misc/observable";
  47251. import { Nullable } from "babylonjs/types";
  47252. import { Vector3 } from "babylonjs/Maths/math.vector";
  47253. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47254. import { Mesh } from "babylonjs/Meshes/mesh";
  47255. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47256. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47257. import { Color3 } from "babylonjs/Maths/math.color";
  47258. import "babylonjs/Meshes/Builders/boxBuilder";
  47259. /**
  47260. * Bounding box gizmo
  47261. */
  47262. export class BoundingBoxGizmo extends Gizmo {
  47263. private _lineBoundingBox;
  47264. private _rotateSpheresParent;
  47265. private _scaleBoxesParent;
  47266. private _boundingDimensions;
  47267. private _renderObserver;
  47268. private _pointerObserver;
  47269. private _scaleDragSpeed;
  47270. private _tmpQuaternion;
  47271. private _tmpVector;
  47272. private _tmpRotationMatrix;
  47273. /**
  47274. * 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)
  47275. */
  47276. ignoreChildren: boolean;
  47277. /**
  47278. * 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)
  47279. */
  47280. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47281. /**
  47282. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47283. */
  47284. rotationSphereSize: number;
  47285. /**
  47286. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47287. */
  47288. scaleBoxSize: number;
  47289. /**
  47290. * 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)
  47291. */
  47292. fixedDragMeshScreenSize: boolean;
  47293. /**
  47294. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47295. */
  47296. fixedDragMeshScreenSizeDistanceFactor: number;
  47297. /**
  47298. * Fired when a rotation sphere or scale box is dragged
  47299. */
  47300. onDragStartObservable: Observable<{}>;
  47301. /**
  47302. * Fired when a scale box is dragged
  47303. */
  47304. onScaleBoxDragObservable: Observable<{}>;
  47305. /**
  47306. * Fired when a scale box drag is ended
  47307. */
  47308. onScaleBoxDragEndObservable: Observable<{}>;
  47309. /**
  47310. * Fired when a rotation sphere is dragged
  47311. */
  47312. onRotationSphereDragObservable: Observable<{}>;
  47313. /**
  47314. * Fired when a rotation sphere drag is ended
  47315. */
  47316. onRotationSphereDragEndObservable: Observable<{}>;
  47317. /**
  47318. * 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)
  47319. */
  47320. scalePivot: Nullable<Vector3>;
  47321. /**
  47322. * Mesh used as a pivot to rotate the attached mesh
  47323. */
  47324. private _anchorMesh;
  47325. private _existingMeshScale;
  47326. private _dragMesh;
  47327. private pointerDragBehavior;
  47328. private coloredMaterial;
  47329. private hoverColoredMaterial;
  47330. /**
  47331. * Sets the color of the bounding box gizmo
  47332. * @param color the color to set
  47333. */
  47334. setColor(color: Color3): void;
  47335. /**
  47336. * Creates an BoundingBoxGizmo
  47337. * @param gizmoLayer The utility layer the gizmo will be added to
  47338. * @param color The color of the gizmo
  47339. */
  47340. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47341. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47342. private _selectNode;
  47343. /**
  47344. * Updates the bounding box information for the Gizmo
  47345. */
  47346. updateBoundingBox(): void;
  47347. private _updateRotationSpheres;
  47348. private _updateScaleBoxes;
  47349. /**
  47350. * Enables rotation on the specified axis and disables rotation on the others
  47351. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47352. */
  47353. setEnabledRotationAxis(axis: string): void;
  47354. /**
  47355. * Enables/disables scaling
  47356. * @param enable if scaling should be enabled
  47357. */
  47358. setEnabledScaling(enable: boolean): void;
  47359. private _updateDummy;
  47360. /**
  47361. * Enables a pointer drag behavior on the bounding box of the gizmo
  47362. */
  47363. enableDragBehavior(): void;
  47364. /**
  47365. * Disposes of the gizmo
  47366. */
  47367. dispose(): void;
  47368. /**
  47369. * 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)
  47370. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47371. * @returns the bounding box mesh with the passed in mesh as a child
  47372. */
  47373. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47374. /**
  47375. * CustomMeshes are not supported by this gizmo
  47376. * @param mesh The mesh to replace the default mesh of the gizmo
  47377. */
  47378. setCustomMesh(mesh: Mesh): void;
  47379. }
  47380. }
  47381. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47382. import { Observable } from "babylonjs/Misc/observable";
  47383. import { Nullable } from "babylonjs/types";
  47384. import { Vector3 } from "babylonjs/Maths/math.vector";
  47385. import { Color3 } from "babylonjs/Maths/math.color";
  47386. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47387. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47388. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47389. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47390. import "babylonjs/Meshes/Builders/linesBuilder";
  47391. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47392. /**
  47393. * Single plane rotation gizmo
  47394. */
  47395. export class PlaneRotationGizmo extends Gizmo {
  47396. /**
  47397. * Drag behavior responsible for the gizmos dragging interactions
  47398. */
  47399. dragBehavior: PointerDragBehavior;
  47400. private _pointerObserver;
  47401. /**
  47402. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47403. */
  47404. snapDistance: number;
  47405. /**
  47406. * Event that fires each time the gizmo snaps to a new location.
  47407. * * snapDistance is the the change in distance
  47408. */
  47409. onSnapObservable: Observable<{
  47410. snapDistance: number;
  47411. }>;
  47412. private _isEnabled;
  47413. private _parent;
  47414. /**
  47415. * Creates a PlaneRotationGizmo
  47416. * @param gizmoLayer The utility layer the gizmo will be added to
  47417. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47418. * @param color The color of the gizmo
  47419. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47420. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47421. */
  47422. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47423. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47424. /**
  47425. * If the gizmo is enabled
  47426. */
  47427. isEnabled: boolean;
  47428. /**
  47429. * Disposes of the gizmo
  47430. */
  47431. dispose(): void;
  47432. }
  47433. }
  47434. declare module "babylonjs/Gizmos/rotationGizmo" {
  47435. import { Observable } from "babylonjs/Misc/observable";
  47436. import { Nullable } from "babylonjs/types";
  47437. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47438. import { Mesh } from "babylonjs/Meshes/mesh";
  47439. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47440. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47441. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47442. /**
  47443. * Gizmo that enables rotating a mesh along 3 axis
  47444. */
  47445. export class RotationGizmo extends Gizmo {
  47446. /**
  47447. * Internal gizmo used for interactions on the x axis
  47448. */
  47449. xGizmo: PlaneRotationGizmo;
  47450. /**
  47451. * Internal gizmo used for interactions on the y axis
  47452. */
  47453. yGizmo: PlaneRotationGizmo;
  47454. /**
  47455. * Internal gizmo used for interactions on the z axis
  47456. */
  47457. zGizmo: PlaneRotationGizmo;
  47458. /** Fires an event when any of it's sub gizmos are dragged */
  47459. onDragStartObservable: Observable<unknown>;
  47460. /** Fires an event when any of it's sub gizmos are released from dragging */
  47461. onDragEndObservable: Observable<unknown>;
  47462. private _meshAttached;
  47463. attachedMesh: Nullable<AbstractMesh>;
  47464. /**
  47465. * Creates a RotationGizmo
  47466. * @param gizmoLayer The utility layer the gizmo will be added to
  47467. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47468. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47469. */
  47470. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47471. updateGizmoRotationToMatchAttachedMesh: boolean;
  47472. /**
  47473. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47474. */
  47475. snapDistance: number;
  47476. /**
  47477. * Ratio for the scale of the gizmo (Default: 1)
  47478. */
  47479. scaleRatio: number;
  47480. /**
  47481. * Disposes of the gizmo
  47482. */
  47483. dispose(): void;
  47484. /**
  47485. * CustomMeshes are not supported by this gizmo
  47486. * @param mesh The mesh to replace the default mesh of the gizmo
  47487. */
  47488. setCustomMesh(mesh: Mesh): void;
  47489. }
  47490. }
  47491. declare module "babylonjs/Gizmos/gizmoManager" {
  47492. import { Observable } from "babylonjs/Misc/observable";
  47493. import { Nullable } from "babylonjs/types";
  47494. import { Scene, IDisposable } from "babylonjs/scene";
  47495. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47496. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47497. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47498. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47499. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47500. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47501. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47502. /**
  47503. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47504. */
  47505. export class GizmoManager implements IDisposable {
  47506. private scene;
  47507. /**
  47508. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47509. */
  47510. gizmos: {
  47511. positionGizmo: Nullable<PositionGizmo>;
  47512. rotationGizmo: Nullable<RotationGizmo>;
  47513. scaleGizmo: Nullable<ScaleGizmo>;
  47514. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47515. };
  47516. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47517. clearGizmoOnEmptyPointerEvent: boolean;
  47518. /** Fires an event when the manager is attached to a mesh */
  47519. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47520. private _gizmosEnabled;
  47521. private _pointerObserver;
  47522. private _attachedMesh;
  47523. private _boundingBoxColor;
  47524. private _defaultUtilityLayer;
  47525. private _defaultKeepDepthUtilityLayer;
  47526. /**
  47527. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47528. */
  47529. boundingBoxDragBehavior: SixDofDragBehavior;
  47530. /**
  47531. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  47532. */
  47533. attachableMeshes: Nullable<Array<AbstractMesh>>;
  47534. /**
  47535. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  47536. */
  47537. usePointerToAttachGizmos: boolean;
  47538. /**
  47539. * Utility layer that the bounding box gizmo belongs to
  47540. */
  47541. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  47542. /**
  47543. * Utility layer that all gizmos besides bounding box belong to
  47544. */
  47545. readonly utilityLayer: UtilityLayerRenderer;
  47546. /**
  47547. * Instatiates a gizmo manager
  47548. * @param scene the scene to overlay the gizmos on top of
  47549. */
  47550. constructor(scene: Scene);
  47551. /**
  47552. * Attaches a set of gizmos to the specified mesh
  47553. * @param mesh The mesh the gizmo's should be attached to
  47554. */
  47555. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  47556. /**
  47557. * If the position gizmo is enabled
  47558. */
  47559. positionGizmoEnabled: boolean;
  47560. /**
  47561. * If the rotation gizmo is enabled
  47562. */
  47563. rotationGizmoEnabled: boolean;
  47564. /**
  47565. * If the scale gizmo is enabled
  47566. */
  47567. scaleGizmoEnabled: boolean;
  47568. /**
  47569. * If the boundingBox gizmo is enabled
  47570. */
  47571. boundingBoxGizmoEnabled: boolean;
  47572. /**
  47573. * Disposes of the gizmo manager
  47574. */
  47575. dispose(): void;
  47576. }
  47577. }
  47578. declare module "babylonjs/Lights/directionalLight" {
  47579. import { Camera } from "babylonjs/Cameras/camera";
  47580. import { Scene } from "babylonjs/scene";
  47581. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47582. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47583. import { Light } from "babylonjs/Lights/light";
  47584. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47585. import { Effect } from "babylonjs/Materials/effect";
  47586. /**
  47587. * A directional light is defined by a direction (what a surprise!).
  47588. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  47589. * 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.
  47590. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47591. */
  47592. export class DirectionalLight extends ShadowLight {
  47593. private _shadowFrustumSize;
  47594. /**
  47595. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  47596. */
  47597. /**
  47598. * Specifies a fix frustum size for the shadow generation.
  47599. */
  47600. shadowFrustumSize: number;
  47601. private _shadowOrthoScale;
  47602. /**
  47603. * Gets the shadow projection scale against the optimal computed one.
  47604. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47605. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47606. */
  47607. /**
  47608. * Sets the shadow projection scale against the optimal computed one.
  47609. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47610. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47611. */
  47612. shadowOrthoScale: number;
  47613. /**
  47614. * Automatically compute the projection matrix to best fit (including all the casters)
  47615. * on each frame.
  47616. */
  47617. autoUpdateExtends: boolean;
  47618. private _orthoLeft;
  47619. private _orthoRight;
  47620. private _orthoTop;
  47621. private _orthoBottom;
  47622. /**
  47623. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  47624. * The directional light is emitted from everywhere in the given direction.
  47625. * It can cast shadows.
  47626. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47627. * @param name The friendly name of the light
  47628. * @param direction The direction of the light
  47629. * @param scene The scene the light belongs to
  47630. */
  47631. constructor(name: string, direction: Vector3, scene: Scene);
  47632. /**
  47633. * Returns the string "DirectionalLight".
  47634. * @return The class name
  47635. */
  47636. getClassName(): string;
  47637. /**
  47638. * Returns the integer 1.
  47639. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47640. */
  47641. getTypeID(): number;
  47642. /**
  47643. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  47644. * Returns the DirectionalLight Shadow projection matrix.
  47645. */
  47646. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47647. /**
  47648. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  47649. * Returns the DirectionalLight Shadow projection matrix.
  47650. */
  47651. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  47652. /**
  47653. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  47654. * Returns the DirectionalLight Shadow projection matrix.
  47655. */
  47656. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47657. protected _buildUniformLayout(): void;
  47658. /**
  47659. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  47660. * @param effect The effect to update
  47661. * @param lightIndex The index of the light in the effect to update
  47662. * @returns The directional light
  47663. */
  47664. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  47665. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  47666. /**
  47667. * Gets the minZ used for shadow according to both the scene and the light.
  47668. *
  47669. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47670. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47671. * @param activeCamera The camera we are returning the min for
  47672. * @returns the depth min z
  47673. */
  47674. getDepthMinZ(activeCamera: Camera): number;
  47675. /**
  47676. * Gets the maxZ used for shadow according to both the scene and the light.
  47677. *
  47678. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47679. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47680. * @param activeCamera The camera we are returning the max for
  47681. * @returns the depth max z
  47682. */
  47683. getDepthMaxZ(activeCamera: Camera): number;
  47684. /**
  47685. * Prepares the list of defines specific to the light type.
  47686. * @param defines the list of defines
  47687. * @param lightIndex defines the index of the light for the effect
  47688. */
  47689. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47690. }
  47691. }
  47692. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  47693. import { Mesh } from "babylonjs/Meshes/mesh";
  47694. /**
  47695. * Class containing static functions to help procedurally build meshes
  47696. */
  47697. export class HemisphereBuilder {
  47698. /**
  47699. * Creates a hemisphere mesh
  47700. * @param name defines the name of the mesh
  47701. * @param options defines the options used to create the mesh
  47702. * @param scene defines the hosting scene
  47703. * @returns the hemisphere mesh
  47704. */
  47705. static CreateHemisphere(name: string, options: {
  47706. segments?: number;
  47707. diameter?: number;
  47708. sideOrientation?: number;
  47709. }, scene: any): Mesh;
  47710. }
  47711. }
  47712. declare module "babylonjs/Lights/spotLight" {
  47713. import { Nullable } from "babylonjs/types";
  47714. import { Scene } from "babylonjs/scene";
  47715. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47716. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47717. import { Effect } from "babylonjs/Materials/effect";
  47718. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47719. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47720. /**
  47721. * A spot light is defined by a position, a direction, an angle, and an exponent.
  47722. * These values define a cone of light starting from the position, emitting toward the direction.
  47723. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  47724. * and the exponent defines the speed of the decay of the light with distance (reach).
  47725. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47726. */
  47727. export class SpotLight extends ShadowLight {
  47728. private _angle;
  47729. private _innerAngle;
  47730. private _cosHalfAngle;
  47731. private _lightAngleScale;
  47732. private _lightAngleOffset;
  47733. /**
  47734. * Gets the cone angle of the spot light in Radians.
  47735. */
  47736. /**
  47737. * Sets the cone angle of the spot light in Radians.
  47738. */
  47739. angle: number;
  47740. /**
  47741. * Only used in gltf falloff mode, this defines the angle where
  47742. * the directional falloff will start before cutting at angle which could be seen
  47743. * as outer angle.
  47744. */
  47745. /**
  47746. * Only used in gltf falloff mode, this defines the angle where
  47747. * the directional falloff will start before cutting at angle which could be seen
  47748. * as outer angle.
  47749. */
  47750. innerAngle: number;
  47751. private _shadowAngleScale;
  47752. /**
  47753. * Allows scaling the angle of the light for shadow generation only.
  47754. */
  47755. /**
  47756. * Allows scaling the angle of the light for shadow generation only.
  47757. */
  47758. shadowAngleScale: number;
  47759. /**
  47760. * The light decay speed with the distance from the emission spot.
  47761. */
  47762. exponent: number;
  47763. private _projectionTextureMatrix;
  47764. /**
  47765. * Allows reading the projecton texture
  47766. */
  47767. readonly projectionTextureMatrix: Matrix;
  47768. protected _projectionTextureLightNear: number;
  47769. /**
  47770. * Gets the near clip of the Spotlight for texture projection.
  47771. */
  47772. /**
  47773. * Sets the near clip of the Spotlight for texture projection.
  47774. */
  47775. projectionTextureLightNear: number;
  47776. protected _projectionTextureLightFar: number;
  47777. /**
  47778. * Gets the far clip of the Spotlight for texture projection.
  47779. */
  47780. /**
  47781. * Sets the far clip of the Spotlight for texture projection.
  47782. */
  47783. projectionTextureLightFar: number;
  47784. protected _projectionTextureUpDirection: Vector3;
  47785. /**
  47786. * Gets the Up vector of the Spotlight for texture projection.
  47787. */
  47788. /**
  47789. * Sets the Up vector of the Spotlight for texture projection.
  47790. */
  47791. projectionTextureUpDirection: Vector3;
  47792. private _projectionTexture;
  47793. /**
  47794. * Gets the projection texture of the light.
  47795. */
  47796. /**
  47797. * Sets the projection texture of the light.
  47798. */
  47799. projectionTexture: Nullable<BaseTexture>;
  47800. private _projectionTextureViewLightDirty;
  47801. private _projectionTextureProjectionLightDirty;
  47802. private _projectionTextureDirty;
  47803. private _projectionTextureViewTargetVector;
  47804. private _projectionTextureViewLightMatrix;
  47805. private _projectionTextureProjectionLightMatrix;
  47806. private _projectionTextureScalingMatrix;
  47807. /**
  47808. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  47809. * It can cast shadows.
  47810. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47811. * @param name The light friendly name
  47812. * @param position The position of the spot light in the scene
  47813. * @param direction The direction of the light in the scene
  47814. * @param angle The cone angle of the light in Radians
  47815. * @param exponent The light decay speed with the distance from the emission spot
  47816. * @param scene The scene the lights belongs to
  47817. */
  47818. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  47819. /**
  47820. * Returns the string "SpotLight".
  47821. * @returns the class name
  47822. */
  47823. getClassName(): string;
  47824. /**
  47825. * Returns the integer 2.
  47826. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47827. */
  47828. getTypeID(): number;
  47829. /**
  47830. * Overrides the direction setter to recompute the projection texture view light Matrix.
  47831. */
  47832. protected _setDirection(value: Vector3): void;
  47833. /**
  47834. * Overrides the position setter to recompute the projection texture view light Matrix.
  47835. */
  47836. protected _setPosition(value: Vector3): void;
  47837. /**
  47838. * 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.
  47839. * Returns the SpotLight.
  47840. */
  47841. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47842. protected _computeProjectionTextureViewLightMatrix(): void;
  47843. protected _computeProjectionTextureProjectionLightMatrix(): void;
  47844. /**
  47845. * Main function for light texture projection matrix computing.
  47846. */
  47847. protected _computeProjectionTextureMatrix(): void;
  47848. protected _buildUniformLayout(): void;
  47849. private _computeAngleValues;
  47850. /**
  47851. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  47852. * @param effect The effect to update
  47853. * @param lightIndex The index of the light in the effect to update
  47854. * @returns The spot light
  47855. */
  47856. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  47857. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  47858. /**
  47859. * Disposes the light and the associated resources.
  47860. */
  47861. dispose(): void;
  47862. /**
  47863. * Prepares the list of defines specific to the light type.
  47864. * @param defines the list of defines
  47865. * @param lightIndex defines the index of the light for the effect
  47866. */
  47867. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47868. }
  47869. }
  47870. declare module "babylonjs/Gizmos/lightGizmo" {
  47871. import { Nullable } from "babylonjs/types";
  47872. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47873. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47874. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47875. import { Light } from "babylonjs/Lights/light";
  47876. /**
  47877. * Gizmo that enables viewing a light
  47878. */
  47879. export class LightGizmo extends Gizmo {
  47880. private _lightMesh;
  47881. private _material;
  47882. private cachedPosition;
  47883. private cachedForward;
  47884. /**
  47885. * Creates a LightGizmo
  47886. * @param gizmoLayer The utility layer the gizmo will be added to
  47887. */
  47888. constructor(gizmoLayer?: UtilityLayerRenderer);
  47889. private _light;
  47890. /**
  47891. * The light that the gizmo is attached to
  47892. */
  47893. light: Nullable<Light>;
  47894. /**
  47895. * Gets the material used to render the light gizmo
  47896. */
  47897. readonly material: StandardMaterial;
  47898. /**
  47899. * @hidden
  47900. * Updates the gizmo to match the attached mesh's position/rotation
  47901. */
  47902. protected _update(): void;
  47903. private static _Scale;
  47904. /**
  47905. * Creates the lines for a light mesh
  47906. */
  47907. private static _createLightLines;
  47908. /**
  47909. * Disposes of the light gizmo
  47910. */
  47911. dispose(): void;
  47912. private static _CreateHemisphericLightMesh;
  47913. private static _CreatePointLightMesh;
  47914. private static _CreateSpotLightMesh;
  47915. private static _CreateDirectionalLightMesh;
  47916. }
  47917. }
  47918. declare module "babylonjs/Gizmos/index" {
  47919. export * from "babylonjs/Gizmos/axisDragGizmo";
  47920. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47921. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47922. export * from "babylonjs/Gizmos/gizmo";
  47923. export * from "babylonjs/Gizmos/gizmoManager";
  47924. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47925. export * from "babylonjs/Gizmos/positionGizmo";
  47926. export * from "babylonjs/Gizmos/rotationGizmo";
  47927. export * from "babylonjs/Gizmos/scaleGizmo";
  47928. export * from "babylonjs/Gizmos/lightGizmo";
  47929. export * from "babylonjs/Gizmos/planeDragGizmo";
  47930. }
  47931. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47932. /** @hidden */
  47933. export var backgroundFragmentDeclaration: {
  47934. name: string;
  47935. shader: string;
  47936. };
  47937. }
  47938. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47939. /** @hidden */
  47940. export var backgroundUboDeclaration: {
  47941. name: string;
  47942. shader: string;
  47943. };
  47944. }
  47945. declare module "babylonjs/Shaders/background.fragment" {
  47946. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47947. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47948. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47949. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47950. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47951. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47952. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47953. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47954. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47955. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47956. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47957. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47958. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47959. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47960. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47961. /** @hidden */
  47962. export var backgroundPixelShader: {
  47963. name: string;
  47964. shader: string;
  47965. };
  47966. }
  47967. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47968. /** @hidden */
  47969. export var backgroundVertexDeclaration: {
  47970. name: string;
  47971. shader: string;
  47972. };
  47973. }
  47974. declare module "babylonjs/Shaders/background.vertex" {
  47975. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47976. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47977. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47978. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47979. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47980. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47981. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47982. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47983. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47984. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47985. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47986. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47987. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47988. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47989. /** @hidden */
  47990. export var backgroundVertexShader: {
  47991. name: string;
  47992. shader: string;
  47993. };
  47994. }
  47995. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47996. import { Nullable, int, float } from "babylonjs/types";
  47997. import { Scene } from "babylonjs/scene";
  47998. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47999. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48000. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48001. import { Mesh } from "babylonjs/Meshes/mesh";
  48002. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48003. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48004. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48005. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48006. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48007. import { Color3 } from "babylonjs/Maths/math.color";
  48008. import "babylonjs/Shaders/background.fragment";
  48009. import "babylonjs/Shaders/background.vertex";
  48010. /**
  48011. * Background material used to create an efficient environement around your scene.
  48012. */
  48013. export class BackgroundMaterial extends PushMaterial {
  48014. /**
  48015. * Standard reflectance value at parallel view angle.
  48016. */
  48017. static StandardReflectance0: number;
  48018. /**
  48019. * Standard reflectance value at grazing angle.
  48020. */
  48021. static StandardReflectance90: number;
  48022. protected _primaryColor: Color3;
  48023. /**
  48024. * Key light Color (multiply against the environement texture)
  48025. */
  48026. primaryColor: Color3;
  48027. protected __perceptualColor: Nullable<Color3>;
  48028. /**
  48029. * Experimental Internal Use Only.
  48030. *
  48031. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48032. * This acts as a helper to set the primary color to a more "human friendly" value.
  48033. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48034. * output color as close as possible from the chosen value.
  48035. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48036. * part of lighting setup.)
  48037. */
  48038. _perceptualColor: Nullable<Color3>;
  48039. protected _primaryColorShadowLevel: float;
  48040. /**
  48041. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48042. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48043. */
  48044. primaryColorShadowLevel: float;
  48045. protected _primaryColorHighlightLevel: float;
  48046. /**
  48047. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48048. * The primary color is used at the level chosen to define what the white area would look.
  48049. */
  48050. primaryColorHighlightLevel: float;
  48051. protected _reflectionTexture: Nullable<BaseTexture>;
  48052. /**
  48053. * Reflection Texture used in the material.
  48054. * Should be author in a specific way for the best result (refer to the documentation).
  48055. */
  48056. reflectionTexture: Nullable<BaseTexture>;
  48057. protected _reflectionBlur: float;
  48058. /**
  48059. * Reflection Texture level of blur.
  48060. *
  48061. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48062. * texture twice.
  48063. */
  48064. reflectionBlur: float;
  48065. protected _diffuseTexture: Nullable<BaseTexture>;
  48066. /**
  48067. * Diffuse Texture used in the material.
  48068. * Should be author in a specific way for the best result (refer to the documentation).
  48069. */
  48070. diffuseTexture: Nullable<BaseTexture>;
  48071. protected _shadowLights: Nullable<IShadowLight[]>;
  48072. /**
  48073. * Specify the list of lights casting shadow on the material.
  48074. * All scene shadow lights will be included if null.
  48075. */
  48076. shadowLights: Nullable<IShadowLight[]>;
  48077. protected _shadowLevel: float;
  48078. /**
  48079. * Helps adjusting the shadow to a softer level if required.
  48080. * 0 means black shadows and 1 means no shadows.
  48081. */
  48082. shadowLevel: float;
  48083. protected _sceneCenter: Vector3;
  48084. /**
  48085. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48086. * It is usually zero but might be interesting to modify according to your setup.
  48087. */
  48088. sceneCenter: Vector3;
  48089. protected _opacityFresnel: boolean;
  48090. /**
  48091. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48092. * This helps ensuring a nice transition when the camera goes under the ground.
  48093. */
  48094. opacityFresnel: boolean;
  48095. protected _reflectionFresnel: boolean;
  48096. /**
  48097. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48098. * This helps adding a mirror texture on the ground.
  48099. */
  48100. reflectionFresnel: boolean;
  48101. protected _reflectionFalloffDistance: number;
  48102. /**
  48103. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48104. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48105. */
  48106. reflectionFalloffDistance: number;
  48107. protected _reflectionAmount: number;
  48108. /**
  48109. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48110. */
  48111. reflectionAmount: number;
  48112. protected _reflectionReflectance0: number;
  48113. /**
  48114. * This specifies the weight of the reflection at grazing angle.
  48115. */
  48116. reflectionReflectance0: number;
  48117. protected _reflectionReflectance90: number;
  48118. /**
  48119. * This specifies the weight of the reflection at a perpendicular point of view.
  48120. */
  48121. reflectionReflectance90: number;
  48122. /**
  48123. * Sets the reflection reflectance fresnel values according to the default standard
  48124. * empirically know to work well :-)
  48125. */
  48126. reflectionStandardFresnelWeight: number;
  48127. protected _useRGBColor: boolean;
  48128. /**
  48129. * Helps to directly use the maps channels instead of their level.
  48130. */
  48131. useRGBColor: boolean;
  48132. protected _enableNoise: boolean;
  48133. /**
  48134. * This helps reducing the banding effect that could occur on the background.
  48135. */
  48136. enableNoise: boolean;
  48137. /**
  48138. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48139. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48140. * Recommended to be keep at 1.0 except for special cases.
  48141. */
  48142. fovMultiplier: number;
  48143. private _fovMultiplier;
  48144. /**
  48145. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48146. */
  48147. useEquirectangularFOV: boolean;
  48148. private _maxSimultaneousLights;
  48149. /**
  48150. * Number of Simultaneous lights allowed on the material.
  48151. */
  48152. maxSimultaneousLights: int;
  48153. /**
  48154. * Default configuration related to image processing available in the Background Material.
  48155. */
  48156. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48157. /**
  48158. * Keep track of the image processing observer to allow dispose and replace.
  48159. */
  48160. private _imageProcessingObserver;
  48161. /**
  48162. * Attaches a new image processing configuration to the PBR Material.
  48163. * @param configuration (if null the scene configuration will be use)
  48164. */
  48165. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48166. /**
  48167. * Gets the image processing configuration used either in this material.
  48168. */
  48169. /**
  48170. * Sets the Default image processing configuration used either in the this material.
  48171. *
  48172. * If sets to null, the scene one is in use.
  48173. */
  48174. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48175. /**
  48176. * Gets wether the color curves effect is enabled.
  48177. */
  48178. /**
  48179. * Sets wether the color curves effect is enabled.
  48180. */
  48181. cameraColorCurvesEnabled: boolean;
  48182. /**
  48183. * Gets wether the color grading effect is enabled.
  48184. */
  48185. /**
  48186. * Gets wether the color grading effect is enabled.
  48187. */
  48188. cameraColorGradingEnabled: boolean;
  48189. /**
  48190. * Gets wether tonemapping is enabled or not.
  48191. */
  48192. /**
  48193. * Sets wether tonemapping is enabled or not
  48194. */
  48195. cameraToneMappingEnabled: boolean;
  48196. /**
  48197. * The camera exposure used on this material.
  48198. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48199. * This corresponds to a photographic exposure.
  48200. */
  48201. /**
  48202. * The camera exposure used on this material.
  48203. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48204. * This corresponds to a photographic exposure.
  48205. */
  48206. cameraExposure: float;
  48207. /**
  48208. * Gets The camera contrast used on this material.
  48209. */
  48210. /**
  48211. * Sets The camera contrast used on this material.
  48212. */
  48213. cameraContrast: float;
  48214. /**
  48215. * Gets the Color Grading 2D Lookup Texture.
  48216. */
  48217. /**
  48218. * Sets the Color Grading 2D Lookup Texture.
  48219. */
  48220. cameraColorGradingTexture: Nullable<BaseTexture>;
  48221. /**
  48222. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48223. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48224. * 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;
  48225. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48226. */
  48227. /**
  48228. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48229. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48230. * 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;
  48231. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48232. */
  48233. cameraColorCurves: Nullable<ColorCurves>;
  48234. /**
  48235. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48236. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48237. */
  48238. switchToBGR: boolean;
  48239. private _renderTargets;
  48240. private _reflectionControls;
  48241. private _white;
  48242. private _primaryShadowColor;
  48243. private _primaryHighlightColor;
  48244. /**
  48245. * Instantiates a Background Material in the given scene
  48246. * @param name The friendly name of the material
  48247. * @param scene The scene to add the material to
  48248. */
  48249. constructor(name: string, scene: Scene);
  48250. /**
  48251. * Gets a boolean indicating that current material needs to register RTT
  48252. */
  48253. readonly hasRenderTargetTextures: boolean;
  48254. /**
  48255. * The entire material has been created in order to prevent overdraw.
  48256. * @returns false
  48257. */
  48258. needAlphaTesting(): boolean;
  48259. /**
  48260. * The entire material has been created in order to prevent overdraw.
  48261. * @returns true if blending is enable
  48262. */
  48263. needAlphaBlending(): boolean;
  48264. /**
  48265. * Checks wether the material is ready to be rendered for a given mesh.
  48266. * @param mesh The mesh to render
  48267. * @param subMesh The submesh to check against
  48268. * @param useInstances Specify wether or not the material is used with instances
  48269. * @returns true if all the dependencies are ready (Textures, Effects...)
  48270. */
  48271. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48272. /**
  48273. * Compute the primary color according to the chosen perceptual color.
  48274. */
  48275. private _computePrimaryColorFromPerceptualColor;
  48276. /**
  48277. * Compute the highlights and shadow colors according to their chosen levels.
  48278. */
  48279. private _computePrimaryColors;
  48280. /**
  48281. * Build the uniform buffer used in the material.
  48282. */
  48283. buildUniformLayout(): void;
  48284. /**
  48285. * Unbind the material.
  48286. */
  48287. unbind(): void;
  48288. /**
  48289. * Bind only the world matrix to the material.
  48290. * @param world The world matrix to bind.
  48291. */
  48292. bindOnlyWorldMatrix(world: Matrix): void;
  48293. /**
  48294. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48295. * @param world The world matrix to bind.
  48296. * @param subMesh The submesh to bind for.
  48297. */
  48298. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48299. /**
  48300. * Checks to see if a texture is used in the material.
  48301. * @param texture - Base texture to use.
  48302. * @returns - Boolean specifying if a texture is used in the material.
  48303. */
  48304. hasTexture(texture: BaseTexture): boolean;
  48305. /**
  48306. * Dispose the material.
  48307. * @param forceDisposeEffect Force disposal of the associated effect.
  48308. * @param forceDisposeTextures Force disposal of the associated textures.
  48309. */
  48310. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48311. /**
  48312. * Clones the material.
  48313. * @param name The cloned name.
  48314. * @returns The cloned material.
  48315. */
  48316. clone(name: string): BackgroundMaterial;
  48317. /**
  48318. * Serializes the current material to its JSON representation.
  48319. * @returns The JSON representation.
  48320. */
  48321. serialize(): any;
  48322. /**
  48323. * Gets the class name of the material
  48324. * @returns "BackgroundMaterial"
  48325. */
  48326. getClassName(): string;
  48327. /**
  48328. * Parse a JSON input to create back a background material.
  48329. * @param source The JSON data to parse
  48330. * @param scene The scene to create the parsed material in
  48331. * @param rootUrl The root url of the assets the material depends upon
  48332. * @returns the instantiated BackgroundMaterial.
  48333. */
  48334. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48335. }
  48336. }
  48337. declare module "babylonjs/Helpers/environmentHelper" {
  48338. import { Observable } from "babylonjs/Misc/observable";
  48339. import { Nullable } from "babylonjs/types";
  48340. import { Scene } from "babylonjs/scene";
  48341. import { Vector3 } from "babylonjs/Maths/math.vector";
  48342. import { Color3 } from "babylonjs/Maths/math.color";
  48343. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48344. import { Mesh } from "babylonjs/Meshes/mesh";
  48345. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48346. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48347. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48348. import "babylonjs/Meshes/Builders/planeBuilder";
  48349. import "babylonjs/Meshes/Builders/boxBuilder";
  48350. /**
  48351. * Represents the different options available during the creation of
  48352. * a Environment helper.
  48353. *
  48354. * This can control the default ground, skybox and image processing setup of your scene.
  48355. */
  48356. export interface IEnvironmentHelperOptions {
  48357. /**
  48358. * Specifies wether or not to create a ground.
  48359. * True by default.
  48360. */
  48361. createGround: boolean;
  48362. /**
  48363. * Specifies the ground size.
  48364. * 15 by default.
  48365. */
  48366. groundSize: number;
  48367. /**
  48368. * The texture used on the ground for the main color.
  48369. * Comes from the BabylonJS CDN by default.
  48370. *
  48371. * Remarks: Can be either a texture or a url.
  48372. */
  48373. groundTexture: string | BaseTexture;
  48374. /**
  48375. * The color mixed in the ground texture by default.
  48376. * BabylonJS clearColor by default.
  48377. */
  48378. groundColor: Color3;
  48379. /**
  48380. * Specifies the ground opacity.
  48381. * 1 by default.
  48382. */
  48383. groundOpacity: number;
  48384. /**
  48385. * Enables the ground to receive shadows.
  48386. * True by default.
  48387. */
  48388. enableGroundShadow: boolean;
  48389. /**
  48390. * Helps preventing the shadow to be fully black on the ground.
  48391. * 0.5 by default.
  48392. */
  48393. groundShadowLevel: number;
  48394. /**
  48395. * Creates a mirror texture attach to the ground.
  48396. * false by default.
  48397. */
  48398. enableGroundMirror: boolean;
  48399. /**
  48400. * Specifies the ground mirror size ratio.
  48401. * 0.3 by default as the default kernel is 64.
  48402. */
  48403. groundMirrorSizeRatio: number;
  48404. /**
  48405. * Specifies the ground mirror blur kernel size.
  48406. * 64 by default.
  48407. */
  48408. groundMirrorBlurKernel: number;
  48409. /**
  48410. * Specifies the ground mirror visibility amount.
  48411. * 1 by default
  48412. */
  48413. groundMirrorAmount: number;
  48414. /**
  48415. * Specifies the ground mirror reflectance weight.
  48416. * This uses the standard weight of the background material to setup the fresnel effect
  48417. * of the mirror.
  48418. * 1 by default.
  48419. */
  48420. groundMirrorFresnelWeight: number;
  48421. /**
  48422. * Specifies the ground mirror Falloff distance.
  48423. * This can helps reducing the size of the reflection.
  48424. * 0 by Default.
  48425. */
  48426. groundMirrorFallOffDistance: number;
  48427. /**
  48428. * Specifies the ground mirror texture type.
  48429. * Unsigned Int by Default.
  48430. */
  48431. groundMirrorTextureType: number;
  48432. /**
  48433. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48434. * the shown objects.
  48435. */
  48436. groundYBias: number;
  48437. /**
  48438. * Specifies wether or not to create a skybox.
  48439. * True by default.
  48440. */
  48441. createSkybox: boolean;
  48442. /**
  48443. * Specifies the skybox size.
  48444. * 20 by default.
  48445. */
  48446. skyboxSize: number;
  48447. /**
  48448. * The texture used on the skybox for the main color.
  48449. * Comes from the BabylonJS CDN by default.
  48450. *
  48451. * Remarks: Can be either a texture or a url.
  48452. */
  48453. skyboxTexture: string | BaseTexture;
  48454. /**
  48455. * The color mixed in the skybox texture by default.
  48456. * BabylonJS clearColor by default.
  48457. */
  48458. skyboxColor: Color3;
  48459. /**
  48460. * The background rotation around the Y axis of the scene.
  48461. * This helps aligning the key lights of your scene with the background.
  48462. * 0 by default.
  48463. */
  48464. backgroundYRotation: number;
  48465. /**
  48466. * Compute automatically the size of the elements to best fit with the scene.
  48467. */
  48468. sizeAuto: boolean;
  48469. /**
  48470. * Default position of the rootMesh if autoSize is not true.
  48471. */
  48472. rootPosition: Vector3;
  48473. /**
  48474. * Sets up the image processing in the scene.
  48475. * true by default.
  48476. */
  48477. setupImageProcessing: boolean;
  48478. /**
  48479. * The texture used as your environment texture in the scene.
  48480. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48481. *
  48482. * Remarks: Can be either a texture or a url.
  48483. */
  48484. environmentTexture: string | BaseTexture;
  48485. /**
  48486. * The value of the exposure to apply to the scene.
  48487. * 0.6 by default if setupImageProcessing is true.
  48488. */
  48489. cameraExposure: number;
  48490. /**
  48491. * The value of the contrast to apply to the scene.
  48492. * 1.6 by default if setupImageProcessing is true.
  48493. */
  48494. cameraContrast: number;
  48495. /**
  48496. * Specifies wether or not tonemapping should be enabled in the scene.
  48497. * true by default if setupImageProcessing is true.
  48498. */
  48499. toneMappingEnabled: boolean;
  48500. }
  48501. /**
  48502. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48503. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48504. * It also helps with the default setup of your imageProcessing configuration.
  48505. */
  48506. export class EnvironmentHelper {
  48507. /**
  48508. * Default ground texture URL.
  48509. */
  48510. private static _groundTextureCDNUrl;
  48511. /**
  48512. * Default skybox texture URL.
  48513. */
  48514. private static _skyboxTextureCDNUrl;
  48515. /**
  48516. * Default environment texture URL.
  48517. */
  48518. private static _environmentTextureCDNUrl;
  48519. /**
  48520. * Creates the default options for the helper.
  48521. */
  48522. private static _getDefaultOptions;
  48523. private _rootMesh;
  48524. /**
  48525. * Gets the root mesh created by the helper.
  48526. */
  48527. readonly rootMesh: Mesh;
  48528. private _skybox;
  48529. /**
  48530. * Gets the skybox created by the helper.
  48531. */
  48532. readonly skybox: Nullable<Mesh>;
  48533. private _skyboxTexture;
  48534. /**
  48535. * Gets the skybox texture created by the helper.
  48536. */
  48537. readonly skyboxTexture: Nullable<BaseTexture>;
  48538. private _skyboxMaterial;
  48539. /**
  48540. * Gets the skybox material created by the helper.
  48541. */
  48542. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  48543. private _ground;
  48544. /**
  48545. * Gets the ground mesh created by the helper.
  48546. */
  48547. readonly ground: Nullable<Mesh>;
  48548. private _groundTexture;
  48549. /**
  48550. * Gets the ground texture created by the helper.
  48551. */
  48552. readonly groundTexture: Nullable<BaseTexture>;
  48553. private _groundMirror;
  48554. /**
  48555. * Gets the ground mirror created by the helper.
  48556. */
  48557. readonly groundMirror: Nullable<MirrorTexture>;
  48558. /**
  48559. * Gets the ground mirror render list to helps pushing the meshes
  48560. * you wish in the ground reflection.
  48561. */
  48562. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  48563. private _groundMaterial;
  48564. /**
  48565. * Gets the ground material created by the helper.
  48566. */
  48567. readonly groundMaterial: Nullable<BackgroundMaterial>;
  48568. /**
  48569. * Stores the creation options.
  48570. */
  48571. private readonly _scene;
  48572. private _options;
  48573. /**
  48574. * This observable will be notified with any error during the creation of the environment,
  48575. * mainly texture creation errors.
  48576. */
  48577. onErrorObservable: Observable<{
  48578. message?: string;
  48579. exception?: any;
  48580. }>;
  48581. /**
  48582. * constructor
  48583. * @param options Defines the options we want to customize the helper
  48584. * @param scene The scene to add the material to
  48585. */
  48586. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  48587. /**
  48588. * Updates the background according to the new options
  48589. * @param options
  48590. */
  48591. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  48592. /**
  48593. * Sets the primary color of all the available elements.
  48594. * @param color the main color to affect to the ground and the background
  48595. */
  48596. setMainColor(color: Color3): void;
  48597. /**
  48598. * Setup the image processing according to the specified options.
  48599. */
  48600. private _setupImageProcessing;
  48601. /**
  48602. * Setup the environment texture according to the specified options.
  48603. */
  48604. private _setupEnvironmentTexture;
  48605. /**
  48606. * Setup the background according to the specified options.
  48607. */
  48608. private _setupBackground;
  48609. /**
  48610. * Get the scene sizes according to the setup.
  48611. */
  48612. private _getSceneSize;
  48613. /**
  48614. * Setup the ground according to the specified options.
  48615. */
  48616. private _setupGround;
  48617. /**
  48618. * Setup the ground material according to the specified options.
  48619. */
  48620. private _setupGroundMaterial;
  48621. /**
  48622. * Setup the ground diffuse texture according to the specified options.
  48623. */
  48624. private _setupGroundDiffuseTexture;
  48625. /**
  48626. * Setup the ground mirror texture according to the specified options.
  48627. */
  48628. private _setupGroundMirrorTexture;
  48629. /**
  48630. * Setup the ground to receive the mirror texture.
  48631. */
  48632. private _setupMirrorInGroundMaterial;
  48633. /**
  48634. * Setup the skybox according to the specified options.
  48635. */
  48636. private _setupSkybox;
  48637. /**
  48638. * Setup the skybox material according to the specified options.
  48639. */
  48640. private _setupSkyboxMaterial;
  48641. /**
  48642. * Setup the skybox reflection texture according to the specified options.
  48643. */
  48644. private _setupSkyboxReflectionTexture;
  48645. private _errorHandler;
  48646. /**
  48647. * Dispose all the elements created by the Helper.
  48648. */
  48649. dispose(): void;
  48650. }
  48651. }
  48652. declare module "babylonjs/Helpers/photoDome" {
  48653. import { Observable } from "babylonjs/Misc/observable";
  48654. import { Nullable } from "babylonjs/types";
  48655. import { Scene } from "babylonjs/scene";
  48656. import { TransformNode } from "babylonjs/Meshes/transformNode";
  48657. import { Mesh } from "babylonjs/Meshes/mesh";
  48658. import { Texture } from "babylonjs/Materials/Textures/texture";
  48659. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48660. import "babylonjs/Meshes/Builders/sphereBuilder";
  48661. /**
  48662. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  48663. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  48664. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  48665. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48666. */
  48667. export class PhotoDome extends TransformNode {
  48668. /**
  48669. * Define the image as a Monoscopic panoramic 360 image.
  48670. */
  48671. static readonly MODE_MONOSCOPIC: number;
  48672. /**
  48673. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48674. */
  48675. static readonly MODE_TOPBOTTOM: number;
  48676. /**
  48677. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48678. */
  48679. static readonly MODE_SIDEBYSIDE: number;
  48680. private _useDirectMapping;
  48681. /**
  48682. * The texture being displayed on the sphere
  48683. */
  48684. protected _photoTexture: Texture;
  48685. /**
  48686. * Gets or sets the texture being displayed on the sphere
  48687. */
  48688. photoTexture: Texture;
  48689. /**
  48690. * Observable raised when an error occured while loading the 360 image
  48691. */
  48692. onLoadErrorObservable: Observable<string>;
  48693. /**
  48694. * The skybox material
  48695. */
  48696. protected _material: BackgroundMaterial;
  48697. /**
  48698. * The surface used for the skybox
  48699. */
  48700. protected _mesh: Mesh;
  48701. /**
  48702. * Gets the mesh used for the skybox.
  48703. */
  48704. readonly mesh: Mesh;
  48705. /**
  48706. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48707. * Also see the options.resolution property.
  48708. */
  48709. fovMultiplier: number;
  48710. private _imageMode;
  48711. /**
  48712. * Gets or set the current video mode for the video. It can be:
  48713. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  48714. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48715. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48716. */
  48717. imageMode: number;
  48718. /**
  48719. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  48720. * @param name Element's name, child elements will append suffixes for their own names.
  48721. * @param urlsOfPhoto defines the url of the photo to display
  48722. * @param options defines an object containing optional or exposed sub element properties
  48723. * @param onError defines a callback called when an error occured while loading the texture
  48724. */
  48725. constructor(name: string, urlOfPhoto: string, options: {
  48726. resolution?: number;
  48727. size?: number;
  48728. useDirectMapping?: boolean;
  48729. faceForward?: boolean;
  48730. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  48731. private _onBeforeCameraRenderObserver;
  48732. private _changeImageMode;
  48733. /**
  48734. * Releases resources associated with this node.
  48735. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  48736. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  48737. */
  48738. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  48739. }
  48740. }
  48741. declare module "babylonjs/Misc/rgbdTextureTools" {
  48742. import "babylonjs/Shaders/rgbdDecode.fragment";
  48743. import "babylonjs/Engines/Extensions/engine.renderTarget";
  48744. import { Texture } from "babylonjs/Materials/Textures/texture";
  48745. /**
  48746. * Class used to host RGBD texture specific utilities
  48747. */
  48748. export class RGBDTextureTools {
  48749. /**
  48750. * Expand the RGBD Texture from RGBD to Half Float if possible.
  48751. * @param texture the texture to expand.
  48752. */
  48753. static ExpandRGBDTexture(texture: Texture): void;
  48754. }
  48755. }
  48756. declare module "babylonjs/Misc/brdfTextureTools" {
  48757. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48758. import { Scene } from "babylonjs/scene";
  48759. /**
  48760. * Class used to host texture specific utilities
  48761. */
  48762. export class BRDFTextureTools {
  48763. /**
  48764. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  48765. * @param scene defines the hosting scene
  48766. * @returns the environment BRDF texture
  48767. */
  48768. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  48769. private static _environmentBRDFBase64Texture;
  48770. }
  48771. }
  48772. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  48773. import { Nullable } from "babylonjs/types";
  48774. import { Color3 } from "babylonjs/Maths/math.color";
  48775. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48776. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48777. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48778. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48779. import { Engine } from "babylonjs/Engines/engine";
  48780. import { Scene } from "babylonjs/scene";
  48781. /**
  48782. * @hidden
  48783. */
  48784. export interface IMaterialClearCoatDefines {
  48785. CLEARCOAT: boolean;
  48786. CLEARCOAT_DEFAULTIOR: boolean;
  48787. CLEARCOAT_TEXTURE: boolean;
  48788. CLEARCOAT_TEXTUREDIRECTUV: number;
  48789. CLEARCOAT_BUMP: boolean;
  48790. CLEARCOAT_BUMPDIRECTUV: number;
  48791. CLEARCOAT_TINT: boolean;
  48792. CLEARCOAT_TINT_TEXTURE: boolean;
  48793. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48794. /** @hidden */
  48795. _areTexturesDirty: boolean;
  48796. }
  48797. /**
  48798. * Define the code related to the clear coat parameters of the pbr material.
  48799. */
  48800. export class PBRClearCoatConfiguration {
  48801. /**
  48802. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48803. * The default fits with a polyurethane material.
  48804. */
  48805. private static readonly _DefaultIndexOfRefraction;
  48806. private _isEnabled;
  48807. /**
  48808. * Defines if the clear coat is enabled in the material.
  48809. */
  48810. isEnabled: boolean;
  48811. /**
  48812. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  48813. */
  48814. intensity: number;
  48815. /**
  48816. * Defines the clear coat layer roughness.
  48817. */
  48818. roughness: number;
  48819. private _indexOfRefraction;
  48820. /**
  48821. * Defines the index of refraction of the clear coat.
  48822. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  48823. * The default fits with a polyurethane material.
  48824. * Changing the default value is more performance intensive.
  48825. */
  48826. indexOfRefraction: number;
  48827. private _texture;
  48828. /**
  48829. * Stores the clear coat values in a texture.
  48830. */
  48831. texture: Nullable<BaseTexture>;
  48832. private _bumpTexture;
  48833. /**
  48834. * Define the clear coat specific bump texture.
  48835. */
  48836. bumpTexture: Nullable<BaseTexture>;
  48837. private _isTintEnabled;
  48838. /**
  48839. * Defines if the clear coat tint is enabled in the material.
  48840. */
  48841. isTintEnabled: boolean;
  48842. /**
  48843. * Defines the clear coat tint of the material.
  48844. * This is only use if tint is enabled
  48845. */
  48846. tintColor: Color3;
  48847. /**
  48848. * Defines the distance at which the tint color should be found in the
  48849. * clear coat media.
  48850. * This is only use if tint is enabled
  48851. */
  48852. tintColorAtDistance: number;
  48853. /**
  48854. * Defines the clear coat layer thickness.
  48855. * This is only use if tint is enabled
  48856. */
  48857. tintThickness: number;
  48858. private _tintTexture;
  48859. /**
  48860. * Stores the clear tint values in a texture.
  48861. * rgb is tint
  48862. * a is a thickness factor
  48863. */
  48864. tintTexture: Nullable<BaseTexture>;
  48865. /** @hidden */
  48866. private _internalMarkAllSubMeshesAsTexturesDirty;
  48867. /** @hidden */
  48868. _markAllSubMeshesAsTexturesDirty(): void;
  48869. /**
  48870. * Instantiate a new istance of clear coat configuration.
  48871. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48872. */
  48873. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48874. /**
  48875. * Gets wehter the submesh is ready to be used or not.
  48876. * @param defines the list of "defines" to update.
  48877. * @param scene defines the scene the material belongs to.
  48878. * @param engine defines the engine the material belongs to.
  48879. * @param disableBumpMap defines wether the material disables bump or not.
  48880. * @returns - boolean indicating that the submesh is ready or not.
  48881. */
  48882. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  48883. /**
  48884. * Checks to see if a texture is used in the material.
  48885. * @param defines the list of "defines" to update.
  48886. * @param scene defines the scene to the material belongs to.
  48887. */
  48888. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  48889. /**
  48890. * Binds the material data.
  48891. * @param uniformBuffer defines the Uniform buffer to fill in.
  48892. * @param scene defines the scene the material belongs to.
  48893. * @param engine defines the engine the material belongs to.
  48894. * @param disableBumpMap defines wether the material disables bump or not.
  48895. * @param isFrozen defines wether the material is frozen or not.
  48896. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48897. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48898. */
  48899. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  48900. /**
  48901. * Checks to see if a texture is used in the material.
  48902. * @param texture - Base texture to use.
  48903. * @returns - Boolean specifying if a texture is used in the material.
  48904. */
  48905. hasTexture(texture: BaseTexture): boolean;
  48906. /**
  48907. * Returns an array of the actively used textures.
  48908. * @param activeTextures Array of BaseTextures
  48909. */
  48910. getActiveTextures(activeTextures: BaseTexture[]): void;
  48911. /**
  48912. * Returns the animatable textures.
  48913. * @param animatables Array of animatable textures.
  48914. */
  48915. getAnimatables(animatables: IAnimatable[]): void;
  48916. /**
  48917. * Disposes the resources of the material.
  48918. * @param forceDisposeTextures - Forces the disposal of all textures.
  48919. */
  48920. dispose(forceDisposeTextures?: boolean): void;
  48921. /**
  48922. * Get the current class name of the texture useful for serialization or dynamic coding.
  48923. * @returns "PBRClearCoatConfiguration"
  48924. */
  48925. getClassName(): string;
  48926. /**
  48927. * Add fallbacks to the effect fallbacks list.
  48928. * @param defines defines the Base texture to use.
  48929. * @param fallbacks defines the current fallback list.
  48930. * @param currentRank defines the current fallback rank.
  48931. * @returns the new fallback rank.
  48932. */
  48933. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48934. /**
  48935. * Add the required uniforms to the current list.
  48936. * @param uniforms defines the current uniform list.
  48937. */
  48938. static AddUniforms(uniforms: string[]): void;
  48939. /**
  48940. * Add the required samplers to the current list.
  48941. * @param samplers defines the current sampler list.
  48942. */
  48943. static AddSamplers(samplers: string[]): void;
  48944. /**
  48945. * Add the required uniforms to the current buffer.
  48946. * @param uniformBuffer defines the current uniform buffer.
  48947. */
  48948. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48949. /**
  48950. * Makes a duplicate of the current configuration into another one.
  48951. * @param clearCoatConfiguration define the config where to copy the info
  48952. */
  48953. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48954. /**
  48955. * Serializes this clear coat configuration.
  48956. * @returns - An object with the serialized config.
  48957. */
  48958. serialize(): any;
  48959. /**
  48960. * Parses a anisotropy Configuration from a serialized object.
  48961. * @param source - Serialized object.
  48962. * @param scene Defines the scene we are parsing for
  48963. * @param rootUrl Defines the rootUrl to load from
  48964. */
  48965. parse(source: any, scene: Scene, rootUrl: string): void;
  48966. }
  48967. }
  48968. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48969. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48970. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48971. import { Vector2 } from "babylonjs/Maths/math.vector";
  48972. import { Scene } from "babylonjs/scene";
  48973. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48974. import { Nullable } from "babylonjs/types";
  48975. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48976. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  48977. /**
  48978. * @hidden
  48979. */
  48980. export interface IMaterialAnisotropicDefines {
  48981. ANISOTROPIC: boolean;
  48982. ANISOTROPIC_TEXTURE: boolean;
  48983. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48984. MAINUV1: boolean;
  48985. _areTexturesDirty: boolean;
  48986. _needUVs: boolean;
  48987. }
  48988. /**
  48989. * Define the code related to the anisotropic parameters of the pbr material.
  48990. */
  48991. export class PBRAnisotropicConfiguration {
  48992. private _isEnabled;
  48993. /**
  48994. * Defines if the anisotropy is enabled in the material.
  48995. */
  48996. isEnabled: boolean;
  48997. /**
  48998. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48999. */
  49000. intensity: number;
  49001. /**
  49002. * Defines if the effect is along the tangents, bitangents or in between.
  49003. * By default, the effect is "strectching" the highlights along the tangents.
  49004. */
  49005. direction: Vector2;
  49006. private _texture;
  49007. /**
  49008. * Stores the anisotropy values in a texture.
  49009. * rg is direction (like normal from -1 to 1)
  49010. * b is a intensity
  49011. */
  49012. texture: Nullable<BaseTexture>;
  49013. /** @hidden */
  49014. private _internalMarkAllSubMeshesAsTexturesDirty;
  49015. /** @hidden */
  49016. _markAllSubMeshesAsTexturesDirty(): void;
  49017. /**
  49018. * Instantiate a new istance of anisotropy configuration.
  49019. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49020. */
  49021. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49022. /**
  49023. * Specifies that the submesh is ready to be used.
  49024. * @param defines the list of "defines" to update.
  49025. * @param scene defines the scene the material belongs to.
  49026. * @returns - boolean indicating that the submesh is ready or not.
  49027. */
  49028. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49029. /**
  49030. * Checks to see if a texture is used in the material.
  49031. * @param defines the list of "defines" to update.
  49032. * @param mesh the mesh we are preparing the defines for.
  49033. * @param scene defines the scene the material belongs to.
  49034. */
  49035. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49036. /**
  49037. * Binds the material data.
  49038. * @param uniformBuffer defines the Uniform buffer to fill in.
  49039. * @param scene defines the scene the material belongs to.
  49040. * @param isFrozen defines wether the material is frozen or not.
  49041. */
  49042. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49043. /**
  49044. * Checks to see if a texture is used in the material.
  49045. * @param texture - Base texture to use.
  49046. * @returns - Boolean specifying if a texture is used in the material.
  49047. */
  49048. hasTexture(texture: BaseTexture): boolean;
  49049. /**
  49050. * Returns an array of the actively used textures.
  49051. * @param activeTextures Array of BaseTextures
  49052. */
  49053. getActiveTextures(activeTextures: BaseTexture[]): void;
  49054. /**
  49055. * Returns the animatable textures.
  49056. * @param animatables Array of animatable textures.
  49057. */
  49058. getAnimatables(animatables: IAnimatable[]): void;
  49059. /**
  49060. * Disposes the resources of the material.
  49061. * @param forceDisposeTextures - Forces the disposal of all textures.
  49062. */
  49063. dispose(forceDisposeTextures?: boolean): void;
  49064. /**
  49065. * Get the current class name of the texture useful for serialization or dynamic coding.
  49066. * @returns "PBRAnisotropicConfiguration"
  49067. */
  49068. getClassName(): string;
  49069. /**
  49070. * Add fallbacks to the effect fallbacks list.
  49071. * @param defines defines the Base texture to use.
  49072. * @param fallbacks defines the current fallback list.
  49073. * @param currentRank defines the current fallback rank.
  49074. * @returns the new fallback rank.
  49075. */
  49076. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49077. /**
  49078. * Add the required uniforms to the current list.
  49079. * @param uniforms defines the current uniform list.
  49080. */
  49081. static AddUniforms(uniforms: string[]): void;
  49082. /**
  49083. * Add the required uniforms to the current buffer.
  49084. * @param uniformBuffer defines the current uniform buffer.
  49085. */
  49086. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49087. /**
  49088. * Add the required samplers to the current list.
  49089. * @param samplers defines the current sampler list.
  49090. */
  49091. static AddSamplers(samplers: string[]): void;
  49092. /**
  49093. * Makes a duplicate of the current configuration into another one.
  49094. * @param anisotropicConfiguration define the config where to copy the info
  49095. */
  49096. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49097. /**
  49098. * Serializes this anisotropy configuration.
  49099. * @returns - An object with the serialized config.
  49100. */
  49101. serialize(): any;
  49102. /**
  49103. * Parses a anisotropy Configuration from a serialized object.
  49104. * @param source - Serialized object.
  49105. * @param scene Defines the scene we are parsing for
  49106. * @param rootUrl Defines the rootUrl to load from
  49107. */
  49108. parse(source: any, scene: Scene, rootUrl: string): void;
  49109. }
  49110. }
  49111. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49112. import { Scene } from "babylonjs/scene";
  49113. /**
  49114. * @hidden
  49115. */
  49116. export interface IMaterialBRDFDefines {
  49117. BRDF_V_HEIGHT_CORRELATED: boolean;
  49118. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49119. SPHERICAL_HARMONICS: boolean;
  49120. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49121. /** @hidden */
  49122. _areMiscDirty: boolean;
  49123. }
  49124. /**
  49125. * Define the code related to the BRDF parameters of the pbr material.
  49126. */
  49127. export class PBRBRDFConfiguration {
  49128. /**
  49129. * Default value used for the energy conservation.
  49130. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49131. */
  49132. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49133. /**
  49134. * Default value used for the Smith Visibility Height Correlated mode.
  49135. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49136. */
  49137. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49138. /**
  49139. * Default value used for the IBL diffuse part.
  49140. * This can help switching back to the polynomials mode globally which is a tiny bit
  49141. * less GPU intensive at the drawback of a lower quality.
  49142. */
  49143. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49144. /**
  49145. * Default value used for activating energy conservation for the specular workflow.
  49146. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49147. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49148. */
  49149. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49150. private _useEnergyConservation;
  49151. /**
  49152. * Defines if the material uses energy conservation.
  49153. */
  49154. useEnergyConservation: boolean;
  49155. private _useSmithVisibilityHeightCorrelated;
  49156. /**
  49157. * LEGACY Mode set to false
  49158. * Defines if the material uses height smith correlated visibility term.
  49159. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49160. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49161. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49162. * Not relying on height correlated will also disable energy conservation.
  49163. */
  49164. useSmithVisibilityHeightCorrelated: boolean;
  49165. private _useSphericalHarmonics;
  49166. /**
  49167. * LEGACY Mode set to false
  49168. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49169. * diffuse part of the IBL.
  49170. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49171. * to the ground truth.
  49172. */
  49173. useSphericalHarmonics: boolean;
  49174. private _useSpecularGlossinessInputEnergyConservation;
  49175. /**
  49176. * Defines if the material uses energy conservation, when the specular workflow is active.
  49177. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49178. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49179. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49180. */
  49181. useSpecularGlossinessInputEnergyConservation: boolean;
  49182. /** @hidden */
  49183. private _internalMarkAllSubMeshesAsMiscDirty;
  49184. /** @hidden */
  49185. _markAllSubMeshesAsMiscDirty(): void;
  49186. /**
  49187. * Instantiate a new istance of clear coat configuration.
  49188. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49189. */
  49190. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49191. /**
  49192. * Checks to see if a texture is used in the material.
  49193. * @param defines the list of "defines" to update.
  49194. */
  49195. prepareDefines(defines: IMaterialBRDFDefines): void;
  49196. /**
  49197. * Get the current class name of the texture useful for serialization or dynamic coding.
  49198. * @returns "PBRClearCoatConfiguration"
  49199. */
  49200. getClassName(): string;
  49201. /**
  49202. * Makes a duplicate of the current configuration into another one.
  49203. * @param brdfConfiguration define the config where to copy the info
  49204. */
  49205. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49206. /**
  49207. * Serializes this BRDF configuration.
  49208. * @returns - An object with the serialized config.
  49209. */
  49210. serialize(): any;
  49211. /**
  49212. * Parses a anisotropy Configuration from a serialized object.
  49213. * @param source - Serialized object.
  49214. * @param scene Defines the scene we are parsing for
  49215. * @param rootUrl Defines the rootUrl to load from
  49216. */
  49217. parse(source: any, scene: Scene, rootUrl: string): void;
  49218. }
  49219. }
  49220. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49221. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49222. import { Color3 } from "babylonjs/Maths/math.color";
  49223. import { Scene } from "babylonjs/scene";
  49224. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49225. import { Nullable } from "babylonjs/types";
  49226. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49227. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49228. /**
  49229. * @hidden
  49230. */
  49231. export interface IMaterialSheenDefines {
  49232. SHEEN: boolean;
  49233. SHEEN_TEXTURE: boolean;
  49234. SHEEN_TEXTUREDIRECTUV: number;
  49235. SHEEN_LINKWITHALBEDO: boolean;
  49236. /** @hidden */
  49237. _areTexturesDirty: boolean;
  49238. }
  49239. /**
  49240. * Define the code related to the Sheen parameters of the pbr material.
  49241. */
  49242. export class PBRSheenConfiguration {
  49243. private _isEnabled;
  49244. /**
  49245. * Defines if the material uses sheen.
  49246. */
  49247. isEnabled: boolean;
  49248. private _linkSheenWithAlbedo;
  49249. /**
  49250. * Defines if the sheen is linked to the sheen color.
  49251. */
  49252. linkSheenWithAlbedo: boolean;
  49253. /**
  49254. * Defines the sheen intensity.
  49255. */
  49256. intensity: number;
  49257. /**
  49258. * Defines the sheen color.
  49259. */
  49260. color: Color3;
  49261. private _texture;
  49262. /**
  49263. * Stores the sheen tint values in a texture.
  49264. * rgb is tint
  49265. * a is a intensity
  49266. */
  49267. texture: Nullable<BaseTexture>;
  49268. /** @hidden */
  49269. private _internalMarkAllSubMeshesAsTexturesDirty;
  49270. /** @hidden */
  49271. _markAllSubMeshesAsTexturesDirty(): void;
  49272. /**
  49273. * Instantiate a new istance of clear coat configuration.
  49274. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49275. */
  49276. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49277. /**
  49278. * Specifies that the submesh is ready to be used.
  49279. * @param defines the list of "defines" to update.
  49280. * @param scene defines the scene the material belongs to.
  49281. * @returns - boolean indicating that the submesh is ready or not.
  49282. */
  49283. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49284. /**
  49285. * Checks to see if a texture is used in the material.
  49286. * @param defines the list of "defines" to update.
  49287. * @param scene defines the scene the material belongs to.
  49288. */
  49289. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49290. /**
  49291. * Binds the material data.
  49292. * @param uniformBuffer defines the Uniform buffer to fill in.
  49293. * @param scene defines the scene the material belongs to.
  49294. * @param isFrozen defines wether the material is frozen or not.
  49295. */
  49296. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49297. /**
  49298. * Checks to see if a texture is used in the material.
  49299. * @param texture - Base texture to use.
  49300. * @returns - Boolean specifying if a texture is used in the material.
  49301. */
  49302. hasTexture(texture: BaseTexture): boolean;
  49303. /**
  49304. * Returns an array of the actively used textures.
  49305. * @param activeTextures Array of BaseTextures
  49306. */
  49307. getActiveTextures(activeTextures: BaseTexture[]): void;
  49308. /**
  49309. * Returns the animatable textures.
  49310. * @param animatables Array of animatable textures.
  49311. */
  49312. getAnimatables(animatables: IAnimatable[]): void;
  49313. /**
  49314. * Disposes the resources of the material.
  49315. * @param forceDisposeTextures - Forces the disposal of all textures.
  49316. */
  49317. dispose(forceDisposeTextures?: boolean): void;
  49318. /**
  49319. * Get the current class name of the texture useful for serialization or dynamic coding.
  49320. * @returns "PBRSheenConfiguration"
  49321. */
  49322. getClassName(): string;
  49323. /**
  49324. * Add fallbacks to the effect fallbacks list.
  49325. * @param defines defines the Base texture to use.
  49326. * @param fallbacks defines the current fallback list.
  49327. * @param currentRank defines the current fallback rank.
  49328. * @returns the new fallback rank.
  49329. */
  49330. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49331. /**
  49332. * Add the required uniforms to the current list.
  49333. * @param uniforms defines the current uniform list.
  49334. */
  49335. static AddUniforms(uniforms: string[]): void;
  49336. /**
  49337. * Add the required uniforms to the current buffer.
  49338. * @param uniformBuffer defines the current uniform buffer.
  49339. */
  49340. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49341. /**
  49342. * Add the required samplers to the current list.
  49343. * @param samplers defines the current sampler list.
  49344. */
  49345. static AddSamplers(samplers: string[]): void;
  49346. /**
  49347. * Makes a duplicate of the current configuration into another one.
  49348. * @param sheenConfiguration define the config where to copy the info
  49349. */
  49350. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49351. /**
  49352. * Serializes this BRDF configuration.
  49353. * @returns - An object with the serialized config.
  49354. */
  49355. serialize(): any;
  49356. /**
  49357. * Parses a anisotropy Configuration from a serialized object.
  49358. * @param source - Serialized object.
  49359. * @param scene Defines the scene we are parsing for
  49360. * @param rootUrl Defines the rootUrl to load from
  49361. */
  49362. parse(source: any, scene: Scene, rootUrl: string): void;
  49363. }
  49364. }
  49365. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49366. import { Nullable } from "babylonjs/types";
  49367. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49368. import { Color3 } from "babylonjs/Maths/math.color";
  49369. import { SmartArray } from "babylonjs/Misc/smartArray";
  49370. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49371. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49372. import { Effect } from "babylonjs/Materials/effect";
  49373. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49374. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49375. import { Engine } from "babylonjs/Engines/engine";
  49376. import { Scene } from "babylonjs/scene";
  49377. /**
  49378. * @hidden
  49379. */
  49380. export interface IMaterialSubSurfaceDefines {
  49381. SUBSURFACE: boolean;
  49382. SS_REFRACTION: boolean;
  49383. SS_TRANSLUCENCY: boolean;
  49384. SS_SCATERRING: boolean;
  49385. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49386. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49387. SS_REFRACTIONMAP_3D: boolean;
  49388. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49389. SS_LODINREFRACTIONALPHA: boolean;
  49390. SS_GAMMAREFRACTION: boolean;
  49391. SS_RGBDREFRACTION: boolean;
  49392. SS_LINEARSPECULARREFRACTION: boolean;
  49393. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49394. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49395. /** @hidden */
  49396. _areTexturesDirty: boolean;
  49397. }
  49398. /**
  49399. * Define the code related to the sub surface parameters of the pbr material.
  49400. */
  49401. export class PBRSubSurfaceConfiguration {
  49402. private _isRefractionEnabled;
  49403. /**
  49404. * Defines if the refraction is enabled in the material.
  49405. */
  49406. isRefractionEnabled: boolean;
  49407. private _isTranslucencyEnabled;
  49408. /**
  49409. * Defines if the translucency is enabled in the material.
  49410. */
  49411. isTranslucencyEnabled: boolean;
  49412. private _isScatteringEnabled;
  49413. /**
  49414. * Defines the refraction intensity of the material.
  49415. * The refraction when enabled replaces the Diffuse part of the material.
  49416. * The intensity helps transitionning between diffuse and refraction.
  49417. */
  49418. refractionIntensity: number;
  49419. /**
  49420. * Defines the translucency intensity of the material.
  49421. * When translucency has been enabled, this defines how much of the "translucency"
  49422. * is addded to the diffuse part of the material.
  49423. */
  49424. translucencyIntensity: number;
  49425. /**
  49426. * Defines the scattering intensity of the material.
  49427. * When scattering has been enabled, this defines how much of the "scattered light"
  49428. * is addded to the diffuse part of the material.
  49429. */
  49430. scatteringIntensity: number;
  49431. private _thicknessTexture;
  49432. /**
  49433. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49434. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49435. * 0 would mean minimumThickness
  49436. * 1 would mean maximumThickness
  49437. * The other channels might be use as a mask to vary the different effects intensity.
  49438. */
  49439. thicknessTexture: Nullable<BaseTexture>;
  49440. private _refractionTexture;
  49441. /**
  49442. * Defines the texture to use for refraction.
  49443. */
  49444. refractionTexture: Nullable<BaseTexture>;
  49445. private _indexOfRefraction;
  49446. /**
  49447. * Defines the index of refraction used in the material.
  49448. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49449. */
  49450. indexOfRefraction: number;
  49451. private _invertRefractionY;
  49452. /**
  49453. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49454. */
  49455. invertRefractionY: boolean;
  49456. private _linkRefractionWithTransparency;
  49457. /**
  49458. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49459. * Materials half opaque for instance using refraction could benefit from this control.
  49460. */
  49461. linkRefractionWithTransparency: boolean;
  49462. /**
  49463. * Defines the minimum thickness stored in the thickness map.
  49464. * If no thickness map is defined, this value will be used to simulate thickness.
  49465. */
  49466. minimumThickness: number;
  49467. /**
  49468. * Defines the maximum thickness stored in the thickness map.
  49469. */
  49470. maximumThickness: number;
  49471. /**
  49472. * Defines the volume tint of the material.
  49473. * This is used for both translucency and scattering.
  49474. */
  49475. tintColor: Color3;
  49476. /**
  49477. * Defines the distance at which the tint color should be found in the media.
  49478. * This is used for refraction only.
  49479. */
  49480. tintColorAtDistance: number;
  49481. /**
  49482. * Defines how far each channel transmit through the media.
  49483. * It is defined as a color to simplify it selection.
  49484. */
  49485. diffusionDistance: Color3;
  49486. private _useMaskFromThicknessTexture;
  49487. /**
  49488. * Stores the intensity of the different subsurface effects in the thickness texture.
  49489. * * the green channel is the translucency intensity.
  49490. * * the blue channel is the scattering intensity.
  49491. * * the alpha channel is the refraction intensity.
  49492. */
  49493. useMaskFromThicknessTexture: boolean;
  49494. /** @hidden */
  49495. private _internalMarkAllSubMeshesAsTexturesDirty;
  49496. /** @hidden */
  49497. _markAllSubMeshesAsTexturesDirty(): void;
  49498. /**
  49499. * Instantiate a new istance of sub surface configuration.
  49500. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49501. */
  49502. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49503. /**
  49504. * Gets wehter the submesh is ready to be used or not.
  49505. * @param defines the list of "defines" to update.
  49506. * @param scene defines the scene the material belongs to.
  49507. * @returns - boolean indicating that the submesh is ready or not.
  49508. */
  49509. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49510. /**
  49511. * Checks to see if a texture is used in the material.
  49512. * @param defines the list of "defines" to update.
  49513. * @param scene defines the scene to the material belongs to.
  49514. */
  49515. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49516. /**
  49517. * Binds the material data.
  49518. * @param uniformBuffer defines the Uniform buffer to fill in.
  49519. * @param scene defines the scene the material belongs to.
  49520. * @param engine defines the engine the material belongs to.
  49521. * @param isFrozen defines wether the material is frozen or not.
  49522. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49523. */
  49524. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49525. /**
  49526. * Unbinds the material from the mesh.
  49527. * @param activeEffect defines the effect that should be unbound from.
  49528. * @returns true if unbound, otherwise false
  49529. */
  49530. unbind(activeEffect: Effect): boolean;
  49531. /**
  49532. * Returns the texture used for refraction or null if none is used.
  49533. * @param scene defines the scene the material belongs to.
  49534. * @returns - Refraction texture if present. If no refraction texture and refraction
  49535. * is linked with transparency, returns environment texture. Otherwise, returns null.
  49536. */
  49537. private _getRefractionTexture;
  49538. /**
  49539. * Returns true if alpha blending should be disabled.
  49540. */
  49541. readonly disableAlphaBlending: boolean;
  49542. /**
  49543. * Fills the list of render target textures.
  49544. * @param renderTargets the list of render targets to update
  49545. */
  49546. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  49547. /**
  49548. * Checks to see if a texture is used in the material.
  49549. * @param texture - Base texture to use.
  49550. * @returns - Boolean specifying if a texture is used in the material.
  49551. */
  49552. hasTexture(texture: BaseTexture): boolean;
  49553. /**
  49554. * Gets a boolean indicating that current material needs to register RTT
  49555. * @returns true if this uses a render target otherwise false.
  49556. */
  49557. hasRenderTargetTextures(): boolean;
  49558. /**
  49559. * Returns an array of the actively used textures.
  49560. * @param activeTextures Array of BaseTextures
  49561. */
  49562. getActiveTextures(activeTextures: BaseTexture[]): void;
  49563. /**
  49564. * Returns the animatable textures.
  49565. * @param animatables Array of animatable textures.
  49566. */
  49567. getAnimatables(animatables: IAnimatable[]): void;
  49568. /**
  49569. * Disposes the resources of the material.
  49570. * @param forceDisposeTextures - Forces the disposal of all textures.
  49571. */
  49572. dispose(forceDisposeTextures?: boolean): void;
  49573. /**
  49574. * Get the current class name of the texture useful for serialization or dynamic coding.
  49575. * @returns "PBRSubSurfaceConfiguration"
  49576. */
  49577. getClassName(): string;
  49578. /**
  49579. * Add fallbacks to the effect fallbacks list.
  49580. * @param defines defines the Base texture to use.
  49581. * @param fallbacks defines the current fallback list.
  49582. * @param currentRank defines the current fallback rank.
  49583. * @returns the new fallback rank.
  49584. */
  49585. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49586. /**
  49587. * Add the required uniforms to the current list.
  49588. * @param uniforms defines the current uniform list.
  49589. */
  49590. static AddUniforms(uniforms: string[]): void;
  49591. /**
  49592. * Add the required samplers to the current list.
  49593. * @param samplers defines the current sampler list.
  49594. */
  49595. static AddSamplers(samplers: string[]): void;
  49596. /**
  49597. * Add the required uniforms to the current buffer.
  49598. * @param uniformBuffer defines the current uniform buffer.
  49599. */
  49600. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49601. /**
  49602. * Makes a duplicate of the current configuration into another one.
  49603. * @param configuration define the config where to copy the info
  49604. */
  49605. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  49606. /**
  49607. * Serializes this Sub Surface configuration.
  49608. * @returns - An object with the serialized config.
  49609. */
  49610. serialize(): any;
  49611. /**
  49612. * Parses a anisotropy Configuration from a serialized object.
  49613. * @param source - Serialized object.
  49614. * @param scene Defines the scene we are parsing for
  49615. * @param rootUrl Defines the rootUrl to load from
  49616. */
  49617. parse(source: any, scene: Scene, rootUrl: string): void;
  49618. }
  49619. }
  49620. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  49621. /** @hidden */
  49622. export var pbrFragmentDeclaration: {
  49623. name: string;
  49624. shader: string;
  49625. };
  49626. }
  49627. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  49628. /** @hidden */
  49629. export var pbrUboDeclaration: {
  49630. name: string;
  49631. shader: string;
  49632. };
  49633. }
  49634. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  49635. /** @hidden */
  49636. export var pbrFragmentExtraDeclaration: {
  49637. name: string;
  49638. shader: string;
  49639. };
  49640. }
  49641. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  49642. /** @hidden */
  49643. export var pbrFragmentSamplersDeclaration: {
  49644. name: string;
  49645. shader: string;
  49646. };
  49647. }
  49648. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  49649. /** @hidden */
  49650. export var pbrHelperFunctions: {
  49651. name: string;
  49652. shader: string;
  49653. };
  49654. }
  49655. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  49656. /** @hidden */
  49657. export var harmonicsFunctions: {
  49658. name: string;
  49659. shader: string;
  49660. };
  49661. }
  49662. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  49663. /** @hidden */
  49664. export var pbrDirectLightingSetupFunctions: {
  49665. name: string;
  49666. shader: string;
  49667. };
  49668. }
  49669. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  49670. /** @hidden */
  49671. export var pbrDirectLightingFalloffFunctions: {
  49672. name: string;
  49673. shader: string;
  49674. };
  49675. }
  49676. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  49677. /** @hidden */
  49678. export var pbrBRDFFunctions: {
  49679. name: string;
  49680. shader: string;
  49681. };
  49682. }
  49683. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  49684. /** @hidden */
  49685. export var pbrDirectLightingFunctions: {
  49686. name: string;
  49687. shader: string;
  49688. };
  49689. }
  49690. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  49691. /** @hidden */
  49692. export var pbrIBLFunctions: {
  49693. name: string;
  49694. shader: string;
  49695. };
  49696. }
  49697. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  49698. /** @hidden */
  49699. export var pbrDebug: {
  49700. name: string;
  49701. shader: string;
  49702. };
  49703. }
  49704. declare module "babylonjs/Shaders/pbr.fragment" {
  49705. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  49706. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49707. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  49708. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49709. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49710. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  49711. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  49712. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  49713. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49714. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  49715. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49716. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  49717. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  49718. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  49719. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49720. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  49721. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  49722. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  49723. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  49724. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  49725. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  49726. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  49727. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  49728. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  49729. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  49730. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  49731. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  49732. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  49733. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  49734. /** @hidden */
  49735. export var pbrPixelShader: {
  49736. name: string;
  49737. shader: string;
  49738. };
  49739. }
  49740. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  49741. /** @hidden */
  49742. export var pbrVertexDeclaration: {
  49743. name: string;
  49744. shader: string;
  49745. };
  49746. }
  49747. declare module "babylonjs/Shaders/pbr.vertex" {
  49748. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  49749. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49750. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49751. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49752. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49753. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49754. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  49755. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  49756. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  49757. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49758. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49759. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49760. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49761. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49762. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49763. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49764. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49765. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  49766. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  49767. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  49768. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  49769. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  49770. /** @hidden */
  49771. export var pbrVertexShader: {
  49772. name: string;
  49773. shader: string;
  49774. };
  49775. }
  49776. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  49777. import { Nullable } from "babylonjs/types";
  49778. import { Scene } from "babylonjs/scene";
  49779. import { Matrix } from "babylonjs/Maths/math.vector";
  49780. import { SubMesh } from "babylonjs/Meshes/subMesh";
  49781. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49782. import { Mesh } from "babylonjs/Meshes/mesh";
  49783. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  49784. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  49785. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  49786. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  49787. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  49788. import { Color3 } from "babylonjs/Maths/math.color";
  49789. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  49790. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  49791. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  49792. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  49793. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49794. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49795. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  49796. import "babylonjs/Shaders/pbr.fragment";
  49797. import "babylonjs/Shaders/pbr.vertex";
  49798. /**
  49799. * Manages the defines for the PBR Material.
  49800. * @hidden
  49801. */
  49802. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  49803. PBR: boolean;
  49804. MAINUV1: boolean;
  49805. MAINUV2: boolean;
  49806. UV1: boolean;
  49807. UV2: boolean;
  49808. ALBEDO: boolean;
  49809. ALBEDODIRECTUV: number;
  49810. VERTEXCOLOR: boolean;
  49811. AMBIENT: boolean;
  49812. AMBIENTDIRECTUV: number;
  49813. AMBIENTINGRAYSCALE: boolean;
  49814. OPACITY: boolean;
  49815. VERTEXALPHA: boolean;
  49816. OPACITYDIRECTUV: number;
  49817. OPACITYRGB: boolean;
  49818. ALPHATEST: boolean;
  49819. DEPTHPREPASS: boolean;
  49820. ALPHABLEND: boolean;
  49821. ALPHAFROMALBEDO: boolean;
  49822. ALPHATESTVALUE: string;
  49823. SPECULAROVERALPHA: boolean;
  49824. RADIANCEOVERALPHA: boolean;
  49825. ALPHAFRESNEL: boolean;
  49826. LINEARALPHAFRESNEL: boolean;
  49827. PREMULTIPLYALPHA: boolean;
  49828. EMISSIVE: boolean;
  49829. EMISSIVEDIRECTUV: number;
  49830. REFLECTIVITY: boolean;
  49831. REFLECTIVITYDIRECTUV: number;
  49832. SPECULARTERM: boolean;
  49833. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  49834. MICROSURFACEAUTOMATIC: boolean;
  49835. LODBASEDMICROSFURACE: boolean;
  49836. MICROSURFACEMAP: boolean;
  49837. MICROSURFACEMAPDIRECTUV: number;
  49838. METALLICWORKFLOW: boolean;
  49839. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  49840. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  49841. METALLNESSSTOREINMETALMAPBLUE: boolean;
  49842. AOSTOREINMETALMAPRED: boolean;
  49843. ENVIRONMENTBRDF: boolean;
  49844. ENVIRONMENTBRDF_RGBD: boolean;
  49845. NORMAL: boolean;
  49846. TANGENT: boolean;
  49847. BUMP: boolean;
  49848. BUMPDIRECTUV: number;
  49849. OBJECTSPACE_NORMALMAP: boolean;
  49850. PARALLAX: boolean;
  49851. PARALLAXOCCLUSION: boolean;
  49852. NORMALXYSCALE: boolean;
  49853. LIGHTMAP: boolean;
  49854. LIGHTMAPDIRECTUV: number;
  49855. USELIGHTMAPASSHADOWMAP: boolean;
  49856. GAMMALIGHTMAP: boolean;
  49857. RGBDLIGHTMAP: boolean;
  49858. REFLECTION: boolean;
  49859. REFLECTIONMAP_3D: boolean;
  49860. REFLECTIONMAP_SPHERICAL: boolean;
  49861. REFLECTIONMAP_PLANAR: boolean;
  49862. REFLECTIONMAP_CUBIC: boolean;
  49863. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  49864. REFLECTIONMAP_PROJECTION: boolean;
  49865. REFLECTIONMAP_SKYBOX: boolean;
  49866. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  49867. REFLECTIONMAP_EXPLICIT: boolean;
  49868. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  49869. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  49870. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  49871. INVERTCUBICMAP: boolean;
  49872. USESPHERICALFROMREFLECTIONMAP: boolean;
  49873. USEIRRADIANCEMAP: boolean;
  49874. SPHERICAL_HARMONICS: boolean;
  49875. USESPHERICALINVERTEX: boolean;
  49876. REFLECTIONMAP_OPPOSITEZ: boolean;
  49877. LODINREFLECTIONALPHA: boolean;
  49878. GAMMAREFLECTION: boolean;
  49879. RGBDREFLECTION: boolean;
  49880. LINEARSPECULARREFLECTION: boolean;
  49881. RADIANCEOCCLUSION: boolean;
  49882. HORIZONOCCLUSION: boolean;
  49883. INSTANCES: boolean;
  49884. NUM_BONE_INFLUENCERS: number;
  49885. BonesPerMesh: number;
  49886. BONETEXTURE: boolean;
  49887. NONUNIFORMSCALING: boolean;
  49888. MORPHTARGETS: boolean;
  49889. MORPHTARGETS_NORMAL: boolean;
  49890. MORPHTARGETS_TANGENT: boolean;
  49891. MORPHTARGETS_UV: boolean;
  49892. NUM_MORPH_INFLUENCERS: number;
  49893. IMAGEPROCESSING: boolean;
  49894. VIGNETTE: boolean;
  49895. VIGNETTEBLENDMODEMULTIPLY: boolean;
  49896. VIGNETTEBLENDMODEOPAQUE: boolean;
  49897. TONEMAPPING: boolean;
  49898. TONEMAPPING_ACES: boolean;
  49899. CONTRAST: boolean;
  49900. COLORCURVES: boolean;
  49901. COLORGRADING: boolean;
  49902. COLORGRADING3D: boolean;
  49903. SAMPLER3DGREENDEPTH: boolean;
  49904. SAMPLER3DBGRMAP: boolean;
  49905. IMAGEPROCESSINGPOSTPROCESS: boolean;
  49906. EXPOSURE: boolean;
  49907. MULTIVIEW: boolean;
  49908. USEPHYSICALLIGHTFALLOFF: boolean;
  49909. USEGLTFLIGHTFALLOFF: boolean;
  49910. TWOSIDEDLIGHTING: boolean;
  49911. SHADOWFLOAT: boolean;
  49912. CLIPPLANE: boolean;
  49913. CLIPPLANE2: boolean;
  49914. CLIPPLANE3: boolean;
  49915. CLIPPLANE4: boolean;
  49916. POINTSIZE: boolean;
  49917. FOG: boolean;
  49918. LOGARITHMICDEPTH: boolean;
  49919. FORCENORMALFORWARD: boolean;
  49920. SPECULARAA: boolean;
  49921. CLEARCOAT: boolean;
  49922. CLEARCOAT_DEFAULTIOR: boolean;
  49923. CLEARCOAT_TEXTURE: boolean;
  49924. CLEARCOAT_TEXTUREDIRECTUV: number;
  49925. CLEARCOAT_BUMP: boolean;
  49926. CLEARCOAT_BUMPDIRECTUV: number;
  49927. CLEARCOAT_TINT: boolean;
  49928. CLEARCOAT_TINT_TEXTURE: boolean;
  49929. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49930. ANISOTROPIC: boolean;
  49931. ANISOTROPIC_TEXTURE: boolean;
  49932. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49933. BRDF_V_HEIGHT_CORRELATED: boolean;
  49934. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49935. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49936. SHEEN: boolean;
  49937. SHEEN_TEXTURE: boolean;
  49938. SHEEN_TEXTUREDIRECTUV: number;
  49939. SHEEN_LINKWITHALBEDO: boolean;
  49940. SUBSURFACE: boolean;
  49941. SS_REFRACTION: boolean;
  49942. SS_TRANSLUCENCY: boolean;
  49943. SS_SCATERRING: boolean;
  49944. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49945. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49946. SS_REFRACTIONMAP_3D: boolean;
  49947. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49948. SS_LODINREFRACTIONALPHA: boolean;
  49949. SS_GAMMAREFRACTION: boolean;
  49950. SS_RGBDREFRACTION: boolean;
  49951. SS_LINEARSPECULARREFRACTION: boolean;
  49952. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49953. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49954. UNLIT: boolean;
  49955. DEBUGMODE: number;
  49956. /**
  49957. * Initializes the PBR Material defines.
  49958. */
  49959. constructor();
  49960. /**
  49961. * Resets the PBR Material defines.
  49962. */
  49963. reset(): void;
  49964. }
  49965. /**
  49966. * The Physically based material base class of BJS.
  49967. *
  49968. * This offers the main features of a standard PBR material.
  49969. * For more information, please refer to the documentation :
  49970. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49971. */
  49972. export abstract class PBRBaseMaterial extends PushMaterial {
  49973. /**
  49974. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49975. */
  49976. static readonly PBRMATERIAL_OPAQUE: number;
  49977. /**
  49978. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49979. */
  49980. static readonly PBRMATERIAL_ALPHATEST: number;
  49981. /**
  49982. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49983. */
  49984. static readonly PBRMATERIAL_ALPHABLEND: number;
  49985. /**
  49986. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49987. * They are also discarded below the alpha cutoff threshold to improve performances.
  49988. */
  49989. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49990. /**
  49991. * Defines the default value of how much AO map is occluding the analytical lights
  49992. * (point spot...).
  49993. */
  49994. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49995. /**
  49996. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49997. */
  49998. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49999. /**
  50000. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50001. * to enhance interoperability with other engines.
  50002. */
  50003. static readonly LIGHTFALLOFF_GLTF: number;
  50004. /**
  50005. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50006. * to enhance interoperability with other materials.
  50007. */
  50008. static readonly LIGHTFALLOFF_STANDARD: number;
  50009. /**
  50010. * Intensity of the direct lights e.g. the four lights available in your scene.
  50011. * This impacts both the direct diffuse and specular highlights.
  50012. */
  50013. protected _directIntensity: number;
  50014. /**
  50015. * Intensity of the emissive part of the material.
  50016. * This helps controlling the emissive effect without modifying the emissive color.
  50017. */
  50018. protected _emissiveIntensity: number;
  50019. /**
  50020. * Intensity of the environment e.g. how much the environment will light the object
  50021. * either through harmonics for rough material or through the refelction for shiny ones.
  50022. */
  50023. protected _environmentIntensity: number;
  50024. /**
  50025. * This is a special control allowing the reduction of the specular highlights coming from the
  50026. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50027. */
  50028. protected _specularIntensity: number;
  50029. /**
  50030. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50031. */
  50032. private _lightingInfos;
  50033. /**
  50034. * Debug Control allowing disabling the bump map on this material.
  50035. */
  50036. protected _disableBumpMap: boolean;
  50037. /**
  50038. * AKA Diffuse Texture in standard nomenclature.
  50039. */
  50040. protected _albedoTexture: Nullable<BaseTexture>;
  50041. /**
  50042. * AKA Occlusion Texture in other nomenclature.
  50043. */
  50044. protected _ambientTexture: Nullable<BaseTexture>;
  50045. /**
  50046. * AKA Occlusion Texture Intensity in other nomenclature.
  50047. */
  50048. protected _ambientTextureStrength: number;
  50049. /**
  50050. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50051. * 1 means it completely occludes it
  50052. * 0 mean it has no impact
  50053. */
  50054. protected _ambientTextureImpactOnAnalyticalLights: number;
  50055. /**
  50056. * Stores the alpha values in a texture.
  50057. */
  50058. protected _opacityTexture: Nullable<BaseTexture>;
  50059. /**
  50060. * Stores the reflection values in a texture.
  50061. */
  50062. protected _reflectionTexture: Nullable<BaseTexture>;
  50063. /**
  50064. * Stores the emissive values in a texture.
  50065. */
  50066. protected _emissiveTexture: Nullable<BaseTexture>;
  50067. /**
  50068. * AKA Specular texture in other nomenclature.
  50069. */
  50070. protected _reflectivityTexture: Nullable<BaseTexture>;
  50071. /**
  50072. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50073. */
  50074. protected _metallicTexture: Nullable<BaseTexture>;
  50075. /**
  50076. * Specifies the metallic scalar of the metallic/roughness workflow.
  50077. * Can also be used to scale the metalness values of the metallic texture.
  50078. */
  50079. protected _metallic: Nullable<number>;
  50080. /**
  50081. * Specifies the roughness scalar of the metallic/roughness workflow.
  50082. * Can also be used to scale the roughness values of the metallic texture.
  50083. */
  50084. protected _roughness: Nullable<number>;
  50085. /**
  50086. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50087. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50088. */
  50089. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50090. /**
  50091. * Stores surface normal data used to displace a mesh in a texture.
  50092. */
  50093. protected _bumpTexture: Nullable<BaseTexture>;
  50094. /**
  50095. * Stores the pre-calculated light information of a mesh in a texture.
  50096. */
  50097. protected _lightmapTexture: Nullable<BaseTexture>;
  50098. /**
  50099. * The color of a material in ambient lighting.
  50100. */
  50101. protected _ambientColor: Color3;
  50102. /**
  50103. * AKA Diffuse Color in other nomenclature.
  50104. */
  50105. protected _albedoColor: Color3;
  50106. /**
  50107. * AKA Specular Color in other nomenclature.
  50108. */
  50109. protected _reflectivityColor: Color3;
  50110. /**
  50111. * The color applied when light is reflected from a material.
  50112. */
  50113. protected _reflectionColor: Color3;
  50114. /**
  50115. * The color applied when light is emitted from a material.
  50116. */
  50117. protected _emissiveColor: Color3;
  50118. /**
  50119. * AKA Glossiness in other nomenclature.
  50120. */
  50121. protected _microSurface: number;
  50122. /**
  50123. * Specifies that the material will use the light map as a show map.
  50124. */
  50125. protected _useLightmapAsShadowmap: boolean;
  50126. /**
  50127. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50128. * makes the reflect vector face the model (under horizon).
  50129. */
  50130. protected _useHorizonOcclusion: boolean;
  50131. /**
  50132. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50133. * too much the area relying on ambient texture to define their ambient occlusion.
  50134. */
  50135. protected _useRadianceOcclusion: boolean;
  50136. /**
  50137. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50138. */
  50139. protected _useAlphaFromAlbedoTexture: boolean;
  50140. /**
  50141. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50142. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50143. */
  50144. protected _useSpecularOverAlpha: boolean;
  50145. /**
  50146. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50147. */
  50148. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50149. /**
  50150. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50151. */
  50152. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50153. /**
  50154. * Specifies if the metallic texture contains the roughness information in its green channel.
  50155. */
  50156. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50157. /**
  50158. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50159. */
  50160. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50161. /**
  50162. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50163. */
  50164. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50165. /**
  50166. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50167. */
  50168. protected _useAmbientInGrayScale: boolean;
  50169. /**
  50170. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50171. * The material will try to infer what glossiness each pixel should be.
  50172. */
  50173. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50174. /**
  50175. * Defines the falloff type used in this material.
  50176. * It by default is Physical.
  50177. */
  50178. protected _lightFalloff: number;
  50179. /**
  50180. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50181. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50182. */
  50183. protected _useRadianceOverAlpha: boolean;
  50184. /**
  50185. * Allows using an object space normal map (instead of tangent space).
  50186. */
  50187. protected _useObjectSpaceNormalMap: boolean;
  50188. /**
  50189. * Allows using the bump map in parallax mode.
  50190. */
  50191. protected _useParallax: boolean;
  50192. /**
  50193. * Allows using the bump map in parallax occlusion mode.
  50194. */
  50195. protected _useParallaxOcclusion: boolean;
  50196. /**
  50197. * Controls the scale bias of the parallax mode.
  50198. */
  50199. protected _parallaxScaleBias: number;
  50200. /**
  50201. * If sets to true, disables all the lights affecting the material.
  50202. */
  50203. protected _disableLighting: boolean;
  50204. /**
  50205. * Number of Simultaneous lights allowed on the material.
  50206. */
  50207. protected _maxSimultaneousLights: number;
  50208. /**
  50209. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50210. */
  50211. protected _invertNormalMapX: boolean;
  50212. /**
  50213. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50214. */
  50215. protected _invertNormalMapY: boolean;
  50216. /**
  50217. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50218. */
  50219. protected _twoSidedLighting: boolean;
  50220. /**
  50221. * Defines the alpha limits in alpha test mode.
  50222. */
  50223. protected _alphaCutOff: number;
  50224. /**
  50225. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50226. */
  50227. protected _forceAlphaTest: boolean;
  50228. /**
  50229. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50230. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50231. */
  50232. protected _useAlphaFresnel: boolean;
  50233. /**
  50234. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50235. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50236. */
  50237. protected _useLinearAlphaFresnel: boolean;
  50238. /**
  50239. * The transparency mode of the material.
  50240. */
  50241. protected _transparencyMode: Nullable<number>;
  50242. /**
  50243. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50244. * from cos thetav and roughness:
  50245. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50246. */
  50247. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50248. /**
  50249. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50250. */
  50251. protected _forceIrradianceInFragment: boolean;
  50252. /**
  50253. * Force normal to face away from face.
  50254. */
  50255. protected _forceNormalForward: boolean;
  50256. /**
  50257. * Enables specular anti aliasing in the PBR shader.
  50258. * It will both interacts on the Geometry for analytical and IBL lighting.
  50259. * It also prefilter the roughness map based on the bump values.
  50260. */
  50261. protected _enableSpecularAntiAliasing: boolean;
  50262. /**
  50263. * Default configuration related to image processing available in the PBR Material.
  50264. */
  50265. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50266. /**
  50267. * Keep track of the image processing observer to allow dispose and replace.
  50268. */
  50269. private _imageProcessingObserver;
  50270. /**
  50271. * Attaches a new image processing configuration to the PBR Material.
  50272. * @param configuration
  50273. */
  50274. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50275. /**
  50276. * Stores the available render targets.
  50277. */
  50278. private _renderTargets;
  50279. /**
  50280. * Sets the global ambient color for the material used in lighting calculations.
  50281. */
  50282. private _globalAmbientColor;
  50283. /**
  50284. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50285. */
  50286. private _useLogarithmicDepth;
  50287. /**
  50288. * If set to true, no lighting calculations will be applied.
  50289. */
  50290. private _unlit;
  50291. private _debugMode;
  50292. /**
  50293. * @hidden
  50294. * This is reserved for the inspector.
  50295. * Defines the material debug mode.
  50296. * It helps seeing only some components of the material while troubleshooting.
  50297. */
  50298. debugMode: number;
  50299. /**
  50300. * @hidden
  50301. * This is reserved for the inspector.
  50302. * Specify from where on screen the debug mode should start.
  50303. * The value goes from -1 (full screen) to 1 (not visible)
  50304. * It helps with side by side comparison against the final render
  50305. * This defaults to -1
  50306. */
  50307. private debugLimit;
  50308. /**
  50309. * @hidden
  50310. * This is reserved for the inspector.
  50311. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50312. * You can use the factor to better multiply the final value.
  50313. */
  50314. private debugFactor;
  50315. /**
  50316. * Defines the clear coat layer parameters for the material.
  50317. */
  50318. readonly clearCoat: PBRClearCoatConfiguration;
  50319. /**
  50320. * Defines the anisotropic parameters for the material.
  50321. */
  50322. readonly anisotropy: PBRAnisotropicConfiguration;
  50323. /**
  50324. * Defines the BRDF parameters for the material.
  50325. */
  50326. readonly brdf: PBRBRDFConfiguration;
  50327. /**
  50328. * Defines the Sheen parameters for the material.
  50329. */
  50330. readonly sheen: PBRSheenConfiguration;
  50331. /**
  50332. * Defines the SubSurface parameters for the material.
  50333. */
  50334. readonly subSurface: PBRSubSurfaceConfiguration;
  50335. /**
  50336. * Custom callback helping to override the default shader used in the material.
  50337. */
  50338. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50339. protected _rebuildInParallel: boolean;
  50340. /**
  50341. * Instantiates a new PBRMaterial instance.
  50342. *
  50343. * @param name The material name
  50344. * @param scene The scene the material will be use in.
  50345. */
  50346. constructor(name: string, scene: Scene);
  50347. /**
  50348. * Gets a boolean indicating that current material needs to register RTT
  50349. */
  50350. readonly hasRenderTargetTextures: boolean;
  50351. /**
  50352. * Gets the name of the material class.
  50353. */
  50354. getClassName(): string;
  50355. /**
  50356. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50357. */
  50358. /**
  50359. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50360. */
  50361. useLogarithmicDepth: boolean;
  50362. /**
  50363. * Gets the current transparency mode.
  50364. */
  50365. /**
  50366. * Sets the transparency mode of the material.
  50367. *
  50368. * | Value | Type | Description |
  50369. * | ----- | ----------------------------------- | ----------- |
  50370. * | 0 | OPAQUE | |
  50371. * | 1 | ALPHATEST | |
  50372. * | 2 | ALPHABLEND | |
  50373. * | 3 | ALPHATESTANDBLEND | |
  50374. *
  50375. */
  50376. transparencyMode: Nullable<number>;
  50377. /**
  50378. * Returns true if alpha blending should be disabled.
  50379. */
  50380. private readonly _disableAlphaBlending;
  50381. /**
  50382. * Specifies whether or not this material should be rendered in alpha blend mode.
  50383. */
  50384. needAlphaBlending(): boolean;
  50385. /**
  50386. * Specifies if the mesh will require alpha blending.
  50387. * @param mesh - BJS mesh.
  50388. */
  50389. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50390. /**
  50391. * Specifies whether or not this material should be rendered in alpha test mode.
  50392. */
  50393. needAlphaTesting(): boolean;
  50394. /**
  50395. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50396. */
  50397. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50398. /**
  50399. * Gets the texture used for the alpha test.
  50400. */
  50401. getAlphaTestTexture(): Nullable<BaseTexture>;
  50402. /**
  50403. * Specifies that the submesh is ready to be used.
  50404. * @param mesh - BJS mesh.
  50405. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50406. * @param useInstances - Specifies that instances should be used.
  50407. * @returns - boolean indicating that the submesh is ready or not.
  50408. */
  50409. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50410. /**
  50411. * Specifies if the material uses metallic roughness workflow.
  50412. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50413. */
  50414. isMetallicWorkflow(): boolean;
  50415. private _prepareEffect;
  50416. private _prepareDefines;
  50417. /**
  50418. * Force shader compilation
  50419. */
  50420. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50421. /**
  50422. * Initializes the uniform buffer layout for the shader.
  50423. */
  50424. buildUniformLayout(): void;
  50425. /**
  50426. * Unbinds the material from the mesh
  50427. */
  50428. unbind(): void;
  50429. /**
  50430. * Binds the submesh data.
  50431. * @param world - The world matrix.
  50432. * @param mesh - The BJS mesh.
  50433. * @param subMesh - A submesh of the BJS mesh.
  50434. */
  50435. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50436. /**
  50437. * Returns the animatable textures.
  50438. * @returns - Array of animatable textures.
  50439. */
  50440. getAnimatables(): IAnimatable[];
  50441. /**
  50442. * Returns the texture used for reflections.
  50443. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50444. */
  50445. private _getReflectionTexture;
  50446. /**
  50447. * Returns an array of the actively used textures.
  50448. * @returns - Array of BaseTextures
  50449. */
  50450. getActiveTextures(): BaseTexture[];
  50451. /**
  50452. * Checks to see if a texture is used in the material.
  50453. * @param texture - Base texture to use.
  50454. * @returns - Boolean specifying if a texture is used in the material.
  50455. */
  50456. hasTexture(texture: BaseTexture): boolean;
  50457. /**
  50458. * Disposes the resources of the material.
  50459. * @param forceDisposeEffect - Forces the disposal of effects.
  50460. * @param forceDisposeTextures - Forces the disposal of all textures.
  50461. */
  50462. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50463. }
  50464. }
  50465. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50466. import { Nullable } from "babylonjs/types";
  50467. import { Scene } from "babylonjs/scene";
  50468. import { Color3 } from "babylonjs/Maths/math.color";
  50469. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50470. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50471. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50472. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50473. /**
  50474. * The Physically based material of BJS.
  50475. *
  50476. * This offers the main features of a standard PBR material.
  50477. * For more information, please refer to the documentation :
  50478. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50479. */
  50480. export class PBRMaterial extends PBRBaseMaterial {
  50481. /**
  50482. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50483. */
  50484. static readonly PBRMATERIAL_OPAQUE: number;
  50485. /**
  50486. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50487. */
  50488. static readonly PBRMATERIAL_ALPHATEST: number;
  50489. /**
  50490. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50491. */
  50492. static readonly PBRMATERIAL_ALPHABLEND: number;
  50493. /**
  50494. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50495. * They are also discarded below the alpha cutoff threshold to improve performances.
  50496. */
  50497. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50498. /**
  50499. * Defines the default value of how much AO map is occluding the analytical lights
  50500. * (point spot...).
  50501. */
  50502. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50503. /**
  50504. * Intensity of the direct lights e.g. the four lights available in your scene.
  50505. * This impacts both the direct diffuse and specular highlights.
  50506. */
  50507. directIntensity: number;
  50508. /**
  50509. * Intensity of the emissive part of the material.
  50510. * This helps controlling the emissive effect without modifying the emissive color.
  50511. */
  50512. emissiveIntensity: number;
  50513. /**
  50514. * Intensity of the environment e.g. how much the environment will light the object
  50515. * either through harmonics for rough material or through the refelction for shiny ones.
  50516. */
  50517. environmentIntensity: number;
  50518. /**
  50519. * This is a special control allowing the reduction of the specular highlights coming from the
  50520. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50521. */
  50522. specularIntensity: number;
  50523. /**
  50524. * Debug Control allowing disabling the bump map on this material.
  50525. */
  50526. disableBumpMap: boolean;
  50527. /**
  50528. * AKA Diffuse Texture in standard nomenclature.
  50529. */
  50530. albedoTexture: BaseTexture;
  50531. /**
  50532. * AKA Occlusion Texture in other nomenclature.
  50533. */
  50534. ambientTexture: BaseTexture;
  50535. /**
  50536. * AKA Occlusion Texture Intensity in other nomenclature.
  50537. */
  50538. ambientTextureStrength: number;
  50539. /**
  50540. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50541. * 1 means it completely occludes it
  50542. * 0 mean it has no impact
  50543. */
  50544. ambientTextureImpactOnAnalyticalLights: number;
  50545. /**
  50546. * Stores the alpha values in a texture.
  50547. */
  50548. opacityTexture: BaseTexture;
  50549. /**
  50550. * Stores the reflection values in a texture.
  50551. */
  50552. reflectionTexture: Nullable<BaseTexture>;
  50553. /**
  50554. * Stores the emissive values in a texture.
  50555. */
  50556. emissiveTexture: BaseTexture;
  50557. /**
  50558. * AKA Specular texture in other nomenclature.
  50559. */
  50560. reflectivityTexture: BaseTexture;
  50561. /**
  50562. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50563. */
  50564. metallicTexture: BaseTexture;
  50565. /**
  50566. * Specifies the metallic scalar of the metallic/roughness workflow.
  50567. * Can also be used to scale the metalness values of the metallic texture.
  50568. */
  50569. metallic: Nullable<number>;
  50570. /**
  50571. * Specifies the roughness scalar of the metallic/roughness workflow.
  50572. * Can also be used to scale the roughness values of the metallic texture.
  50573. */
  50574. roughness: Nullable<number>;
  50575. /**
  50576. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50577. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50578. */
  50579. microSurfaceTexture: BaseTexture;
  50580. /**
  50581. * Stores surface normal data used to displace a mesh in a texture.
  50582. */
  50583. bumpTexture: BaseTexture;
  50584. /**
  50585. * Stores the pre-calculated light information of a mesh in a texture.
  50586. */
  50587. lightmapTexture: BaseTexture;
  50588. /**
  50589. * Stores the refracted light information in a texture.
  50590. */
  50591. refractionTexture: Nullable<BaseTexture>;
  50592. /**
  50593. * The color of a material in ambient lighting.
  50594. */
  50595. ambientColor: Color3;
  50596. /**
  50597. * AKA Diffuse Color in other nomenclature.
  50598. */
  50599. albedoColor: Color3;
  50600. /**
  50601. * AKA Specular Color in other nomenclature.
  50602. */
  50603. reflectivityColor: Color3;
  50604. /**
  50605. * The color reflected from the material.
  50606. */
  50607. reflectionColor: Color3;
  50608. /**
  50609. * The color emitted from the material.
  50610. */
  50611. emissiveColor: Color3;
  50612. /**
  50613. * AKA Glossiness in other nomenclature.
  50614. */
  50615. microSurface: number;
  50616. /**
  50617. * source material index of refraction (IOR)' / 'destination material IOR.
  50618. */
  50619. indexOfRefraction: number;
  50620. /**
  50621. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50622. */
  50623. invertRefractionY: boolean;
  50624. /**
  50625. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50626. * Materials half opaque for instance using refraction could benefit from this control.
  50627. */
  50628. linkRefractionWithTransparency: boolean;
  50629. /**
  50630. * If true, the light map contains occlusion information instead of lighting info.
  50631. */
  50632. useLightmapAsShadowmap: boolean;
  50633. /**
  50634. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50635. */
  50636. useAlphaFromAlbedoTexture: boolean;
  50637. /**
  50638. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50639. */
  50640. forceAlphaTest: boolean;
  50641. /**
  50642. * Defines the alpha limits in alpha test mode.
  50643. */
  50644. alphaCutOff: number;
  50645. /**
  50646. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  50647. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50648. */
  50649. useSpecularOverAlpha: boolean;
  50650. /**
  50651. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50652. */
  50653. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50654. /**
  50655. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50656. */
  50657. useRoughnessFromMetallicTextureAlpha: boolean;
  50658. /**
  50659. * Specifies if the metallic texture contains the roughness information in its green channel.
  50660. */
  50661. useRoughnessFromMetallicTextureGreen: boolean;
  50662. /**
  50663. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50664. */
  50665. useMetallnessFromMetallicTextureBlue: boolean;
  50666. /**
  50667. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50668. */
  50669. useAmbientOcclusionFromMetallicTextureRed: boolean;
  50670. /**
  50671. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50672. */
  50673. useAmbientInGrayScale: boolean;
  50674. /**
  50675. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50676. * The material will try to infer what glossiness each pixel should be.
  50677. */
  50678. useAutoMicroSurfaceFromReflectivityMap: boolean;
  50679. /**
  50680. * BJS is using an harcoded light falloff based on a manually sets up range.
  50681. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50682. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50683. */
  50684. /**
  50685. * BJS is using an harcoded light falloff based on a manually sets up range.
  50686. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50687. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50688. */
  50689. usePhysicalLightFalloff: boolean;
  50690. /**
  50691. * In order to support the falloff compatibility with gltf, a special mode has been added
  50692. * to reproduce the gltf light falloff.
  50693. */
  50694. /**
  50695. * In order to support the falloff compatibility with gltf, a special mode has been added
  50696. * to reproduce the gltf light falloff.
  50697. */
  50698. useGLTFLightFalloff: boolean;
  50699. /**
  50700. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50701. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50702. */
  50703. useRadianceOverAlpha: boolean;
  50704. /**
  50705. * Allows using an object space normal map (instead of tangent space).
  50706. */
  50707. useObjectSpaceNormalMap: boolean;
  50708. /**
  50709. * Allows using the bump map in parallax mode.
  50710. */
  50711. useParallax: boolean;
  50712. /**
  50713. * Allows using the bump map in parallax occlusion mode.
  50714. */
  50715. useParallaxOcclusion: boolean;
  50716. /**
  50717. * Controls the scale bias of the parallax mode.
  50718. */
  50719. parallaxScaleBias: number;
  50720. /**
  50721. * If sets to true, disables all the lights affecting the material.
  50722. */
  50723. disableLighting: boolean;
  50724. /**
  50725. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50726. */
  50727. forceIrradianceInFragment: boolean;
  50728. /**
  50729. * Number of Simultaneous lights allowed on the material.
  50730. */
  50731. maxSimultaneousLights: number;
  50732. /**
  50733. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  50734. */
  50735. invertNormalMapX: boolean;
  50736. /**
  50737. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  50738. */
  50739. invertNormalMapY: boolean;
  50740. /**
  50741. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50742. */
  50743. twoSidedLighting: boolean;
  50744. /**
  50745. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50746. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50747. */
  50748. useAlphaFresnel: boolean;
  50749. /**
  50750. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50751. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50752. */
  50753. useLinearAlphaFresnel: boolean;
  50754. /**
  50755. * Let user defines the brdf lookup texture used for IBL.
  50756. * A default 8bit version is embedded but you could point at :
  50757. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  50758. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  50759. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  50760. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  50761. */
  50762. environmentBRDFTexture: Nullable<BaseTexture>;
  50763. /**
  50764. * Force normal to face away from face.
  50765. */
  50766. forceNormalForward: boolean;
  50767. /**
  50768. * Enables specular anti aliasing in the PBR shader.
  50769. * It will both interacts on the Geometry for analytical and IBL lighting.
  50770. * It also prefilter the roughness map based on the bump values.
  50771. */
  50772. enableSpecularAntiAliasing: boolean;
  50773. /**
  50774. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50775. * makes the reflect vector face the model (under horizon).
  50776. */
  50777. useHorizonOcclusion: boolean;
  50778. /**
  50779. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50780. * too much the area relying on ambient texture to define their ambient occlusion.
  50781. */
  50782. useRadianceOcclusion: boolean;
  50783. /**
  50784. * If set to true, no lighting calculations will be applied.
  50785. */
  50786. unlit: boolean;
  50787. /**
  50788. * Gets the image processing configuration used either in this material.
  50789. */
  50790. /**
  50791. * Sets the Default image processing configuration used either in the this material.
  50792. *
  50793. * If sets to null, the scene one is in use.
  50794. */
  50795. imageProcessingConfiguration: ImageProcessingConfiguration;
  50796. /**
  50797. * Gets wether the color curves effect is enabled.
  50798. */
  50799. /**
  50800. * Sets wether the color curves effect is enabled.
  50801. */
  50802. cameraColorCurvesEnabled: boolean;
  50803. /**
  50804. * Gets wether the color grading effect is enabled.
  50805. */
  50806. /**
  50807. * Gets wether the color grading effect is enabled.
  50808. */
  50809. cameraColorGradingEnabled: boolean;
  50810. /**
  50811. * Gets wether tonemapping is enabled or not.
  50812. */
  50813. /**
  50814. * Sets wether tonemapping is enabled or not
  50815. */
  50816. cameraToneMappingEnabled: boolean;
  50817. /**
  50818. * The camera exposure used on this material.
  50819. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50820. * This corresponds to a photographic exposure.
  50821. */
  50822. /**
  50823. * The camera exposure used on this material.
  50824. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  50825. * This corresponds to a photographic exposure.
  50826. */
  50827. cameraExposure: number;
  50828. /**
  50829. * Gets The camera contrast used on this material.
  50830. */
  50831. /**
  50832. * Sets The camera contrast used on this material.
  50833. */
  50834. cameraContrast: number;
  50835. /**
  50836. * Gets the Color Grading 2D Lookup Texture.
  50837. */
  50838. /**
  50839. * Sets the Color Grading 2D Lookup Texture.
  50840. */
  50841. cameraColorGradingTexture: Nullable<BaseTexture>;
  50842. /**
  50843. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50844. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50845. * 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;
  50846. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50847. */
  50848. /**
  50849. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  50850. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  50851. * 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;
  50852. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  50853. */
  50854. cameraColorCurves: Nullable<ColorCurves>;
  50855. /**
  50856. * Instantiates a new PBRMaterial instance.
  50857. *
  50858. * @param name The material name
  50859. * @param scene The scene the material will be use in.
  50860. */
  50861. constructor(name: string, scene: Scene);
  50862. /**
  50863. * Returns the name of this material class.
  50864. */
  50865. getClassName(): string;
  50866. /**
  50867. * Makes a duplicate of the current material.
  50868. * @param name - name to use for the new material.
  50869. */
  50870. clone(name: string): PBRMaterial;
  50871. /**
  50872. * Serializes this PBR Material.
  50873. * @returns - An object with the serialized material.
  50874. */
  50875. serialize(): any;
  50876. /**
  50877. * Parses a PBR Material from a serialized object.
  50878. * @param source - Serialized object.
  50879. * @param scene - BJS scene instance.
  50880. * @param rootUrl - url for the scene object
  50881. * @returns - PBRMaterial
  50882. */
  50883. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  50884. }
  50885. }
  50886. declare module "babylonjs/Misc/dds" {
  50887. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  50888. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50889. import { Nullable } from "babylonjs/types";
  50890. import { Scene } from "babylonjs/scene";
  50891. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  50892. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  50893. /**
  50894. * Direct draw surface info
  50895. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  50896. */
  50897. export interface DDSInfo {
  50898. /**
  50899. * Width of the texture
  50900. */
  50901. width: number;
  50902. /**
  50903. * Width of the texture
  50904. */
  50905. height: number;
  50906. /**
  50907. * Number of Mipmaps for the texture
  50908. * @see https://en.wikipedia.org/wiki/Mipmap
  50909. */
  50910. mipmapCount: number;
  50911. /**
  50912. * If the textures format is a known fourCC format
  50913. * @see https://www.fourcc.org/
  50914. */
  50915. isFourCC: boolean;
  50916. /**
  50917. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  50918. */
  50919. isRGB: boolean;
  50920. /**
  50921. * If the texture is a lumincance format
  50922. */
  50923. isLuminance: boolean;
  50924. /**
  50925. * If this is a cube texture
  50926. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50927. */
  50928. isCube: boolean;
  50929. /**
  50930. * If the texture is a compressed format eg. FOURCC_DXT1
  50931. */
  50932. isCompressed: boolean;
  50933. /**
  50934. * The dxgiFormat of the texture
  50935. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50936. */
  50937. dxgiFormat: number;
  50938. /**
  50939. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50940. */
  50941. textureType: number;
  50942. /**
  50943. * Sphericle polynomial created for the dds texture
  50944. */
  50945. sphericalPolynomial?: SphericalPolynomial;
  50946. }
  50947. /**
  50948. * Class used to provide DDS decompression tools
  50949. */
  50950. export class DDSTools {
  50951. /**
  50952. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50953. */
  50954. static StoreLODInAlphaChannel: boolean;
  50955. /**
  50956. * Gets DDS information from an array buffer
  50957. * @param arrayBuffer defines the array buffer to read data from
  50958. * @returns the DDS information
  50959. */
  50960. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50961. private static _FloatView;
  50962. private static _Int32View;
  50963. private static _ToHalfFloat;
  50964. private static _FromHalfFloat;
  50965. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50966. private static _GetHalfFloatRGBAArrayBuffer;
  50967. private static _GetFloatRGBAArrayBuffer;
  50968. private static _GetFloatAsUIntRGBAArrayBuffer;
  50969. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50970. private static _GetRGBAArrayBuffer;
  50971. private static _ExtractLongWordOrder;
  50972. private static _GetRGBArrayBuffer;
  50973. private static _GetLuminanceArrayBuffer;
  50974. /**
  50975. * Uploads DDS Levels to a Babylon Texture
  50976. * @hidden
  50977. */
  50978. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50979. }
  50980. module "babylonjs/Engines/thinEngine" {
  50981. interface ThinEngine {
  50982. /**
  50983. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50984. * @param rootUrl defines the url where the file to load is located
  50985. * @param scene defines the current scene
  50986. * @param lodScale defines scale to apply to the mip map selection
  50987. * @param lodOffset defines offset to apply to the mip map selection
  50988. * @param onLoad defines an optional callback raised when the texture is loaded
  50989. * @param onError defines an optional callback raised if there is an issue to load the texture
  50990. * @param format defines the format of the data
  50991. * @param forcedExtension defines the extension to use to pick the right loader
  50992. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50993. * @returns the cube texture as an InternalTexture
  50994. */
  50995. 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;
  50996. }
  50997. }
  50998. }
  50999. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51000. import { Nullable } from "babylonjs/types";
  51001. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51002. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51003. /**
  51004. * Implementation of the DDS Texture Loader.
  51005. * @hidden
  51006. */
  51007. export class _DDSTextureLoader implements IInternalTextureLoader {
  51008. /**
  51009. * Defines wether the loader supports cascade loading the different faces.
  51010. */
  51011. readonly supportCascades: boolean;
  51012. /**
  51013. * This returns if the loader support the current file information.
  51014. * @param extension defines the file extension of the file being loaded
  51015. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51016. * @param fallback defines the fallback internal texture if any
  51017. * @param isBase64 defines whether the texture is encoded as a base64
  51018. * @param isBuffer defines whether the texture data are stored as a buffer
  51019. * @returns true if the loader can load the specified file
  51020. */
  51021. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51022. /**
  51023. * Transform the url before loading if required.
  51024. * @param rootUrl the url of the texture
  51025. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51026. * @returns the transformed texture
  51027. */
  51028. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51029. /**
  51030. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51031. * @param rootUrl the url of the texture
  51032. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51033. * @returns the fallback texture
  51034. */
  51035. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51036. /**
  51037. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51038. * @param data contains the texture data
  51039. * @param texture defines the BabylonJS internal texture
  51040. * @param createPolynomials will be true if polynomials have been requested
  51041. * @param onLoad defines the callback to trigger once the texture is ready
  51042. * @param onError defines the callback to trigger in case of error
  51043. */
  51044. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51045. /**
  51046. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51047. * @param data contains the texture data
  51048. * @param texture defines the BabylonJS internal texture
  51049. * @param callback defines the method to call once ready to upload
  51050. */
  51051. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51052. }
  51053. }
  51054. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51055. import { Nullable } from "babylonjs/types";
  51056. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51057. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51058. /**
  51059. * Implementation of the ENV Texture Loader.
  51060. * @hidden
  51061. */
  51062. export class _ENVTextureLoader implements IInternalTextureLoader {
  51063. /**
  51064. * Defines wether the loader supports cascade loading the different faces.
  51065. */
  51066. readonly supportCascades: boolean;
  51067. /**
  51068. * This returns if the loader support the current file information.
  51069. * @param extension defines the file extension of the file being loaded
  51070. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51071. * @param fallback defines the fallback internal texture if any
  51072. * @param isBase64 defines whether the texture is encoded as a base64
  51073. * @param isBuffer defines whether the texture data are stored as a buffer
  51074. * @returns true if the loader can load the specified file
  51075. */
  51076. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51077. /**
  51078. * Transform the url before loading if required.
  51079. * @param rootUrl the url of the texture
  51080. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51081. * @returns the transformed texture
  51082. */
  51083. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51084. /**
  51085. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51086. * @param rootUrl the url of the texture
  51087. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51088. * @returns the fallback texture
  51089. */
  51090. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51091. /**
  51092. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51093. * @param data contains the texture data
  51094. * @param texture defines the BabylonJS internal texture
  51095. * @param createPolynomials will be true if polynomials have been requested
  51096. * @param onLoad defines the callback to trigger once the texture is ready
  51097. * @param onError defines the callback to trigger in case of error
  51098. */
  51099. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51100. /**
  51101. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51102. * @param data contains the texture data
  51103. * @param texture defines the BabylonJS internal texture
  51104. * @param callback defines the method to call once ready to upload
  51105. */
  51106. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51107. }
  51108. }
  51109. declare module "babylonjs/Misc/khronosTextureContainer" {
  51110. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51111. /**
  51112. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51113. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51114. */
  51115. export class KhronosTextureContainer {
  51116. /** contents of the KTX container file */
  51117. arrayBuffer: any;
  51118. private static HEADER_LEN;
  51119. private static COMPRESSED_2D;
  51120. private static COMPRESSED_3D;
  51121. private static TEX_2D;
  51122. private static TEX_3D;
  51123. /**
  51124. * Gets the openGL type
  51125. */
  51126. glType: number;
  51127. /**
  51128. * Gets the openGL type size
  51129. */
  51130. glTypeSize: number;
  51131. /**
  51132. * Gets the openGL format
  51133. */
  51134. glFormat: number;
  51135. /**
  51136. * Gets the openGL internal format
  51137. */
  51138. glInternalFormat: number;
  51139. /**
  51140. * Gets the base internal format
  51141. */
  51142. glBaseInternalFormat: number;
  51143. /**
  51144. * Gets image width in pixel
  51145. */
  51146. pixelWidth: number;
  51147. /**
  51148. * Gets image height in pixel
  51149. */
  51150. pixelHeight: number;
  51151. /**
  51152. * Gets image depth in pixels
  51153. */
  51154. pixelDepth: number;
  51155. /**
  51156. * Gets the number of array elements
  51157. */
  51158. numberOfArrayElements: number;
  51159. /**
  51160. * Gets the number of faces
  51161. */
  51162. numberOfFaces: number;
  51163. /**
  51164. * Gets the number of mipmap levels
  51165. */
  51166. numberOfMipmapLevels: number;
  51167. /**
  51168. * Gets the bytes of key value data
  51169. */
  51170. bytesOfKeyValueData: number;
  51171. /**
  51172. * Gets the load type
  51173. */
  51174. loadType: number;
  51175. /**
  51176. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51177. */
  51178. isInvalid: boolean;
  51179. /**
  51180. * Creates a new KhronosTextureContainer
  51181. * @param arrayBuffer contents of the KTX container file
  51182. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51183. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51184. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51185. */
  51186. constructor(
  51187. /** contents of the KTX container file */
  51188. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51189. /**
  51190. * Uploads KTX content to a Babylon Texture.
  51191. * It is assumed that the texture has already been created & is currently bound
  51192. * @hidden
  51193. */
  51194. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51195. private _upload2DCompressedLevels;
  51196. }
  51197. }
  51198. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51199. import { Nullable } from "babylonjs/types";
  51200. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51201. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51202. /**
  51203. * Implementation of the KTX Texture Loader.
  51204. * @hidden
  51205. */
  51206. export class _KTXTextureLoader implements IInternalTextureLoader {
  51207. /**
  51208. * Defines wether the loader supports cascade loading the different faces.
  51209. */
  51210. readonly supportCascades: boolean;
  51211. /**
  51212. * This returns if the loader support the current file information.
  51213. * @param extension defines the file extension of the file being loaded
  51214. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51215. * @param fallback defines the fallback internal texture if any
  51216. * @param isBase64 defines whether the texture is encoded as a base64
  51217. * @param isBuffer defines whether the texture data are stored as a buffer
  51218. * @returns true if the loader can load the specified file
  51219. */
  51220. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51221. /**
  51222. * Transform the url before loading if required.
  51223. * @param rootUrl the url of the texture
  51224. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51225. * @returns the transformed texture
  51226. */
  51227. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51228. /**
  51229. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51230. * @param rootUrl the url of the texture
  51231. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51232. * @returns the fallback texture
  51233. */
  51234. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51235. /**
  51236. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51237. * @param data contains the texture data
  51238. * @param texture defines the BabylonJS internal texture
  51239. * @param createPolynomials will be true if polynomials have been requested
  51240. * @param onLoad defines the callback to trigger once the texture is ready
  51241. * @param onError defines the callback to trigger in case of error
  51242. */
  51243. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51244. /**
  51245. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51246. * @param data contains the texture data
  51247. * @param texture defines the BabylonJS internal texture
  51248. * @param callback defines the method to call once ready to upload
  51249. */
  51250. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51251. }
  51252. }
  51253. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  51254. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  51255. import { Scene } from "babylonjs/scene";
  51256. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  51257. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  51258. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  51259. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  51260. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  51261. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  51262. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51263. /**
  51264. * Options for the default xr helper
  51265. */
  51266. export class WebXRDefaultExperienceOptions {
  51267. /**
  51268. * Floor meshes that should be used for teleporting
  51269. */
  51270. floorMeshes: Array<AbstractMesh>;
  51271. /**
  51272. * Enable or disable default UI to enter XR
  51273. */
  51274. disableDefaultUI: boolean;
  51275. }
  51276. /**
  51277. * Default experience which provides a similar setup to the previous webVRExperience
  51278. */
  51279. export class WebXRDefaultExperience {
  51280. /**
  51281. * Base experience
  51282. */
  51283. baseExperience: WebXRExperienceHelper;
  51284. /**
  51285. * Input experience extension
  51286. */
  51287. input: WebXRInput;
  51288. /**
  51289. * Loads the controller models
  51290. */
  51291. controllerModelLoader: WebXRControllerModelLoader;
  51292. /**
  51293. * Enables laser pointer and selection
  51294. */
  51295. pointerSelection: WebXRControllerPointerSelection;
  51296. /**
  51297. * Enables teleportation
  51298. */
  51299. teleportation: WebXRControllerTeleportation;
  51300. /**
  51301. * Enables ui for enetering/exiting xr
  51302. */
  51303. enterExitUI: WebXREnterExitUI;
  51304. /**
  51305. * Default target xr should render to
  51306. */
  51307. renderTarget: WebXRRenderTarget;
  51308. /**
  51309. * Creates the default xr experience
  51310. * @param scene scene
  51311. * @param options options for basic configuration
  51312. * @returns resulting WebXRDefaultExperience
  51313. */
  51314. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51315. private constructor();
  51316. /**
  51317. * DIsposes of the experience helper
  51318. */
  51319. dispose(): void;
  51320. }
  51321. }
  51322. declare module "babylonjs/Helpers/sceneHelpers" {
  51323. import { Nullable } from "babylonjs/types";
  51324. import { Mesh } from "babylonjs/Meshes/mesh";
  51325. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51326. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51327. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51328. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51329. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51330. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51331. import "babylonjs/Meshes/Builders/boxBuilder";
  51332. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51333. /** @hidden */
  51334. export var _forceSceneHelpersToBundle: boolean;
  51335. module "babylonjs/scene" {
  51336. interface Scene {
  51337. /**
  51338. * Creates a default light for the scene.
  51339. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51340. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51341. */
  51342. createDefaultLight(replace?: boolean): void;
  51343. /**
  51344. * Creates a default camera for the scene.
  51345. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51346. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51347. * @param replace has default false, when true replaces the active camera in the scene
  51348. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51349. */
  51350. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51351. /**
  51352. * Creates a default camera and a default light.
  51353. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51354. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51355. * @param replace has the default false, when true replaces the active camera/light in the scene
  51356. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51357. */
  51358. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51359. /**
  51360. * Creates a new sky box
  51361. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51362. * @param environmentTexture defines the texture to use as environment texture
  51363. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51364. * @param scale defines the overall scale of the skybox
  51365. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51366. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51367. * @returns a new mesh holding the sky box
  51368. */
  51369. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51370. /**
  51371. * Creates a new environment
  51372. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51373. * @param options defines the options you can use to configure the environment
  51374. * @returns the new EnvironmentHelper
  51375. */
  51376. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51377. /**
  51378. * Creates a new VREXperienceHelper
  51379. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51380. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51381. * @returns a new VREXperienceHelper
  51382. */
  51383. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51384. /**
  51385. * Creates a new WebXRDefaultExperience
  51386. * @see http://doc.babylonjs.com/how_to/webxr
  51387. * @param options experience options
  51388. * @returns a promise for a new WebXRDefaultExperience
  51389. */
  51390. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51391. }
  51392. }
  51393. }
  51394. declare module "babylonjs/Helpers/videoDome" {
  51395. import { Scene } from "babylonjs/scene";
  51396. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51397. import { Mesh } from "babylonjs/Meshes/mesh";
  51398. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51399. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51400. import "babylonjs/Meshes/Builders/sphereBuilder";
  51401. /**
  51402. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51403. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51404. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51405. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51406. */
  51407. export class VideoDome extends TransformNode {
  51408. /**
  51409. * Define the video source as a Monoscopic panoramic 360 video.
  51410. */
  51411. static readonly MODE_MONOSCOPIC: number;
  51412. /**
  51413. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51414. */
  51415. static readonly MODE_TOPBOTTOM: number;
  51416. /**
  51417. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51418. */
  51419. static readonly MODE_SIDEBYSIDE: number;
  51420. private _halfDome;
  51421. private _useDirectMapping;
  51422. /**
  51423. * The video texture being displayed on the sphere
  51424. */
  51425. protected _videoTexture: VideoTexture;
  51426. /**
  51427. * Gets the video texture being displayed on the sphere
  51428. */
  51429. readonly videoTexture: VideoTexture;
  51430. /**
  51431. * The skybox material
  51432. */
  51433. protected _material: BackgroundMaterial;
  51434. /**
  51435. * The surface used for the skybox
  51436. */
  51437. protected _mesh: Mesh;
  51438. /**
  51439. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51440. */
  51441. private _halfDomeMask;
  51442. /**
  51443. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51444. * Also see the options.resolution property.
  51445. */
  51446. fovMultiplier: number;
  51447. private _videoMode;
  51448. /**
  51449. * Gets or set the current video mode for the video. It can be:
  51450. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51451. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51452. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51453. */
  51454. videoMode: number;
  51455. /**
  51456. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51457. *
  51458. */
  51459. /**
  51460. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51461. */
  51462. halfDome: boolean;
  51463. /**
  51464. * Oberserver used in Stereoscopic VR Mode.
  51465. */
  51466. private _onBeforeCameraRenderObserver;
  51467. /**
  51468. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51469. * @param name Element's name, child elements will append suffixes for their own names.
  51470. * @param urlsOrVideo defines the url(s) or the video element to use
  51471. * @param options An object containing optional or exposed sub element properties
  51472. */
  51473. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51474. resolution?: number;
  51475. clickToPlay?: boolean;
  51476. autoPlay?: boolean;
  51477. loop?: boolean;
  51478. size?: number;
  51479. poster?: string;
  51480. faceForward?: boolean;
  51481. useDirectMapping?: boolean;
  51482. halfDomeMode?: boolean;
  51483. }, scene: Scene);
  51484. private _changeVideoMode;
  51485. /**
  51486. * Releases resources associated with this node.
  51487. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51488. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51489. */
  51490. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51491. }
  51492. }
  51493. declare module "babylonjs/Helpers/index" {
  51494. export * from "babylonjs/Helpers/environmentHelper";
  51495. export * from "babylonjs/Helpers/photoDome";
  51496. export * from "babylonjs/Helpers/sceneHelpers";
  51497. export * from "babylonjs/Helpers/videoDome";
  51498. }
  51499. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51500. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51501. import { IDisposable } from "babylonjs/scene";
  51502. import { Engine } from "babylonjs/Engines/engine";
  51503. /**
  51504. * This class can be used to get instrumentation data from a Babylon engine
  51505. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51506. */
  51507. export class EngineInstrumentation implements IDisposable {
  51508. /**
  51509. * Define the instrumented engine.
  51510. */
  51511. engine: Engine;
  51512. private _captureGPUFrameTime;
  51513. private _gpuFrameTimeToken;
  51514. private _gpuFrameTime;
  51515. private _captureShaderCompilationTime;
  51516. private _shaderCompilationTime;
  51517. private _onBeginFrameObserver;
  51518. private _onEndFrameObserver;
  51519. private _onBeforeShaderCompilationObserver;
  51520. private _onAfterShaderCompilationObserver;
  51521. /**
  51522. * Gets the perf counter used for GPU frame time
  51523. */
  51524. readonly gpuFrameTimeCounter: PerfCounter;
  51525. /**
  51526. * Gets the GPU frame time capture status
  51527. */
  51528. /**
  51529. * Enable or disable the GPU frame time capture
  51530. */
  51531. captureGPUFrameTime: boolean;
  51532. /**
  51533. * Gets the perf counter used for shader compilation time
  51534. */
  51535. readonly shaderCompilationTimeCounter: PerfCounter;
  51536. /**
  51537. * Gets the shader compilation time capture status
  51538. */
  51539. /**
  51540. * Enable or disable the shader compilation time capture
  51541. */
  51542. captureShaderCompilationTime: boolean;
  51543. /**
  51544. * Instantiates a new engine instrumentation.
  51545. * This class can be used to get instrumentation data from a Babylon engine
  51546. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51547. * @param engine Defines the engine to instrument
  51548. */
  51549. constructor(
  51550. /**
  51551. * Define the instrumented engine.
  51552. */
  51553. engine: Engine);
  51554. /**
  51555. * Dispose and release associated resources.
  51556. */
  51557. dispose(): void;
  51558. }
  51559. }
  51560. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51561. import { Scene, IDisposable } from "babylonjs/scene";
  51562. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51563. /**
  51564. * This class can be used to get instrumentation data from a Babylon engine
  51565. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51566. */
  51567. export class SceneInstrumentation implements IDisposable {
  51568. /**
  51569. * Defines the scene to instrument
  51570. */
  51571. scene: Scene;
  51572. private _captureActiveMeshesEvaluationTime;
  51573. private _activeMeshesEvaluationTime;
  51574. private _captureRenderTargetsRenderTime;
  51575. private _renderTargetsRenderTime;
  51576. private _captureFrameTime;
  51577. private _frameTime;
  51578. private _captureRenderTime;
  51579. private _renderTime;
  51580. private _captureInterFrameTime;
  51581. private _interFrameTime;
  51582. private _captureParticlesRenderTime;
  51583. private _particlesRenderTime;
  51584. private _captureSpritesRenderTime;
  51585. private _spritesRenderTime;
  51586. private _capturePhysicsTime;
  51587. private _physicsTime;
  51588. private _captureAnimationsTime;
  51589. private _animationsTime;
  51590. private _captureCameraRenderTime;
  51591. private _cameraRenderTime;
  51592. private _onBeforeActiveMeshesEvaluationObserver;
  51593. private _onAfterActiveMeshesEvaluationObserver;
  51594. private _onBeforeRenderTargetsRenderObserver;
  51595. private _onAfterRenderTargetsRenderObserver;
  51596. private _onAfterRenderObserver;
  51597. private _onBeforeDrawPhaseObserver;
  51598. private _onAfterDrawPhaseObserver;
  51599. private _onBeforeAnimationsObserver;
  51600. private _onBeforeParticlesRenderingObserver;
  51601. private _onAfterParticlesRenderingObserver;
  51602. private _onBeforeSpritesRenderingObserver;
  51603. private _onAfterSpritesRenderingObserver;
  51604. private _onBeforePhysicsObserver;
  51605. private _onAfterPhysicsObserver;
  51606. private _onAfterAnimationsObserver;
  51607. private _onBeforeCameraRenderObserver;
  51608. private _onAfterCameraRenderObserver;
  51609. /**
  51610. * Gets the perf counter used for active meshes evaluation time
  51611. */
  51612. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  51613. /**
  51614. * Gets the active meshes evaluation time capture status
  51615. */
  51616. /**
  51617. * Enable or disable the active meshes evaluation time capture
  51618. */
  51619. captureActiveMeshesEvaluationTime: boolean;
  51620. /**
  51621. * Gets the perf counter used for render targets render time
  51622. */
  51623. readonly renderTargetsRenderTimeCounter: PerfCounter;
  51624. /**
  51625. * Gets the render targets render time capture status
  51626. */
  51627. /**
  51628. * Enable or disable the render targets render time capture
  51629. */
  51630. captureRenderTargetsRenderTime: boolean;
  51631. /**
  51632. * Gets the perf counter used for particles render time
  51633. */
  51634. readonly particlesRenderTimeCounter: PerfCounter;
  51635. /**
  51636. * Gets the particles render time capture status
  51637. */
  51638. /**
  51639. * Enable or disable the particles render time capture
  51640. */
  51641. captureParticlesRenderTime: boolean;
  51642. /**
  51643. * Gets the perf counter used for sprites render time
  51644. */
  51645. readonly spritesRenderTimeCounter: PerfCounter;
  51646. /**
  51647. * Gets the sprites render time capture status
  51648. */
  51649. /**
  51650. * Enable or disable the sprites render time capture
  51651. */
  51652. captureSpritesRenderTime: boolean;
  51653. /**
  51654. * Gets the perf counter used for physics time
  51655. */
  51656. readonly physicsTimeCounter: PerfCounter;
  51657. /**
  51658. * Gets the physics time capture status
  51659. */
  51660. /**
  51661. * Enable or disable the physics time capture
  51662. */
  51663. capturePhysicsTime: boolean;
  51664. /**
  51665. * Gets the perf counter used for animations time
  51666. */
  51667. readonly animationsTimeCounter: PerfCounter;
  51668. /**
  51669. * Gets the animations time capture status
  51670. */
  51671. /**
  51672. * Enable or disable the animations time capture
  51673. */
  51674. captureAnimationsTime: boolean;
  51675. /**
  51676. * Gets the perf counter used for frame time capture
  51677. */
  51678. readonly frameTimeCounter: PerfCounter;
  51679. /**
  51680. * Gets the frame time capture status
  51681. */
  51682. /**
  51683. * Enable or disable the frame time capture
  51684. */
  51685. captureFrameTime: boolean;
  51686. /**
  51687. * Gets the perf counter used for inter-frames time capture
  51688. */
  51689. readonly interFrameTimeCounter: PerfCounter;
  51690. /**
  51691. * Gets the inter-frames time capture status
  51692. */
  51693. /**
  51694. * Enable or disable the inter-frames time capture
  51695. */
  51696. captureInterFrameTime: boolean;
  51697. /**
  51698. * Gets the perf counter used for render time capture
  51699. */
  51700. readonly renderTimeCounter: PerfCounter;
  51701. /**
  51702. * Gets the render time capture status
  51703. */
  51704. /**
  51705. * Enable or disable the render time capture
  51706. */
  51707. captureRenderTime: boolean;
  51708. /**
  51709. * Gets the perf counter used for camera render time capture
  51710. */
  51711. readonly cameraRenderTimeCounter: PerfCounter;
  51712. /**
  51713. * Gets the camera render time capture status
  51714. */
  51715. /**
  51716. * Enable or disable the camera render time capture
  51717. */
  51718. captureCameraRenderTime: boolean;
  51719. /**
  51720. * Gets the perf counter used for draw calls
  51721. */
  51722. readonly drawCallsCounter: PerfCounter;
  51723. /**
  51724. * Instantiates a new scene instrumentation.
  51725. * This class can be used to get instrumentation data from a Babylon engine
  51726. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51727. * @param scene Defines the scene to instrument
  51728. */
  51729. constructor(
  51730. /**
  51731. * Defines the scene to instrument
  51732. */
  51733. scene: Scene);
  51734. /**
  51735. * Dispose and release associated resources.
  51736. */
  51737. dispose(): void;
  51738. }
  51739. }
  51740. declare module "babylonjs/Instrumentation/index" {
  51741. export * from "babylonjs/Instrumentation/engineInstrumentation";
  51742. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  51743. export * from "babylonjs/Instrumentation/timeToken";
  51744. }
  51745. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  51746. /** @hidden */
  51747. export var glowMapGenerationPixelShader: {
  51748. name: string;
  51749. shader: string;
  51750. };
  51751. }
  51752. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  51753. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  51754. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  51755. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  51756. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  51757. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  51758. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  51759. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  51760. /** @hidden */
  51761. export var glowMapGenerationVertexShader: {
  51762. name: string;
  51763. shader: string;
  51764. };
  51765. }
  51766. declare module "babylonjs/Layers/effectLayer" {
  51767. import { Observable } from "babylonjs/Misc/observable";
  51768. import { Nullable } from "babylonjs/types";
  51769. import { Camera } from "babylonjs/Cameras/camera";
  51770. import { Scene } from "babylonjs/scene";
  51771. import { ISize } from "babylonjs/Maths/math.size";
  51772. import { Color4 } from "babylonjs/Maths/math.color";
  51773. import { Engine } from "babylonjs/Engines/engine";
  51774. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51775. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51776. import { Mesh } from "babylonjs/Meshes/mesh";
  51777. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  51778. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51779. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51780. import { Effect } from "babylonjs/Materials/effect";
  51781. import { Material } from "babylonjs/Materials/material";
  51782. import "babylonjs/Shaders/glowMapGeneration.fragment";
  51783. import "babylonjs/Shaders/glowMapGeneration.vertex";
  51784. /**
  51785. * Effect layer options. This helps customizing the behaviour
  51786. * of the effect layer.
  51787. */
  51788. export interface IEffectLayerOptions {
  51789. /**
  51790. * Multiplication factor apply to the canvas size to compute the render target size
  51791. * used to generated the objects (the smaller the faster).
  51792. */
  51793. mainTextureRatio: number;
  51794. /**
  51795. * Enforces a fixed size texture to ensure effect stability across devices.
  51796. */
  51797. mainTextureFixedSize?: number;
  51798. /**
  51799. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  51800. */
  51801. alphaBlendingMode: number;
  51802. /**
  51803. * The camera attached to the layer.
  51804. */
  51805. camera: Nullable<Camera>;
  51806. /**
  51807. * The rendering group to draw the layer in.
  51808. */
  51809. renderingGroupId: number;
  51810. }
  51811. /**
  51812. * The effect layer Helps adding post process effect blended with the main pass.
  51813. *
  51814. * This can be for instance use to generate glow or higlight effects on the scene.
  51815. *
  51816. * The effect layer class can not be used directly and is intented to inherited from to be
  51817. * customized per effects.
  51818. */
  51819. export abstract class EffectLayer {
  51820. private _vertexBuffers;
  51821. private _indexBuffer;
  51822. private _cachedDefines;
  51823. private _effectLayerMapGenerationEffect;
  51824. private _effectLayerOptions;
  51825. private _mergeEffect;
  51826. protected _scene: Scene;
  51827. protected _engine: Engine;
  51828. protected _maxSize: number;
  51829. protected _mainTextureDesiredSize: ISize;
  51830. protected _mainTexture: RenderTargetTexture;
  51831. protected _shouldRender: boolean;
  51832. protected _postProcesses: PostProcess[];
  51833. protected _textures: BaseTexture[];
  51834. protected _emissiveTextureAndColor: {
  51835. texture: Nullable<BaseTexture>;
  51836. color: Color4;
  51837. };
  51838. /**
  51839. * The name of the layer
  51840. */
  51841. name: string;
  51842. /**
  51843. * The clear color of the texture used to generate the glow map.
  51844. */
  51845. neutralColor: Color4;
  51846. /**
  51847. * Specifies wether the highlight layer is enabled or not.
  51848. */
  51849. isEnabled: boolean;
  51850. /**
  51851. * Gets the camera attached to the layer.
  51852. */
  51853. readonly camera: Nullable<Camera>;
  51854. /**
  51855. * Gets the rendering group id the layer should render in.
  51856. */
  51857. renderingGroupId: number;
  51858. /**
  51859. * An event triggered when the effect layer has been disposed.
  51860. */
  51861. onDisposeObservable: Observable<EffectLayer>;
  51862. /**
  51863. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  51864. */
  51865. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  51866. /**
  51867. * An event triggered when the generated texture is being merged in the scene.
  51868. */
  51869. onBeforeComposeObservable: Observable<EffectLayer>;
  51870. /**
  51871. * An event triggered when the mesh is rendered into the effect render target.
  51872. */
  51873. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  51874. /**
  51875. * An event triggered after the mesh has been rendered into the effect render target.
  51876. */
  51877. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  51878. /**
  51879. * An event triggered when the generated texture has been merged in the scene.
  51880. */
  51881. onAfterComposeObservable: Observable<EffectLayer>;
  51882. /**
  51883. * An event triggered when the efffect layer changes its size.
  51884. */
  51885. onSizeChangedObservable: Observable<EffectLayer>;
  51886. /** @hidden */
  51887. static _SceneComponentInitialization: (scene: Scene) => void;
  51888. /**
  51889. * Instantiates a new effect Layer and references it in the scene.
  51890. * @param name The name of the layer
  51891. * @param scene The scene to use the layer in
  51892. */
  51893. constructor(
  51894. /** The Friendly of the effect in the scene */
  51895. name: string, scene: Scene);
  51896. /**
  51897. * Get the effect name of the layer.
  51898. * @return The effect name
  51899. */
  51900. abstract getEffectName(): string;
  51901. /**
  51902. * Checks for the readiness of the element composing the layer.
  51903. * @param subMesh the mesh to check for
  51904. * @param useInstances specify wether or not to use instances to render the mesh
  51905. * @return true if ready otherwise, false
  51906. */
  51907. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51908. /**
  51909. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51910. * @returns true if the effect requires stencil during the main canvas render pass.
  51911. */
  51912. abstract needStencil(): boolean;
  51913. /**
  51914. * Create the merge effect. This is the shader use to blit the information back
  51915. * to the main canvas at the end of the scene rendering.
  51916. * @returns The effect containing the shader used to merge the effect on the main canvas
  51917. */
  51918. protected abstract _createMergeEffect(): Effect;
  51919. /**
  51920. * Creates the render target textures and post processes used in the effect layer.
  51921. */
  51922. protected abstract _createTextureAndPostProcesses(): void;
  51923. /**
  51924. * Implementation specific of rendering the generating effect on the main canvas.
  51925. * @param effect The effect used to render through
  51926. */
  51927. protected abstract _internalRender(effect: Effect): void;
  51928. /**
  51929. * Sets the required values for both the emissive texture and and the main color.
  51930. */
  51931. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51932. /**
  51933. * Free any resources and references associated to a mesh.
  51934. * Internal use
  51935. * @param mesh The mesh to free.
  51936. */
  51937. abstract _disposeMesh(mesh: Mesh): void;
  51938. /**
  51939. * Serializes this layer (Glow or Highlight for example)
  51940. * @returns a serialized layer object
  51941. */
  51942. abstract serialize?(): any;
  51943. /**
  51944. * Initializes the effect layer with the required options.
  51945. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51946. */
  51947. protected _init(options: Partial<IEffectLayerOptions>): void;
  51948. /**
  51949. * Generates the index buffer of the full screen quad blending to the main canvas.
  51950. */
  51951. private _generateIndexBuffer;
  51952. /**
  51953. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51954. */
  51955. private _generateVertexBuffer;
  51956. /**
  51957. * Sets the main texture desired size which is the closest power of two
  51958. * of the engine canvas size.
  51959. */
  51960. private _setMainTextureSize;
  51961. /**
  51962. * Creates the main texture for the effect layer.
  51963. */
  51964. protected _createMainTexture(): void;
  51965. /**
  51966. * Adds specific effects defines.
  51967. * @param defines The defines to add specifics to.
  51968. */
  51969. protected _addCustomEffectDefines(defines: string[]): void;
  51970. /**
  51971. * Checks for the readiness of the element composing the layer.
  51972. * @param subMesh the mesh to check for
  51973. * @param useInstances specify wether or not to use instances to render the mesh
  51974. * @param emissiveTexture the associated emissive texture used to generate the glow
  51975. * @return true if ready otherwise, false
  51976. */
  51977. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51978. /**
  51979. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51980. */
  51981. render(): void;
  51982. /**
  51983. * Determine if a given mesh will be used in the current effect.
  51984. * @param mesh mesh to test
  51985. * @returns true if the mesh will be used
  51986. */
  51987. hasMesh(mesh: AbstractMesh): boolean;
  51988. /**
  51989. * Returns true if the layer contains information to display, otherwise false.
  51990. * @returns true if the glow layer should be rendered
  51991. */
  51992. shouldRender(): boolean;
  51993. /**
  51994. * Returns true if the mesh should render, otherwise false.
  51995. * @param mesh The mesh to render
  51996. * @returns true if it should render otherwise false
  51997. */
  51998. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51999. /**
  52000. * Returns true if the mesh can be rendered, otherwise false.
  52001. * @param mesh The mesh to render
  52002. * @param material The material used on the mesh
  52003. * @returns true if it can be rendered otherwise false
  52004. */
  52005. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52006. /**
  52007. * Returns true if the mesh should render, otherwise false.
  52008. * @param mesh The mesh to render
  52009. * @returns true if it should render otherwise false
  52010. */
  52011. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52012. /**
  52013. * Renders the submesh passed in parameter to the generation map.
  52014. */
  52015. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52016. /**
  52017. * Defines wether the current material of the mesh should be use to render the effect.
  52018. * @param mesh defines the current mesh to render
  52019. */
  52020. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52021. /**
  52022. * Rebuild the required buffers.
  52023. * @hidden Internal use only.
  52024. */
  52025. _rebuild(): void;
  52026. /**
  52027. * Dispose only the render target textures and post process.
  52028. */
  52029. private _disposeTextureAndPostProcesses;
  52030. /**
  52031. * Dispose the highlight layer and free resources.
  52032. */
  52033. dispose(): void;
  52034. /**
  52035. * Gets the class name of the effect layer
  52036. * @returns the string with the class name of the effect layer
  52037. */
  52038. getClassName(): string;
  52039. /**
  52040. * Creates an effect layer from parsed effect layer data
  52041. * @param parsedEffectLayer defines effect layer data
  52042. * @param scene defines the current scene
  52043. * @param rootUrl defines the root URL containing the effect layer information
  52044. * @returns a parsed effect Layer
  52045. */
  52046. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52047. }
  52048. }
  52049. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52050. import { Scene } from "babylonjs/scene";
  52051. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52052. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52053. import { AbstractScene } from "babylonjs/abstractScene";
  52054. module "babylonjs/abstractScene" {
  52055. interface AbstractScene {
  52056. /**
  52057. * The list of effect layers (highlights/glow) added to the scene
  52058. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52059. * @see http://doc.babylonjs.com/how_to/glow_layer
  52060. */
  52061. effectLayers: Array<EffectLayer>;
  52062. /**
  52063. * Removes the given effect layer from this scene.
  52064. * @param toRemove defines the effect layer to remove
  52065. * @returns the index of the removed effect layer
  52066. */
  52067. removeEffectLayer(toRemove: EffectLayer): number;
  52068. /**
  52069. * Adds the given effect layer to this scene
  52070. * @param newEffectLayer defines the effect layer to add
  52071. */
  52072. addEffectLayer(newEffectLayer: EffectLayer): void;
  52073. }
  52074. }
  52075. /**
  52076. * Defines the layer scene component responsible to manage any effect layers
  52077. * in a given scene.
  52078. */
  52079. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52080. /**
  52081. * The component name helpfull to identify the component in the list of scene components.
  52082. */
  52083. readonly name: string;
  52084. /**
  52085. * The scene the component belongs to.
  52086. */
  52087. scene: Scene;
  52088. private _engine;
  52089. private _renderEffects;
  52090. private _needStencil;
  52091. private _previousStencilState;
  52092. /**
  52093. * Creates a new instance of the component for the given scene
  52094. * @param scene Defines the scene to register the component in
  52095. */
  52096. constructor(scene: Scene);
  52097. /**
  52098. * Registers the component in a given scene
  52099. */
  52100. register(): void;
  52101. /**
  52102. * Rebuilds the elements related to this component in case of
  52103. * context lost for instance.
  52104. */
  52105. rebuild(): void;
  52106. /**
  52107. * Serializes the component data to the specified json object
  52108. * @param serializationObject The object to serialize to
  52109. */
  52110. serialize(serializationObject: any): void;
  52111. /**
  52112. * Adds all the elements from the container to the scene
  52113. * @param container the container holding the elements
  52114. */
  52115. addFromContainer(container: AbstractScene): void;
  52116. /**
  52117. * Removes all the elements in the container from the scene
  52118. * @param container contains the elements to remove
  52119. * @param dispose if the removed element should be disposed (default: false)
  52120. */
  52121. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52122. /**
  52123. * Disposes the component and the associated ressources.
  52124. */
  52125. dispose(): void;
  52126. private _isReadyForMesh;
  52127. private _renderMainTexture;
  52128. private _setStencil;
  52129. private _setStencilBack;
  52130. private _draw;
  52131. private _drawCamera;
  52132. private _drawRenderingGroup;
  52133. }
  52134. }
  52135. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52136. /** @hidden */
  52137. export var glowMapMergePixelShader: {
  52138. name: string;
  52139. shader: string;
  52140. };
  52141. }
  52142. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52143. /** @hidden */
  52144. export var glowMapMergeVertexShader: {
  52145. name: string;
  52146. shader: string;
  52147. };
  52148. }
  52149. declare module "babylonjs/Layers/glowLayer" {
  52150. import { Nullable } from "babylonjs/types";
  52151. import { Camera } from "babylonjs/Cameras/camera";
  52152. import { Scene } from "babylonjs/scene";
  52153. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52154. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52155. import { Mesh } from "babylonjs/Meshes/mesh";
  52156. import { Texture } from "babylonjs/Materials/Textures/texture";
  52157. import { Effect } from "babylonjs/Materials/effect";
  52158. import { Material } from "babylonjs/Materials/material";
  52159. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52160. import { Color4 } from "babylonjs/Maths/math.color";
  52161. import "babylonjs/Shaders/glowMapMerge.fragment";
  52162. import "babylonjs/Shaders/glowMapMerge.vertex";
  52163. import "babylonjs/Layers/effectLayerSceneComponent";
  52164. module "babylonjs/abstractScene" {
  52165. interface AbstractScene {
  52166. /**
  52167. * Return a the first highlight layer of the scene with a given name.
  52168. * @param name The name of the highlight layer to look for.
  52169. * @return The highlight layer if found otherwise null.
  52170. */
  52171. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52172. }
  52173. }
  52174. /**
  52175. * Glow layer options. This helps customizing the behaviour
  52176. * of the glow layer.
  52177. */
  52178. export interface IGlowLayerOptions {
  52179. /**
  52180. * Multiplication factor apply to the canvas size to compute the render target size
  52181. * used to generated the glowing objects (the smaller the faster).
  52182. */
  52183. mainTextureRatio: number;
  52184. /**
  52185. * Enforces a fixed size texture to ensure resize independant blur.
  52186. */
  52187. mainTextureFixedSize?: number;
  52188. /**
  52189. * How big is the kernel of the blur texture.
  52190. */
  52191. blurKernelSize: number;
  52192. /**
  52193. * The camera attached to the layer.
  52194. */
  52195. camera: Nullable<Camera>;
  52196. /**
  52197. * Enable MSAA by chosing the number of samples.
  52198. */
  52199. mainTextureSamples?: number;
  52200. /**
  52201. * The rendering group to draw the layer in.
  52202. */
  52203. renderingGroupId: number;
  52204. }
  52205. /**
  52206. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52207. *
  52208. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52209. *
  52210. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52211. */
  52212. export class GlowLayer extends EffectLayer {
  52213. /**
  52214. * Effect Name of the layer.
  52215. */
  52216. static readonly EffectName: string;
  52217. /**
  52218. * The default blur kernel size used for the glow.
  52219. */
  52220. static DefaultBlurKernelSize: number;
  52221. /**
  52222. * The default texture size ratio used for the glow.
  52223. */
  52224. static DefaultTextureRatio: number;
  52225. /**
  52226. * Sets the kernel size of the blur.
  52227. */
  52228. /**
  52229. * Gets the kernel size of the blur.
  52230. */
  52231. blurKernelSize: number;
  52232. /**
  52233. * Sets the glow intensity.
  52234. */
  52235. /**
  52236. * Gets the glow intensity.
  52237. */
  52238. intensity: number;
  52239. private _options;
  52240. private _intensity;
  52241. private _horizontalBlurPostprocess1;
  52242. private _verticalBlurPostprocess1;
  52243. private _horizontalBlurPostprocess2;
  52244. private _verticalBlurPostprocess2;
  52245. private _blurTexture1;
  52246. private _blurTexture2;
  52247. private _postProcesses1;
  52248. private _postProcesses2;
  52249. private _includedOnlyMeshes;
  52250. private _excludedMeshes;
  52251. private _meshesUsingTheirOwnMaterials;
  52252. /**
  52253. * Callback used to let the user override the color selection on a per mesh basis
  52254. */
  52255. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52256. /**
  52257. * Callback used to let the user override the texture selection on a per mesh basis
  52258. */
  52259. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52260. /**
  52261. * Instantiates a new glow Layer and references it to the scene.
  52262. * @param name The name of the layer
  52263. * @param scene The scene to use the layer in
  52264. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52265. */
  52266. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52267. /**
  52268. * Get the effect name of the layer.
  52269. * @return The effect name
  52270. */
  52271. getEffectName(): string;
  52272. /**
  52273. * Create the merge effect. This is the shader use to blit the information back
  52274. * to the main canvas at the end of the scene rendering.
  52275. */
  52276. protected _createMergeEffect(): Effect;
  52277. /**
  52278. * Creates the render target textures and post processes used in the glow layer.
  52279. */
  52280. protected _createTextureAndPostProcesses(): void;
  52281. /**
  52282. * Checks for the readiness of the element composing the layer.
  52283. * @param subMesh the mesh to check for
  52284. * @param useInstances specify wether or not to use instances to render the mesh
  52285. * @param emissiveTexture the associated emissive texture used to generate the glow
  52286. * @return true if ready otherwise, false
  52287. */
  52288. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52289. /**
  52290. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52291. */
  52292. needStencil(): boolean;
  52293. /**
  52294. * Returns true if the mesh can be rendered, otherwise false.
  52295. * @param mesh The mesh to render
  52296. * @param material The material used on the mesh
  52297. * @returns true if it can be rendered otherwise false
  52298. */
  52299. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52300. /**
  52301. * Implementation specific of rendering the generating effect on the main canvas.
  52302. * @param effect The effect used to render through
  52303. */
  52304. protected _internalRender(effect: Effect): void;
  52305. /**
  52306. * Sets the required values for both the emissive texture and and the main color.
  52307. */
  52308. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52309. /**
  52310. * Returns true if the mesh should render, otherwise false.
  52311. * @param mesh The mesh to render
  52312. * @returns true if it should render otherwise false
  52313. */
  52314. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52315. /**
  52316. * Adds specific effects defines.
  52317. * @param defines The defines to add specifics to.
  52318. */
  52319. protected _addCustomEffectDefines(defines: string[]): void;
  52320. /**
  52321. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52322. * @param mesh The mesh to exclude from the glow layer
  52323. */
  52324. addExcludedMesh(mesh: Mesh): void;
  52325. /**
  52326. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52327. * @param mesh The mesh to remove
  52328. */
  52329. removeExcludedMesh(mesh: Mesh): void;
  52330. /**
  52331. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52332. * @param mesh The mesh to include in the glow layer
  52333. */
  52334. addIncludedOnlyMesh(mesh: Mesh): void;
  52335. /**
  52336. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52337. * @param mesh The mesh to remove
  52338. */
  52339. removeIncludedOnlyMesh(mesh: Mesh): void;
  52340. /**
  52341. * Determine if a given mesh will be used in the glow layer
  52342. * @param mesh The mesh to test
  52343. * @returns true if the mesh will be highlighted by the current glow layer
  52344. */
  52345. hasMesh(mesh: AbstractMesh): boolean;
  52346. /**
  52347. * Defines wether the current material of the mesh should be use to render the effect.
  52348. * @param mesh defines the current mesh to render
  52349. */
  52350. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52351. /**
  52352. * Add a mesh to be rendered through its own material and not with emissive only.
  52353. * @param mesh The mesh for which we need to use its material
  52354. */
  52355. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52356. /**
  52357. * Remove a mesh from being rendered through its own material and not with emissive only.
  52358. * @param mesh The mesh for which we need to not use its material
  52359. */
  52360. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52361. /**
  52362. * Free any resources and references associated to a mesh.
  52363. * Internal use
  52364. * @param mesh The mesh to free.
  52365. * @hidden
  52366. */
  52367. _disposeMesh(mesh: Mesh): void;
  52368. /**
  52369. * Gets the class name of the effect layer
  52370. * @returns the string with the class name of the effect layer
  52371. */
  52372. getClassName(): string;
  52373. /**
  52374. * Serializes this glow layer
  52375. * @returns a serialized glow layer object
  52376. */
  52377. serialize(): any;
  52378. /**
  52379. * Creates a Glow Layer from parsed glow layer data
  52380. * @param parsedGlowLayer defines glow layer data
  52381. * @param scene defines the current scene
  52382. * @param rootUrl defines the root URL containing the glow layer information
  52383. * @returns a parsed Glow Layer
  52384. */
  52385. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52386. }
  52387. }
  52388. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52389. /** @hidden */
  52390. export var glowBlurPostProcessPixelShader: {
  52391. name: string;
  52392. shader: string;
  52393. };
  52394. }
  52395. declare module "babylonjs/Layers/highlightLayer" {
  52396. import { Observable } from "babylonjs/Misc/observable";
  52397. import { Nullable } from "babylonjs/types";
  52398. import { Camera } from "babylonjs/Cameras/camera";
  52399. import { Scene } from "babylonjs/scene";
  52400. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52401. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52402. import { Mesh } from "babylonjs/Meshes/mesh";
  52403. import { Effect } from "babylonjs/Materials/effect";
  52404. import { Material } from "babylonjs/Materials/material";
  52405. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52406. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52407. import "babylonjs/Shaders/glowMapMerge.fragment";
  52408. import "babylonjs/Shaders/glowMapMerge.vertex";
  52409. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52410. module "babylonjs/abstractScene" {
  52411. interface AbstractScene {
  52412. /**
  52413. * Return a the first highlight layer of the scene with a given name.
  52414. * @param name The name of the highlight layer to look for.
  52415. * @return The highlight layer if found otherwise null.
  52416. */
  52417. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52418. }
  52419. }
  52420. /**
  52421. * Highlight layer options. This helps customizing the behaviour
  52422. * of the highlight layer.
  52423. */
  52424. export interface IHighlightLayerOptions {
  52425. /**
  52426. * Multiplication factor apply to the canvas size to compute the render target size
  52427. * used to generated the glowing objects (the smaller the faster).
  52428. */
  52429. mainTextureRatio: number;
  52430. /**
  52431. * Enforces a fixed size texture to ensure resize independant blur.
  52432. */
  52433. mainTextureFixedSize?: number;
  52434. /**
  52435. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52436. * of the picture to blur (the smaller the faster).
  52437. */
  52438. blurTextureSizeRatio: number;
  52439. /**
  52440. * How big in texel of the blur texture is the vertical blur.
  52441. */
  52442. blurVerticalSize: number;
  52443. /**
  52444. * How big in texel of the blur texture is the horizontal blur.
  52445. */
  52446. blurHorizontalSize: number;
  52447. /**
  52448. * Alpha blending mode used to apply the blur. Default is combine.
  52449. */
  52450. alphaBlendingMode: number;
  52451. /**
  52452. * The camera attached to the layer.
  52453. */
  52454. camera: Nullable<Camera>;
  52455. /**
  52456. * Should we display highlight as a solid stroke?
  52457. */
  52458. isStroke?: boolean;
  52459. /**
  52460. * The rendering group to draw the layer in.
  52461. */
  52462. renderingGroupId: number;
  52463. }
  52464. /**
  52465. * The highlight layer Helps adding a glow effect around a mesh.
  52466. *
  52467. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52468. * glowy meshes to your scene.
  52469. *
  52470. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52471. */
  52472. export class HighlightLayer extends EffectLayer {
  52473. name: string;
  52474. /**
  52475. * Effect Name of the highlight layer.
  52476. */
  52477. static readonly EffectName: string;
  52478. /**
  52479. * The neutral color used during the preparation of the glow effect.
  52480. * This is black by default as the blend operation is a blend operation.
  52481. */
  52482. static NeutralColor: Color4;
  52483. /**
  52484. * Stencil value used for glowing meshes.
  52485. */
  52486. static GlowingMeshStencilReference: number;
  52487. /**
  52488. * Stencil value used for the other meshes in the scene.
  52489. */
  52490. static NormalMeshStencilReference: number;
  52491. /**
  52492. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52493. */
  52494. innerGlow: boolean;
  52495. /**
  52496. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52497. */
  52498. outerGlow: boolean;
  52499. /**
  52500. * Specifies the horizontal size of the blur.
  52501. */
  52502. /**
  52503. * Gets the horizontal size of the blur.
  52504. */
  52505. blurHorizontalSize: number;
  52506. /**
  52507. * Specifies the vertical size of the blur.
  52508. */
  52509. /**
  52510. * Gets the vertical size of the blur.
  52511. */
  52512. blurVerticalSize: number;
  52513. /**
  52514. * An event triggered when the highlight layer is being blurred.
  52515. */
  52516. onBeforeBlurObservable: Observable<HighlightLayer>;
  52517. /**
  52518. * An event triggered when the highlight layer has been blurred.
  52519. */
  52520. onAfterBlurObservable: Observable<HighlightLayer>;
  52521. private _instanceGlowingMeshStencilReference;
  52522. private _options;
  52523. private _downSamplePostprocess;
  52524. private _horizontalBlurPostprocess;
  52525. private _verticalBlurPostprocess;
  52526. private _blurTexture;
  52527. private _meshes;
  52528. private _excludedMeshes;
  52529. /**
  52530. * Instantiates a new highlight Layer and references it to the scene..
  52531. * @param name The name of the layer
  52532. * @param scene The scene to use the layer in
  52533. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52534. */
  52535. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52536. /**
  52537. * Get the effect name of the layer.
  52538. * @return The effect name
  52539. */
  52540. getEffectName(): string;
  52541. /**
  52542. * Create the merge effect. This is the shader use to blit the information back
  52543. * to the main canvas at the end of the scene rendering.
  52544. */
  52545. protected _createMergeEffect(): Effect;
  52546. /**
  52547. * Creates the render target textures and post processes used in the highlight layer.
  52548. */
  52549. protected _createTextureAndPostProcesses(): void;
  52550. /**
  52551. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52552. */
  52553. needStencil(): boolean;
  52554. /**
  52555. * Checks for the readiness of the element composing the layer.
  52556. * @param subMesh the mesh to check for
  52557. * @param useInstances specify wether or not to use instances to render the mesh
  52558. * @param emissiveTexture the associated emissive texture used to generate the glow
  52559. * @return true if ready otherwise, false
  52560. */
  52561. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52562. /**
  52563. * Implementation specific of rendering the generating effect on the main canvas.
  52564. * @param effect The effect used to render through
  52565. */
  52566. protected _internalRender(effect: Effect): void;
  52567. /**
  52568. * Returns true if the layer contains information to display, otherwise false.
  52569. */
  52570. shouldRender(): boolean;
  52571. /**
  52572. * Returns true if the mesh should render, otherwise false.
  52573. * @param mesh The mesh to render
  52574. * @returns true if it should render otherwise false
  52575. */
  52576. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52577. /**
  52578. * Sets the required values for both the emissive texture and and the main color.
  52579. */
  52580. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52581. /**
  52582. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  52583. * @param mesh The mesh to exclude from the highlight layer
  52584. */
  52585. addExcludedMesh(mesh: Mesh): void;
  52586. /**
  52587. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  52588. * @param mesh The mesh to highlight
  52589. */
  52590. removeExcludedMesh(mesh: Mesh): void;
  52591. /**
  52592. * Determine if a given mesh will be highlighted by the current HighlightLayer
  52593. * @param mesh mesh to test
  52594. * @returns true if the mesh will be highlighted by the current HighlightLayer
  52595. */
  52596. hasMesh(mesh: AbstractMesh): boolean;
  52597. /**
  52598. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  52599. * @param mesh The mesh to highlight
  52600. * @param color The color of the highlight
  52601. * @param glowEmissiveOnly Extract the glow from the emissive texture
  52602. */
  52603. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  52604. /**
  52605. * Remove a mesh from the highlight layer in order to make it stop glowing.
  52606. * @param mesh The mesh to highlight
  52607. */
  52608. removeMesh(mesh: Mesh): void;
  52609. /**
  52610. * Force the stencil to the normal expected value for none glowing parts
  52611. */
  52612. private _defaultStencilReference;
  52613. /**
  52614. * Free any resources and references associated to a mesh.
  52615. * Internal use
  52616. * @param mesh The mesh to free.
  52617. * @hidden
  52618. */
  52619. _disposeMesh(mesh: Mesh): void;
  52620. /**
  52621. * Dispose the highlight layer and free resources.
  52622. */
  52623. dispose(): void;
  52624. /**
  52625. * Gets the class name of the effect layer
  52626. * @returns the string with the class name of the effect layer
  52627. */
  52628. getClassName(): string;
  52629. /**
  52630. * Serializes this Highlight layer
  52631. * @returns a serialized Highlight layer object
  52632. */
  52633. serialize(): any;
  52634. /**
  52635. * Creates a Highlight layer from parsed Highlight layer data
  52636. * @param parsedHightlightLayer defines the Highlight layer data
  52637. * @param scene defines the current scene
  52638. * @param rootUrl defines the root URL containing the Highlight layer information
  52639. * @returns a parsed Highlight layer
  52640. */
  52641. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  52642. }
  52643. }
  52644. declare module "babylonjs/Layers/layerSceneComponent" {
  52645. import { Scene } from "babylonjs/scene";
  52646. import { ISceneComponent } from "babylonjs/sceneComponent";
  52647. import { Layer } from "babylonjs/Layers/layer";
  52648. import { AbstractScene } from "babylonjs/abstractScene";
  52649. module "babylonjs/abstractScene" {
  52650. interface AbstractScene {
  52651. /**
  52652. * The list of layers (background and foreground) of the scene
  52653. */
  52654. layers: Array<Layer>;
  52655. }
  52656. }
  52657. /**
  52658. * Defines the layer scene component responsible to manage any layers
  52659. * in a given scene.
  52660. */
  52661. export class LayerSceneComponent implements ISceneComponent {
  52662. /**
  52663. * The component name helpfull to identify the component in the list of scene components.
  52664. */
  52665. readonly name: string;
  52666. /**
  52667. * The scene the component belongs to.
  52668. */
  52669. scene: Scene;
  52670. private _engine;
  52671. /**
  52672. * Creates a new instance of the component for the given scene
  52673. * @param scene Defines the scene to register the component in
  52674. */
  52675. constructor(scene: Scene);
  52676. /**
  52677. * Registers the component in a given scene
  52678. */
  52679. register(): void;
  52680. /**
  52681. * Rebuilds the elements related to this component in case of
  52682. * context lost for instance.
  52683. */
  52684. rebuild(): void;
  52685. /**
  52686. * Disposes the component and the associated ressources.
  52687. */
  52688. dispose(): void;
  52689. private _draw;
  52690. private _drawCameraPredicate;
  52691. private _drawCameraBackground;
  52692. private _drawCameraForeground;
  52693. private _drawRenderTargetPredicate;
  52694. private _drawRenderTargetBackground;
  52695. private _drawRenderTargetForeground;
  52696. /**
  52697. * Adds all the elements from the container to the scene
  52698. * @param container the container holding the elements
  52699. */
  52700. addFromContainer(container: AbstractScene): void;
  52701. /**
  52702. * Removes all the elements in the container from the scene
  52703. * @param container contains the elements to remove
  52704. * @param dispose if the removed element should be disposed (default: false)
  52705. */
  52706. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52707. }
  52708. }
  52709. declare module "babylonjs/Shaders/layer.fragment" {
  52710. /** @hidden */
  52711. export var layerPixelShader: {
  52712. name: string;
  52713. shader: string;
  52714. };
  52715. }
  52716. declare module "babylonjs/Shaders/layer.vertex" {
  52717. /** @hidden */
  52718. export var layerVertexShader: {
  52719. name: string;
  52720. shader: string;
  52721. };
  52722. }
  52723. declare module "babylonjs/Layers/layer" {
  52724. import { Observable } from "babylonjs/Misc/observable";
  52725. import { Nullable } from "babylonjs/types";
  52726. import { Scene } from "babylonjs/scene";
  52727. import { Vector2 } from "babylonjs/Maths/math.vector";
  52728. import { Color4 } from "babylonjs/Maths/math.color";
  52729. import { Texture } from "babylonjs/Materials/Textures/texture";
  52730. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52731. import "babylonjs/Shaders/layer.fragment";
  52732. import "babylonjs/Shaders/layer.vertex";
  52733. /**
  52734. * This represents a full screen 2d layer.
  52735. * This can be useful to display a picture in the background of your scene for instance.
  52736. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52737. */
  52738. export class Layer {
  52739. /**
  52740. * Define the name of the layer.
  52741. */
  52742. name: string;
  52743. /**
  52744. * Define the texture the layer should display.
  52745. */
  52746. texture: Nullable<Texture>;
  52747. /**
  52748. * Is the layer in background or foreground.
  52749. */
  52750. isBackground: boolean;
  52751. /**
  52752. * Define the color of the layer (instead of texture).
  52753. */
  52754. color: Color4;
  52755. /**
  52756. * Define the scale of the layer in order to zoom in out of the texture.
  52757. */
  52758. scale: Vector2;
  52759. /**
  52760. * Define an offset for the layer in order to shift the texture.
  52761. */
  52762. offset: Vector2;
  52763. /**
  52764. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  52765. */
  52766. alphaBlendingMode: number;
  52767. /**
  52768. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  52769. * Alpha test will not mix with the background color in case of transparency.
  52770. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  52771. */
  52772. alphaTest: boolean;
  52773. /**
  52774. * Define a mask to restrict the layer to only some of the scene cameras.
  52775. */
  52776. layerMask: number;
  52777. /**
  52778. * Define the list of render target the layer is visible into.
  52779. */
  52780. renderTargetTextures: RenderTargetTexture[];
  52781. /**
  52782. * Define if the layer is only used in renderTarget or if it also
  52783. * renders in the main frame buffer of the canvas.
  52784. */
  52785. renderOnlyInRenderTargetTextures: boolean;
  52786. private _scene;
  52787. private _vertexBuffers;
  52788. private _indexBuffer;
  52789. private _effect;
  52790. private _alphaTestEffect;
  52791. /**
  52792. * An event triggered when the layer is disposed.
  52793. */
  52794. onDisposeObservable: Observable<Layer>;
  52795. private _onDisposeObserver;
  52796. /**
  52797. * Back compatibility with callback before the onDisposeObservable existed.
  52798. * The set callback will be triggered when the layer has been disposed.
  52799. */
  52800. onDispose: () => void;
  52801. /**
  52802. * An event triggered before rendering the scene
  52803. */
  52804. onBeforeRenderObservable: Observable<Layer>;
  52805. private _onBeforeRenderObserver;
  52806. /**
  52807. * Back compatibility with callback before the onBeforeRenderObservable existed.
  52808. * The set callback will be triggered just before rendering the layer.
  52809. */
  52810. onBeforeRender: () => void;
  52811. /**
  52812. * An event triggered after rendering the scene
  52813. */
  52814. onAfterRenderObservable: Observable<Layer>;
  52815. private _onAfterRenderObserver;
  52816. /**
  52817. * Back compatibility with callback before the onAfterRenderObservable existed.
  52818. * The set callback will be triggered just after rendering the layer.
  52819. */
  52820. onAfterRender: () => void;
  52821. /**
  52822. * Instantiates a new layer.
  52823. * This represents a full screen 2d layer.
  52824. * This can be useful to display a picture in the background of your scene for instance.
  52825. * @see https://www.babylonjs-playground.com/#08A2BS#1
  52826. * @param name Define the name of the layer in the scene
  52827. * @param imgUrl Define the url of the texture to display in the layer
  52828. * @param scene Define the scene the layer belongs to
  52829. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  52830. * @param color Defines a color for the layer
  52831. */
  52832. constructor(
  52833. /**
  52834. * Define the name of the layer.
  52835. */
  52836. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  52837. private _createIndexBuffer;
  52838. /** @hidden */
  52839. _rebuild(): void;
  52840. /**
  52841. * Renders the layer in the scene.
  52842. */
  52843. render(): void;
  52844. /**
  52845. * Disposes and releases the associated ressources.
  52846. */
  52847. dispose(): void;
  52848. }
  52849. }
  52850. declare module "babylonjs/Layers/index" {
  52851. export * from "babylonjs/Layers/effectLayer";
  52852. export * from "babylonjs/Layers/effectLayerSceneComponent";
  52853. export * from "babylonjs/Layers/glowLayer";
  52854. export * from "babylonjs/Layers/highlightLayer";
  52855. export * from "babylonjs/Layers/layer";
  52856. export * from "babylonjs/Layers/layerSceneComponent";
  52857. }
  52858. declare module "babylonjs/Shaders/lensFlare.fragment" {
  52859. /** @hidden */
  52860. export var lensFlarePixelShader: {
  52861. name: string;
  52862. shader: string;
  52863. };
  52864. }
  52865. declare module "babylonjs/Shaders/lensFlare.vertex" {
  52866. /** @hidden */
  52867. export var lensFlareVertexShader: {
  52868. name: string;
  52869. shader: string;
  52870. };
  52871. }
  52872. declare module "babylonjs/LensFlares/lensFlareSystem" {
  52873. import { Scene } from "babylonjs/scene";
  52874. import { Vector3 } from "babylonjs/Maths/math.vector";
  52875. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52876. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  52877. import "babylonjs/Shaders/lensFlare.fragment";
  52878. import "babylonjs/Shaders/lensFlare.vertex";
  52879. import { Viewport } from "babylonjs/Maths/math.viewport";
  52880. /**
  52881. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52882. * It is usually composed of several `lensFlare`.
  52883. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52884. */
  52885. export class LensFlareSystem {
  52886. /**
  52887. * Define the name of the lens flare system
  52888. */
  52889. name: string;
  52890. /**
  52891. * List of lens flares used in this system.
  52892. */
  52893. lensFlares: LensFlare[];
  52894. /**
  52895. * Define a limit from the border the lens flare can be visible.
  52896. */
  52897. borderLimit: number;
  52898. /**
  52899. * Define a viewport border we do not want to see the lens flare in.
  52900. */
  52901. viewportBorder: number;
  52902. /**
  52903. * Define a predicate which could limit the list of meshes able to occlude the effect.
  52904. */
  52905. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  52906. /**
  52907. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  52908. */
  52909. layerMask: number;
  52910. /**
  52911. * Define the id of the lens flare system in the scene.
  52912. * (equal to name by default)
  52913. */
  52914. id: string;
  52915. private _scene;
  52916. private _emitter;
  52917. private _vertexBuffers;
  52918. private _indexBuffer;
  52919. private _effect;
  52920. private _positionX;
  52921. private _positionY;
  52922. private _isEnabled;
  52923. /** @hidden */
  52924. static _SceneComponentInitialization: (scene: Scene) => void;
  52925. /**
  52926. * Instantiates a lens flare system.
  52927. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  52928. * It is usually composed of several `lensFlare`.
  52929. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52930. * @param name Define the name of the lens flare system in the scene
  52931. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  52932. * @param scene Define the scene the lens flare system belongs to
  52933. */
  52934. constructor(
  52935. /**
  52936. * Define the name of the lens flare system
  52937. */
  52938. name: string, emitter: any, scene: Scene);
  52939. /**
  52940. * Define if the lens flare system is enabled.
  52941. */
  52942. isEnabled: boolean;
  52943. /**
  52944. * Get the scene the effects belongs to.
  52945. * @returns the scene holding the lens flare system
  52946. */
  52947. getScene(): Scene;
  52948. /**
  52949. * Get the emitter of the lens flare system.
  52950. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52951. * @returns the emitter of the lens flare system
  52952. */
  52953. getEmitter(): any;
  52954. /**
  52955. * Set the emitter of the lens flare system.
  52956. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52957. * @param newEmitter Define the new emitter of the system
  52958. */
  52959. setEmitter(newEmitter: any): void;
  52960. /**
  52961. * Get the lens flare system emitter position.
  52962. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52963. * @returns the position
  52964. */
  52965. getEmitterPosition(): Vector3;
  52966. /**
  52967. * @hidden
  52968. */
  52969. computeEffectivePosition(globalViewport: Viewport): boolean;
  52970. /** @hidden */
  52971. _isVisible(): boolean;
  52972. /**
  52973. * @hidden
  52974. */
  52975. render(): boolean;
  52976. /**
  52977. * Dispose and release the lens flare with its associated resources.
  52978. */
  52979. dispose(): void;
  52980. /**
  52981. * Parse a lens flare system from a JSON repressentation
  52982. * @param parsedLensFlareSystem Define the JSON to parse
  52983. * @param scene Define the scene the parsed system should be instantiated in
  52984. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52985. * @returns the parsed system
  52986. */
  52987. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52988. /**
  52989. * Serialize the current Lens Flare System into a JSON representation.
  52990. * @returns the serialized JSON
  52991. */
  52992. serialize(): any;
  52993. }
  52994. }
  52995. declare module "babylonjs/LensFlares/lensFlare" {
  52996. import { Nullable } from "babylonjs/types";
  52997. import { Color3 } from "babylonjs/Maths/math.color";
  52998. import { Texture } from "babylonjs/Materials/Textures/texture";
  52999. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53000. /**
  53001. * This represents one of the lens effect in a `lensFlareSystem`.
  53002. * It controls one of the indiviual texture used in the effect.
  53003. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53004. */
  53005. export class LensFlare {
  53006. /**
  53007. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53008. */
  53009. size: number;
  53010. /**
  53011. * 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.
  53012. */
  53013. position: number;
  53014. /**
  53015. * Define the lens color.
  53016. */
  53017. color: Color3;
  53018. /**
  53019. * Define the lens texture.
  53020. */
  53021. texture: Nullable<Texture>;
  53022. /**
  53023. * Define the alpha mode to render this particular lens.
  53024. */
  53025. alphaMode: number;
  53026. private _system;
  53027. /**
  53028. * Creates a new Lens Flare.
  53029. * This represents one of the lens effect in a `lensFlareSystem`.
  53030. * It controls one of the indiviual texture used in the effect.
  53031. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53032. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53033. * @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.
  53034. * @param color Define the lens color
  53035. * @param imgUrl Define the lens texture url
  53036. * @param system Define the `lensFlareSystem` this flare is part of
  53037. * @returns The newly created Lens Flare
  53038. */
  53039. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53040. /**
  53041. * Instantiates a new Lens Flare.
  53042. * This represents one of the lens effect in a `lensFlareSystem`.
  53043. * It controls one of the indiviual texture used in the effect.
  53044. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53045. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53046. * @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.
  53047. * @param color Define the lens color
  53048. * @param imgUrl Define the lens texture url
  53049. * @param system Define the `lensFlareSystem` this flare is part of
  53050. */
  53051. constructor(
  53052. /**
  53053. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53054. */
  53055. size: number,
  53056. /**
  53057. * 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.
  53058. */
  53059. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53060. /**
  53061. * Dispose and release the lens flare with its associated resources.
  53062. */
  53063. dispose(): void;
  53064. }
  53065. }
  53066. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53067. import { Nullable } from "babylonjs/types";
  53068. import { Scene } from "babylonjs/scene";
  53069. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53070. import { AbstractScene } from "babylonjs/abstractScene";
  53071. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53072. module "babylonjs/abstractScene" {
  53073. interface AbstractScene {
  53074. /**
  53075. * The list of lens flare system added to the scene
  53076. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53077. */
  53078. lensFlareSystems: Array<LensFlareSystem>;
  53079. /**
  53080. * Removes the given lens flare system from this scene.
  53081. * @param toRemove The lens flare system to remove
  53082. * @returns The index of the removed lens flare system
  53083. */
  53084. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53085. /**
  53086. * Adds the given lens flare system to this scene
  53087. * @param newLensFlareSystem The lens flare system to add
  53088. */
  53089. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53090. /**
  53091. * Gets a lens flare system using its name
  53092. * @param name defines the name to look for
  53093. * @returns the lens flare system or null if not found
  53094. */
  53095. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53096. /**
  53097. * Gets a lens flare system using its id
  53098. * @param id defines the id to look for
  53099. * @returns the lens flare system or null if not found
  53100. */
  53101. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53102. }
  53103. }
  53104. /**
  53105. * Defines the lens flare scene component responsible to manage any lens flares
  53106. * in a given scene.
  53107. */
  53108. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53109. /**
  53110. * The component name helpfull to identify the component in the list of scene components.
  53111. */
  53112. readonly name: string;
  53113. /**
  53114. * The scene the component belongs to.
  53115. */
  53116. scene: Scene;
  53117. /**
  53118. * Creates a new instance of the component for the given scene
  53119. * @param scene Defines the scene to register the component in
  53120. */
  53121. constructor(scene: Scene);
  53122. /**
  53123. * Registers the component in a given scene
  53124. */
  53125. register(): void;
  53126. /**
  53127. * Rebuilds the elements related to this component in case of
  53128. * context lost for instance.
  53129. */
  53130. rebuild(): void;
  53131. /**
  53132. * Adds all the elements from the container to the scene
  53133. * @param container the container holding the elements
  53134. */
  53135. addFromContainer(container: AbstractScene): void;
  53136. /**
  53137. * Removes all the elements in the container from the scene
  53138. * @param container contains the elements to remove
  53139. * @param dispose if the removed element should be disposed (default: false)
  53140. */
  53141. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53142. /**
  53143. * Serializes the component data to the specified json object
  53144. * @param serializationObject The object to serialize to
  53145. */
  53146. serialize(serializationObject: any): void;
  53147. /**
  53148. * Disposes the component and the associated ressources.
  53149. */
  53150. dispose(): void;
  53151. private _draw;
  53152. }
  53153. }
  53154. declare module "babylonjs/LensFlares/index" {
  53155. export * from "babylonjs/LensFlares/lensFlare";
  53156. export * from "babylonjs/LensFlares/lensFlareSystem";
  53157. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53158. }
  53159. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53160. import { Scene } from "babylonjs/scene";
  53161. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53162. import { AbstractScene } from "babylonjs/abstractScene";
  53163. /**
  53164. * Defines the shadow generator component responsible to manage any shadow generators
  53165. * in a given scene.
  53166. */
  53167. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53168. /**
  53169. * The component name helpfull to identify the component in the list of scene components.
  53170. */
  53171. readonly name: string;
  53172. /**
  53173. * The scene the component belongs to.
  53174. */
  53175. scene: Scene;
  53176. /**
  53177. * Creates a new instance of the component for the given scene
  53178. * @param scene Defines the scene to register the component in
  53179. */
  53180. constructor(scene: Scene);
  53181. /**
  53182. * Registers the component in a given scene
  53183. */
  53184. register(): void;
  53185. /**
  53186. * Rebuilds the elements related to this component in case of
  53187. * context lost for instance.
  53188. */
  53189. rebuild(): void;
  53190. /**
  53191. * Serializes the component data to the specified json object
  53192. * @param serializationObject The object to serialize to
  53193. */
  53194. serialize(serializationObject: any): void;
  53195. /**
  53196. * Adds all the elements from the container to the scene
  53197. * @param container the container holding the elements
  53198. */
  53199. addFromContainer(container: AbstractScene): void;
  53200. /**
  53201. * Removes all the elements in the container from the scene
  53202. * @param container contains the elements to remove
  53203. * @param dispose if the removed element should be disposed (default: false)
  53204. */
  53205. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53206. /**
  53207. * Rebuilds the elements related to this component in case of
  53208. * context lost for instance.
  53209. */
  53210. dispose(): void;
  53211. private _gatherRenderTargets;
  53212. }
  53213. }
  53214. declare module "babylonjs/Lights/Shadows/index" {
  53215. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53216. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53217. }
  53218. declare module "babylonjs/Lights/pointLight" {
  53219. import { Scene } from "babylonjs/scene";
  53220. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53221. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53222. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53223. import { Effect } from "babylonjs/Materials/effect";
  53224. /**
  53225. * A point light is a light defined by an unique point in world space.
  53226. * The light is emitted in every direction from this point.
  53227. * A good example of a point light is a standard light bulb.
  53228. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53229. */
  53230. export class PointLight extends ShadowLight {
  53231. private _shadowAngle;
  53232. /**
  53233. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53234. * This specifies what angle the shadow will use to be created.
  53235. *
  53236. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53237. */
  53238. /**
  53239. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53240. * This specifies what angle the shadow will use to be created.
  53241. *
  53242. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53243. */
  53244. shadowAngle: number;
  53245. /**
  53246. * Gets the direction if it has been set.
  53247. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53248. */
  53249. /**
  53250. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53251. */
  53252. direction: Vector3;
  53253. /**
  53254. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53255. * A PointLight emits the light in every direction.
  53256. * It can cast shadows.
  53257. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53258. * ```javascript
  53259. * var pointLight = new PointLight("pl", camera.position, scene);
  53260. * ```
  53261. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53262. * @param name The light friendly name
  53263. * @param position The position of the point light in the scene
  53264. * @param scene The scene the lights belongs to
  53265. */
  53266. constructor(name: string, position: Vector3, scene: Scene);
  53267. /**
  53268. * Returns the string "PointLight"
  53269. * @returns the class name
  53270. */
  53271. getClassName(): string;
  53272. /**
  53273. * Returns the integer 0.
  53274. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53275. */
  53276. getTypeID(): number;
  53277. /**
  53278. * Specifies wether or not the shadowmap should be a cube texture.
  53279. * @returns true if the shadowmap needs to be a cube texture.
  53280. */
  53281. needCube(): boolean;
  53282. /**
  53283. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53284. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53285. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53286. */
  53287. getShadowDirection(faceIndex?: number): Vector3;
  53288. /**
  53289. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53290. * - fov = PI / 2
  53291. * - aspect ratio : 1.0
  53292. * - z-near and far equal to the active camera minZ and maxZ.
  53293. * Returns the PointLight.
  53294. */
  53295. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53296. protected _buildUniformLayout(): void;
  53297. /**
  53298. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53299. * @param effect The effect to update
  53300. * @param lightIndex The index of the light in the effect to update
  53301. * @returns The point light
  53302. */
  53303. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53304. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53305. /**
  53306. * Prepares the list of defines specific to the light type.
  53307. * @param defines the list of defines
  53308. * @param lightIndex defines the index of the light for the effect
  53309. */
  53310. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53311. }
  53312. }
  53313. declare module "babylonjs/Lights/index" {
  53314. export * from "babylonjs/Lights/light";
  53315. export * from "babylonjs/Lights/shadowLight";
  53316. export * from "babylonjs/Lights/Shadows/index";
  53317. export * from "babylonjs/Lights/directionalLight";
  53318. export * from "babylonjs/Lights/hemisphericLight";
  53319. export * from "babylonjs/Lights/pointLight";
  53320. export * from "babylonjs/Lights/spotLight";
  53321. }
  53322. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53323. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53324. /**
  53325. * Header information of HDR texture files.
  53326. */
  53327. export interface HDRInfo {
  53328. /**
  53329. * The height of the texture in pixels.
  53330. */
  53331. height: number;
  53332. /**
  53333. * The width of the texture in pixels.
  53334. */
  53335. width: number;
  53336. /**
  53337. * The index of the beginning of the data in the binary file.
  53338. */
  53339. dataPosition: number;
  53340. }
  53341. /**
  53342. * This groups tools to convert HDR texture to native colors array.
  53343. */
  53344. export class HDRTools {
  53345. private static Ldexp;
  53346. private static Rgbe2float;
  53347. private static readStringLine;
  53348. /**
  53349. * Reads header information from an RGBE texture stored in a native array.
  53350. * More information on this format are available here:
  53351. * https://en.wikipedia.org/wiki/RGBE_image_format
  53352. *
  53353. * @param uint8array The binary file stored in native array.
  53354. * @return The header information.
  53355. */
  53356. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53357. /**
  53358. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53359. * This RGBE texture needs to store the information as a panorama.
  53360. *
  53361. * More information on this format are available here:
  53362. * https://en.wikipedia.org/wiki/RGBE_image_format
  53363. *
  53364. * @param buffer The binary file stored in an array buffer.
  53365. * @param size The expected size of the extracted cubemap.
  53366. * @return The Cube Map information.
  53367. */
  53368. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53369. /**
  53370. * Returns the pixels data extracted from an RGBE texture.
  53371. * This pixels will be stored left to right up to down in the R G B order in one array.
  53372. *
  53373. * More information on this format are available here:
  53374. * https://en.wikipedia.org/wiki/RGBE_image_format
  53375. *
  53376. * @param uint8array The binary file stored in an array buffer.
  53377. * @param hdrInfo The header information of the file.
  53378. * @return The pixels data in RGB right to left up to down order.
  53379. */
  53380. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53381. private static RGBE_ReadPixels_RLE;
  53382. }
  53383. }
  53384. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53385. import { Nullable } from "babylonjs/types";
  53386. import { Scene } from "babylonjs/scene";
  53387. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53388. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53389. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53390. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53391. /**
  53392. * This represents a texture coming from an HDR input.
  53393. *
  53394. * The only supported format is currently panorama picture stored in RGBE format.
  53395. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53396. */
  53397. export class HDRCubeTexture extends BaseTexture {
  53398. private static _facesMapping;
  53399. private _generateHarmonics;
  53400. private _noMipmap;
  53401. private _textureMatrix;
  53402. private _size;
  53403. private _onLoad;
  53404. private _onError;
  53405. /**
  53406. * The texture URL.
  53407. */
  53408. url: string;
  53409. /**
  53410. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53411. */
  53412. coordinatesMode: number;
  53413. protected _isBlocking: boolean;
  53414. /**
  53415. * Sets wether or not the texture is blocking during loading.
  53416. */
  53417. /**
  53418. * Gets wether or not the texture is blocking during loading.
  53419. */
  53420. isBlocking: boolean;
  53421. protected _rotationY: number;
  53422. /**
  53423. * Sets texture matrix rotation angle around Y axis in radians.
  53424. */
  53425. /**
  53426. * Gets texture matrix rotation angle around Y axis radians.
  53427. */
  53428. rotationY: number;
  53429. /**
  53430. * Gets or sets the center of the bounding box associated with the cube texture
  53431. * It must define where the camera used to render the texture was set
  53432. */
  53433. boundingBoxPosition: Vector3;
  53434. private _boundingBoxSize;
  53435. /**
  53436. * Gets or sets the size of the bounding box associated with the cube texture
  53437. * When defined, the cubemap will switch to local mode
  53438. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53439. * @example https://www.babylonjs-playground.com/#RNASML
  53440. */
  53441. boundingBoxSize: Vector3;
  53442. /**
  53443. * Instantiates an HDRTexture from the following parameters.
  53444. *
  53445. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53446. * @param scene The scene the texture will be used in
  53447. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53448. * @param noMipmap Forces to not generate the mipmap if true
  53449. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53450. * @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)
  53451. * @param reserved Reserved flag for internal use.
  53452. */
  53453. 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>);
  53454. /**
  53455. * Get the current class name of the texture useful for serialization or dynamic coding.
  53456. * @returns "HDRCubeTexture"
  53457. */
  53458. getClassName(): string;
  53459. /**
  53460. * Occurs when the file is raw .hdr file.
  53461. */
  53462. private loadTexture;
  53463. clone(): HDRCubeTexture;
  53464. delayLoad(): void;
  53465. /**
  53466. * Get the texture reflection matrix used to rotate/transform the reflection.
  53467. * @returns the reflection matrix
  53468. */
  53469. getReflectionTextureMatrix(): Matrix;
  53470. /**
  53471. * Set the texture reflection matrix used to rotate/transform the reflection.
  53472. * @param value Define the reflection matrix to set
  53473. */
  53474. setReflectionTextureMatrix(value: Matrix): void;
  53475. /**
  53476. * Parses a JSON representation of an HDR Texture in order to create the texture
  53477. * @param parsedTexture Define the JSON representation
  53478. * @param scene Define the scene the texture should be created in
  53479. * @param rootUrl Define the root url in case we need to load relative dependencies
  53480. * @returns the newly created texture after parsing
  53481. */
  53482. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53483. serialize(): any;
  53484. }
  53485. }
  53486. declare module "babylonjs/Physics/physicsEngine" {
  53487. import { Nullable } from "babylonjs/types";
  53488. import { Vector3 } from "babylonjs/Maths/math.vector";
  53489. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53490. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53491. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53492. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53493. /**
  53494. * Class used to control physics engine
  53495. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53496. */
  53497. export class PhysicsEngine implements IPhysicsEngine {
  53498. private _physicsPlugin;
  53499. /**
  53500. * Global value used to control the smallest number supported by the simulation
  53501. */
  53502. static Epsilon: number;
  53503. private _impostors;
  53504. private _joints;
  53505. /**
  53506. * Gets the gravity vector used by the simulation
  53507. */
  53508. gravity: Vector3;
  53509. /**
  53510. * Factory used to create the default physics plugin.
  53511. * @returns The default physics plugin
  53512. */
  53513. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53514. /**
  53515. * Creates a new Physics Engine
  53516. * @param gravity defines the gravity vector used by the simulation
  53517. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53518. */
  53519. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53520. /**
  53521. * Sets the gravity vector used by the simulation
  53522. * @param gravity defines the gravity vector to use
  53523. */
  53524. setGravity(gravity: Vector3): void;
  53525. /**
  53526. * Set the time step of the physics engine.
  53527. * Default is 1/60.
  53528. * To slow it down, enter 1/600 for example.
  53529. * To speed it up, 1/30
  53530. * @param newTimeStep defines the new timestep to apply to this world.
  53531. */
  53532. setTimeStep(newTimeStep?: number): void;
  53533. /**
  53534. * Get the time step of the physics engine.
  53535. * @returns the current time step
  53536. */
  53537. getTimeStep(): number;
  53538. /**
  53539. * Release all resources
  53540. */
  53541. dispose(): void;
  53542. /**
  53543. * Gets the name of the current physics plugin
  53544. * @returns the name of the plugin
  53545. */
  53546. getPhysicsPluginName(): string;
  53547. /**
  53548. * Adding a new impostor for the impostor tracking.
  53549. * This will be done by the impostor itself.
  53550. * @param impostor the impostor to add
  53551. */
  53552. addImpostor(impostor: PhysicsImpostor): void;
  53553. /**
  53554. * Remove an impostor from the engine.
  53555. * This impostor and its mesh will not longer be updated by the physics engine.
  53556. * @param impostor the impostor to remove
  53557. */
  53558. removeImpostor(impostor: PhysicsImpostor): void;
  53559. /**
  53560. * Add a joint to the physics engine
  53561. * @param mainImpostor defines the main impostor to which the joint is added.
  53562. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53563. * @param joint defines the joint that will connect both impostors.
  53564. */
  53565. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53566. /**
  53567. * Removes a joint from the simulation
  53568. * @param mainImpostor defines the impostor used with the joint
  53569. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53570. * @param joint defines the joint to remove
  53571. */
  53572. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53573. /**
  53574. * Called by the scene. No need to call it.
  53575. * @param delta defines the timespam between frames
  53576. */
  53577. _step(delta: number): void;
  53578. /**
  53579. * Gets the current plugin used to run the simulation
  53580. * @returns current plugin
  53581. */
  53582. getPhysicsPlugin(): IPhysicsEnginePlugin;
  53583. /**
  53584. * Gets the list of physic impostors
  53585. * @returns an array of PhysicsImpostor
  53586. */
  53587. getImpostors(): Array<PhysicsImpostor>;
  53588. /**
  53589. * Gets the impostor for a physics enabled object
  53590. * @param object defines the object impersonated by the impostor
  53591. * @returns the PhysicsImpostor or null if not found
  53592. */
  53593. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  53594. /**
  53595. * Gets the impostor for a physics body object
  53596. * @param body defines physics body used by the impostor
  53597. * @returns the PhysicsImpostor or null if not found
  53598. */
  53599. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  53600. /**
  53601. * Does a raycast in the physics world
  53602. * @param from when should the ray start?
  53603. * @param to when should the ray end?
  53604. * @returns PhysicsRaycastResult
  53605. */
  53606. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53607. }
  53608. }
  53609. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  53610. import { Nullable } from "babylonjs/types";
  53611. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53612. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53613. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53614. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53615. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53616. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53617. /** @hidden */
  53618. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  53619. private _useDeltaForWorldStep;
  53620. world: any;
  53621. name: string;
  53622. private _physicsMaterials;
  53623. private _fixedTimeStep;
  53624. private _cannonRaycastResult;
  53625. private _raycastResult;
  53626. private _physicsBodysToRemoveAfterStep;
  53627. BJSCANNON: any;
  53628. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  53629. setGravity(gravity: Vector3): void;
  53630. setTimeStep(timeStep: number): void;
  53631. getTimeStep(): number;
  53632. executeStep(delta: number): void;
  53633. private _removeMarkedPhysicsBodiesFromWorld;
  53634. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53635. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53636. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53637. private _processChildMeshes;
  53638. removePhysicsBody(impostor: PhysicsImpostor): void;
  53639. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53640. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53641. private _addMaterial;
  53642. private _checkWithEpsilon;
  53643. private _createShape;
  53644. private _createHeightmap;
  53645. private _minus90X;
  53646. private _plus90X;
  53647. private _tmpPosition;
  53648. private _tmpDeltaPosition;
  53649. private _tmpUnityRotation;
  53650. private _updatePhysicsBodyTransformation;
  53651. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53652. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53653. isSupported(): boolean;
  53654. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53655. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53656. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53657. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53658. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53659. getBodyMass(impostor: PhysicsImpostor): number;
  53660. getBodyFriction(impostor: PhysicsImpostor): number;
  53661. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53662. getBodyRestitution(impostor: PhysicsImpostor): number;
  53663. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53664. sleepBody(impostor: PhysicsImpostor): void;
  53665. wakeUpBody(impostor: PhysicsImpostor): void;
  53666. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  53667. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53668. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53669. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53670. getRadius(impostor: PhysicsImpostor): number;
  53671. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53672. dispose(): void;
  53673. private _extendNamespace;
  53674. /**
  53675. * Does a raycast in the physics world
  53676. * @param from when should the ray start?
  53677. * @param to when should the ray end?
  53678. * @returns PhysicsRaycastResult
  53679. */
  53680. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53681. }
  53682. }
  53683. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  53684. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53685. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53686. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53687. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53688. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53689. import { Nullable } from "babylonjs/types";
  53690. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53691. /** @hidden */
  53692. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  53693. world: any;
  53694. name: string;
  53695. BJSOIMO: any;
  53696. private _raycastResult;
  53697. constructor(iterations?: number, oimoInjection?: any);
  53698. setGravity(gravity: Vector3): void;
  53699. setTimeStep(timeStep: number): void;
  53700. getTimeStep(): number;
  53701. private _tmpImpostorsArray;
  53702. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53703. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53704. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53705. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53706. private _tmpPositionVector;
  53707. removePhysicsBody(impostor: PhysicsImpostor): void;
  53708. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53709. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53710. isSupported(): boolean;
  53711. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53712. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53713. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53714. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53715. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53716. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53717. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53718. getBodyMass(impostor: PhysicsImpostor): number;
  53719. getBodyFriction(impostor: PhysicsImpostor): number;
  53720. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53721. getBodyRestitution(impostor: PhysicsImpostor): number;
  53722. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53723. sleepBody(impostor: PhysicsImpostor): void;
  53724. wakeUpBody(impostor: PhysicsImpostor): void;
  53725. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53726. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  53727. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  53728. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53729. getRadius(impostor: PhysicsImpostor): number;
  53730. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53731. dispose(): void;
  53732. /**
  53733. * Does a raycast in the physics world
  53734. * @param from when should the ray start?
  53735. * @param to when should the ray end?
  53736. * @returns PhysicsRaycastResult
  53737. */
  53738. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53739. }
  53740. }
  53741. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  53742. import { Nullable } from "babylonjs/types";
  53743. import { Scene } from "babylonjs/scene";
  53744. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  53745. import { Color4 } from "babylonjs/Maths/math.color";
  53746. import { Mesh } from "babylonjs/Meshes/mesh";
  53747. /**
  53748. * Class containing static functions to help procedurally build meshes
  53749. */
  53750. export class RibbonBuilder {
  53751. /**
  53752. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  53753. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  53754. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  53755. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  53756. * * 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
  53757. * * 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
  53758. * * 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
  53759. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53760. * * If you create a double-sided mesh, you can choose what parts of 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
  53761. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53762. * * 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
  53763. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  53764. * * 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
  53765. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  53766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53767. * @param name defines the name of the mesh
  53768. * @param options defines the options used to create the mesh
  53769. * @param scene defines the hosting scene
  53770. * @returns the ribbon mesh
  53771. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  53772. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53773. */
  53774. static CreateRibbon(name: string, options: {
  53775. pathArray: Vector3[][];
  53776. closeArray?: boolean;
  53777. closePath?: boolean;
  53778. offset?: number;
  53779. updatable?: boolean;
  53780. sideOrientation?: number;
  53781. frontUVs?: Vector4;
  53782. backUVs?: Vector4;
  53783. instance?: Mesh;
  53784. invertUV?: boolean;
  53785. uvs?: Vector2[];
  53786. colors?: Color4[];
  53787. }, scene?: Nullable<Scene>): Mesh;
  53788. }
  53789. }
  53790. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  53791. import { Nullable } from "babylonjs/types";
  53792. import { Scene } from "babylonjs/scene";
  53793. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  53794. import { Mesh } from "babylonjs/Meshes/mesh";
  53795. /**
  53796. * Class containing static functions to help procedurally build meshes
  53797. */
  53798. export class ShapeBuilder {
  53799. /**
  53800. * 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.
  53801. * * 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.
  53802. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53803. * * 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.
  53804. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  53805. * * 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
  53806. * * 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
  53807. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  53808. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53809. * * If you create a double-sided mesh, you can choose what parts of 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
  53810. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  53811. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  53812. * @param name defines the name of the mesh
  53813. * @param options defines the options used to create the mesh
  53814. * @param scene defines the hosting scene
  53815. * @returns the extruded shape mesh
  53816. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53817. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53818. */
  53819. static ExtrudeShape(name: string, options: {
  53820. shape: Vector3[];
  53821. path: Vector3[];
  53822. scale?: number;
  53823. rotation?: number;
  53824. cap?: number;
  53825. updatable?: boolean;
  53826. sideOrientation?: number;
  53827. frontUVs?: Vector4;
  53828. backUVs?: Vector4;
  53829. instance?: Mesh;
  53830. invertUV?: boolean;
  53831. }, scene?: Nullable<Scene>): Mesh;
  53832. /**
  53833. * Creates an custom extruded shape mesh.
  53834. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  53835. * * 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.
  53836. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  53837. * * 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
  53838. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  53839. * * 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
  53840. * * It must returns a float value that will be the scale value applied to the shape on each path point
  53841. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  53842. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  53843. * * 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
  53844. * * 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
  53845. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  53846. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  53847. * * If you create a double-sided mesh, you can choose what parts of 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
  53848. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  53849. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  53850. * @param name defines the name of the mesh
  53851. * @param options defines the options used to create the mesh
  53852. * @param scene defines the hosting scene
  53853. * @returns the custom extruded shape mesh
  53854. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  53855. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  53856. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  53857. */
  53858. static ExtrudeShapeCustom(name: string, options: {
  53859. shape: Vector3[];
  53860. path: Vector3[];
  53861. scaleFunction?: any;
  53862. rotationFunction?: any;
  53863. ribbonCloseArray?: boolean;
  53864. ribbonClosePath?: boolean;
  53865. cap?: number;
  53866. updatable?: boolean;
  53867. sideOrientation?: number;
  53868. frontUVs?: Vector4;
  53869. backUVs?: Vector4;
  53870. instance?: Mesh;
  53871. invertUV?: boolean;
  53872. }, scene?: Nullable<Scene>): Mesh;
  53873. private static _ExtrudeShapeGeneric;
  53874. }
  53875. }
  53876. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  53877. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  53878. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53879. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53880. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53881. import { Nullable } from "babylonjs/types";
  53882. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53883. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53884. /**
  53885. * AmmoJS Physics plugin
  53886. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  53887. * @see https://github.com/kripken/ammo.js/
  53888. */
  53889. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  53890. private _useDeltaForWorldStep;
  53891. /**
  53892. * Reference to the Ammo library
  53893. */
  53894. bjsAMMO: any;
  53895. /**
  53896. * Created ammoJS world which physics bodies are added to
  53897. */
  53898. world: any;
  53899. /**
  53900. * Name of the plugin
  53901. */
  53902. name: string;
  53903. private _timeStep;
  53904. private _fixedTimeStep;
  53905. private _maxSteps;
  53906. private _tmpQuaternion;
  53907. private _tmpAmmoTransform;
  53908. private _tmpAmmoQuaternion;
  53909. private _tmpAmmoConcreteContactResultCallback;
  53910. private _collisionConfiguration;
  53911. private _dispatcher;
  53912. private _overlappingPairCache;
  53913. private _solver;
  53914. private _softBodySolver;
  53915. private _tmpAmmoVectorA;
  53916. private _tmpAmmoVectorB;
  53917. private _tmpAmmoVectorC;
  53918. private _tmpAmmoVectorD;
  53919. private _tmpContactCallbackResult;
  53920. private _tmpAmmoVectorRCA;
  53921. private _tmpAmmoVectorRCB;
  53922. private _raycastResult;
  53923. private static readonly DISABLE_COLLISION_FLAG;
  53924. private static readonly KINEMATIC_FLAG;
  53925. private static readonly DISABLE_DEACTIVATION_FLAG;
  53926. /**
  53927. * Initializes the ammoJS plugin
  53928. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  53929. * @param ammoInjection can be used to inject your own ammo reference
  53930. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  53931. */
  53932. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  53933. /**
  53934. * Sets the gravity of the physics world (m/(s^2))
  53935. * @param gravity Gravity to set
  53936. */
  53937. setGravity(gravity: Vector3): void;
  53938. /**
  53939. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  53940. * @param timeStep timestep to use in seconds
  53941. */
  53942. setTimeStep(timeStep: number): void;
  53943. /**
  53944. * 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)
  53945. * @param fixedTimeStep fixedTimeStep to use in seconds
  53946. */
  53947. setFixedTimeStep(fixedTimeStep: number): void;
  53948. /**
  53949. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  53950. * @param maxSteps the maximum number of steps by the physics engine per frame
  53951. */
  53952. setMaxSteps(maxSteps: number): void;
  53953. /**
  53954. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  53955. * @returns the current timestep in seconds
  53956. */
  53957. getTimeStep(): number;
  53958. private _isImpostorInContact;
  53959. private _isImpostorPairInContact;
  53960. private _stepSimulation;
  53961. /**
  53962. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53963. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53964. * After the step the babylon meshes are set to the position of the physics imposters
  53965. * @param delta amount of time to step forward
  53966. * @param impostors array of imposters to update before/after the step
  53967. */
  53968. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53969. /**
  53970. * Update babylon mesh to match physics world object
  53971. * @param impostor imposter to match
  53972. */
  53973. private _afterSoftStep;
  53974. /**
  53975. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53976. * @param impostor imposter to match
  53977. */
  53978. private _ropeStep;
  53979. /**
  53980. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53981. * @param impostor imposter to match
  53982. */
  53983. private _softbodyOrClothStep;
  53984. private _tmpVector;
  53985. private _tmpMatrix;
  53986. /**
  53987. * Applies an impulse on the imposter
  53988. * @param impostor imposter to apply impulse to
  53989. * @param force amount of force to be applied to the imposter
  53990. * @param contactPoint the location to apply the impulse on the imposter
  53991. */
  53992. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53993. /**
  53994. * Applies a force on the imposter
  53995. * @param impostor imposter to apply force
  53996. * @param force amount of force to be applied to the imposter
  53997. * @param contactPoint the location to apply the force on the imposter
  53998. */
  53999. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54000. /**
  54001. * Creates a physics body using the plugin
  54002. * @param impostor the imposter to create the physics body on
  54003. */
  54004. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54005. /**
  54006. * Removes the physics body from the imposter and disposes of the body's memory
  54007. * @param impostor imposter to remove the physics body from
  54008. */
  54009. removePhysicsBody(impostor: PhysicsImpostor): void;
  54010. /**
  54011. * Generates a joint
  54012. * @param impostorJoint the imposter joint to create the joint with
  54013. */
  54014. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54015. /**
  54016. * Removes a joint
  54017. * @param impostorJoint the imposter joint to remove the joint from
  54018. */
  54019. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54020. private _addMeshVerts;
  54021. /**
  54022. * Initialise the soft body vertices to match its object's (mesh) vertices
  54023. * Softbody vertices (nodes) are in world space and to match this
  54024. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54025. * @param impostor to create the softbody for
  54026. */
  54027. private _softVertexData;
  54028. /**
  54029. * Create an impostor's soft body
  54030. * @param impostor to create the softbody for
  54031. */
  54032. private _createSoftbody;
  54033. /**
  54034. * Create cloth for an impostor
  54035. * @param impostor to create the softbody for
  54036. */
  54037. private _createCloth;
  54038. /**
  54039. * Create rope for an impostor
  54040. * @param impostor to create the softbody for
  54041. */
  54042. private _createRope;
  54043. private _addHullVerts;
  54044. private _createShape;
  54045. /**
  54046. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54047. * @param impostor imposter containing the physics body and babylon object
  54048. */
  54049. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54050. /**
  54051. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54052. * @param impostor imposter containing the physics body and babylon object
  54053. * @param newPosition new position
  54054. * @param newRotation new rotation
  54055. */
  54056. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54057. /**
  54058. * If this plugin is supported
  54059. * @returns true if its supported
  54060. */
  54061. isSupported(): boolean;
  54062. /**
  54063. * Sets the linear velocity of the physics body
  54064. * @param impostor imposter to set the velocity on
  54065. * @param velocity velocity to set
  54066. */
  54067. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54068. /**
  54069. * Sets the angular velocity of the physics body
  54070. * @param impostor imposter to set the velocity on
  54071. * @param velocity velocity to set
  54072. */
  54073. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54074. /**
  54075. * gets the linear velocity
  54076. * @param impostor imposter to get linear velocity from
  54077. * @returns linear velocity
  54078. */
  54079. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54080. /**
  54081. * gets the angular velocity
  54082. * @param impostor imposter to get angular velocity from
  54083. * @returns angular velocity
  54084. */
  54085. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54086. /**
  54087. * Sets the mass of physics body
  54088. * @param impostor imposter to set the mass on
  54089. * @param mass mass to set
  54090. */
  54091. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54092. /**
  54093. * Gets the mass of the physics body
  54094. * @param impostor imposter to get the mass from
  54095. * @returns mass
  54096. */
  54097. getBodyMass(impostor: PhysicsImpostor): number;
  54098. /**
  54099. * Gets friction of the impostor
  54100. * @param impostor impostor to get friction from
  54101. * @returns friction value
  54102. */
  54103. getBodyFriction(impostor: PhysicsImpostor): number;
  54104. /**
  54105. * Sets friction of the impostor
  54106. * @param impostor impostor to set friction on
  54107. * @param friction friction value
  54108. */
  54109. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54110. /**
  54111. * Gets restitution of the impostor
  54112. * @param impostor impostor to get restitution from
  54113. * @returns restitution value
  54114. */
  54115. getBodyRestitution(impostor: PhysicsImpostor): number;
  54116. /**
  54117. * Sets resitution of the impostor
  54118. * @param impostor impostor to set resitution on
  54119. * @param restitution resitution value
  54120. */
  54121. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54122. /**
  54123. * Gets pressure inside the impostor
  54124. * @param impostor impostor to get pressure from
  54125. * @returns pressure value
  54126. */
  54127. getBodyPressure(impostor: PhysicsImpostor): number;
  54128. /**
  54129. * Sets pressure inside a soft body impostor
  54130. * Cloth and rope must remain 0 pressure
  54131. * @param impostor impostor to set pressure on
  54132. * @param pressure pressure value
  54133. */
  54134. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54135. /**
  54136. * Gets stiffness of the impostor
  54137. * @param impostor impostor to get stiffness from
  54138. * @returns pressure value
  54139. */
  54140. getBodyStiffness(impostor: PhysicsImpostor): number;
  54141. /**
  54142. * Sets stiffness of the impostor
  54143. * @param impostor impostor to set stiffness on
  54144. * @param stiffness stiffness value from 0 to 1
  54145. */
  54146. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54147. /**
  54148. * Gets velocityIterations of the impostor
  54149. * @param impostor impostor to get velocity iterations from
  54150. * @returns velocityIterations value
  54151. */
  54152. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54153. /**
  54154. * Sets velocityIterations of the impostor
  54155. * @param impostor impostor to set velocity iterations on
  54156. * @param velocityIterations velocityIterations value
  54157. */
  54158. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54159. /**
  54160. * Gets positionIterations of the impostor
  54161. * @param impostor impostor to get position iterations from
  54162. * @returns positionIterations value
  54163. */
  54164. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54165. /**
  54166. * Sets positionIterations of the impostor
  54167. * @param impostor impostor to set position on
  54168. * @param positionIterations positionIterations value
  54169. */
  54170. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54171. /**
  54172. * Append an anchor to a cloth object
  54173. * @param impostor is the cloth impostor to add anchor to
  54174. * @param otherImpostor is the rigid impostor to anchor to
  54175. * @param width ratio across width from 0 to 1
  54176. * @param height ratio up height from 0 to 1
  54177. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54178. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54179. */
  54180. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54181. /**
  54182. * Append an hook to a rope object
  54183. * @param impostor is the rope impostor to add hook to
  54184. * @param otherImpostor is the rigid impostor to hook to
  54185. * @param length ratio along the rope from 0 to 1
  54186. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54187. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54188. */
  54189. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54190. /**
  54191. * Sleeps the physics body and stops it from being active
  54192. * @param impostor impostor to sleep
  54193. */
  54194. sleepBody(impostor: PhysicsImpostor): void;
  54195. /**
  54196. * Activates the physics body
  54197. * @param impostor impostor to activate
  54198. */
  54199. wakeUpBody(impostor: PhysicsImpostor): void;
  54200. /**
  54201. * Updates the distance parameters of the joint
  54202. * @param joint joint to update
  54203. * @param maxDistance maximum distance of the joint
  54204. * @param minDistance minimum distance of the joint
  54205. */
  54206. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54207. /**
  54208. * Sets a motor on the joint
  54209. * @param joint joint to set motor on
  54210. * @param speed speed of the motor
  54211. * @param maxForce maximum force of the motor
  54212. * @param motorIndex index of the motor
  54213. */
  54214. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54215. /**
  54216. * Sets the motors limit
  54217. * @param joint joint to set limit on
  54218. * @param upperLimit upper limit
  54219. * @param lowerLimit lower limit
  54220. */
  54221. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54222. /**
  54223. * Syncs the position and rotation of a mesh with the impostor
  54224. * @param mesh mesh to sync
  54225. * @param impostor impostor to update the mesh with
  54226. */
  54227. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54228. /**
  54229. * Gets the radius of the impostor
  54230. * @param impostor impostor to get radius from
  54231. * @returns the radius
  54232. */
  54233. getRadius(impostor: PhysicsImpostor): number;
  54234. /**
  54235. * Gets the box size of the impostor
  54236. * @param impostor impostor to get box size from
  54237. * @param result the resulting box size
  54238. */
  54239. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54240. /**
  54241. * Disposes of the impostor
  54242. */
  54243. dispose(): void;
  54244. /**
  54245. * Does a raycast in the physics world
  54246. * @param from when should the ray start?
  54247. * @param to when should the ray end?
  54248. * @returns PhysicsRaycastResult
  54249. */
  54250. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54251. }
  54252. }
  54253. declare module "babylonjs/Probes/reflectionProbe" {
  54254. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54255. import { Vector3 } from "babylonjs/Maths/math.vector";
  54256. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54257. import { Nullable } from "babylonjs/types";
  54258. import { Scene } from "babylonjs/scene";
  54259. module "babylonjs/abstractScene" {
  54260. interface AbstractScene {
  54261. /**
  54262. * The list of reflection probes added to the scene
  54263. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54264. */
  54265. reflectionProbes: Array<ReflectionProbe>;
  54266. /**
  54267. * Removes the given reflection probe from this scene.
  54268. * @param toRemove The reflection probe to remove
  54269. * @returns The index of the removed reflection probe
  54270. */
  54271. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54272. /**
  54273. * Adds the given reflection probe to this scene.
  54274. * @param newReflectionProbe The reflection probe to add
  54275. */
  54276. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54277. }
  54278. }
  54279. /**
  54280. * Class used to generate realtime reflection / refraction cube textures
  54281. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54282. */
  54283. export class ReflectionProbe {
  54284. /** defines the name of the probe */
  54285. name: string;
  54286. private _scene;
  54287. private _renderTargetTexture;
  54288. private _projectionMatrix;
  54289. private _viewMatrix;
  54290. private _target;
  54291. private _add;
  54292. private _attachedMesh;
  54293. private _invertYAxis;
  54294. /** Gets or sets probe position (center of the cube map) */
  54295. position: Vector3;
  54296. /**
  54297. * Creates a new reflection probe
  54298. * @param name defines the name of the probe
  54299. * @param size defines the texture resolution (for each face)
  54300. * @param scene defines the hosting scene
  54301. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54302. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54303. */
  54304. constructor(
  54305. /** defines the name of the probe */
  54306. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54307. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54308. samples: number;
  54309. /** Gets or sets the refresh rate to use (on every frame by default) */
  54310. refreshRate: number;
  54311. /**
  54312. * Gets the hosting scene
  54313. * @returns a Scene
  54314. */
  54315. getScene(): Scene;
  54316. /** Gets the internal CubeTexture used to render to */
  54317. readonly cubeTexture: RenderTargetTexture;
  54318. /** Gets the list of meshes to render */
  54319. readonly renderList: Nullable<AbstractMesh[]>;
  54320. /**
  54321. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54322. * @param mesh defines the mesh to attach to
  54323. */
  54324. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54325. /**
  54326. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54327. * @param renderingGroupId The rendering group id corresponding to its index
  54328. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54329. */
  54330. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54331. /**
  54332. * Clean all associated resources
  54333. */
  54334. dispose(): void;
  54335. /**
  54336. * Converts the reflection probe information to a readable string for debug purpose.
  54337. * @param fullDetails Supports for multiple levels of logging within scene loading
  54338. * @returns the human readable reflection probe info
  54339. */
  54340. toString(fullDetails?: boolean): string;
  54341. /**
  54342. * Get the class name of the relfection probe.
  54343. * @returns "ReflectionProbe"
  54344. */
  54345. getClassName(): string;
  54346. /**
  54347. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54348. * @returns The JSON representation of the texture
  54349. */
  54350. serialize(): any;
  54351. /**
  54352. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54353. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54354. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54355. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54356. * @returns The parsed reflection probe if successful
  54357. */
  54358. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54359. }
  54360. }
  54361. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54362. /** @hidden */
  54363. export var _BabylonLoaderRegistered: boolean;
  54364. /**
  54365. * Helps setting up some configuration for the babylon file loader.
  54366. */
  54367. export class BabylonFileLoaderConfiguration {
  54368. /**
  54369. * The loader does not allow injecting custom physix engine into the plugins.
  54370. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54371. * So you could set this variable to your engine import to make it work.
  54372. */
  54373. static LoaderInjectedPhysicsEngine: any;
  54374. }
  54375. }
  54376. declare module "babylonjs/Loading/Plugins/index" {
  54377. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54378. }
  54379. declare module "babylonjs/Loading/index" {
  54380. export * from "babylonjs/Loading/loadingScreen";
  54381. export * from "babylonjs/Loading/Plugins/index";
  54382. export * from "babylonjs/Loading/sceneLoader";
  54383. export * from "babylonjs/Loading/sceneLoaderFlags";
  54384. }
  54385. declare module "babylonjs/Materials/Background/index" {
  54386. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54387. }
  54388. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54389. import { Scene } from "babylonjs/scene";
  54390. import { Color3 } from "babylonjs/Maths/math.color";
  54391. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54392. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54393. /**
  54394. * The Physically based simple base material of BJS.
  54395. *
  54396. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54397. * It is used as the base class for both the specGloss and metalRough conventions.
  54398. */
  54399. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54400. /**
  54401. * Number of Simultaneous lights allowed on the material.
  54402. */
  54403. maxSimultaneousLights: number;
  54404. /**
  54405. * If sets to true, disables all the lights affecting the material.
  54406. */
  54407. disableLighting: boolean;
  54408. /**
  54409. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54410. */
  54411. environmentTexture: BaseTexture;
  54412. /**
  54413. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54414. */
  54415. invertNormalMapX: boolean;
  54416. /**
  54417. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54418. */
  54419. invertNormalMapY: boolean;
  54420. /**
  54421. * Normal map used in the model.
  54422. */
  54423. normalTexture: BaseTexture;
  54424. /**
  54425. * Emissivie color used to self-illuminate the model.
  54426. */
  54427. emissiveColor: Color3;
  54428. /**
  54429. * Emissivie texture used to self-illuminate the model.
  54430. */
  54431. emissiveTexture: BaseTexture;
  54432. /**
  54433. * Occlusion Channel Strenght.
  54434. */
  54435. occlusionStrength: number;
  54436. /**
  54437. * Occlusion Texture of the material (adding extra occlusion effects).
  54438. */
  54439. occlusionTexture: BaseTexture;
  54440. /**
  54441. * Defines the alpha limits in alpha test mode.
  54442. */
  54443. alphaCutOff: number;
  54444. /**
  54445. * Gets the current double sided mode.
  54446. */
  54447. /**
  54448. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54449. */
  54450. doubleSided: boolean;
  54451. /**
  54452. * Stores the pre-calculated light information of a mesh in a texture.
  54453. */
  54454. lightmapTexture: BaseTexture;
  54455. /**
  54456. * If true, the light map contains occlusion information instead of lighting info.
  54457. */
  54458. useLightmapAsShadowmap: boolean;
  54459. /**
  54460. * Instantiates a new PBRMaterial instance.
  54461. *
  54462. * @param name The material name
  54463. * @param scene The scene the material will be use in.
  54464. */
  54465. constructor(name: string, scene: Scene);
  54466. getClassName(): string;
  54467. }
  54468. }
  54469. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54470. import { Scene } from "babylonjs/scene";
  54471. import { Color3 } from "babylonjs/Maths/math.color";
  54472. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54473. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54474. /**
  54475. * The PBR material of BJS following the metal roughness convention.
  54476. *
  54477. * This fits to the PBR convention in the GLTF definition:
  54478. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54479. */
  54480. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54481. /**
  54482. * The base color has two different interpretations depending on the value of metalness.
  54483. * When the material is a metal, the base color is the specific measured reflectance value
  54484. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54485. * of the material.
  54486. */
  54487. baseColor: Color3;
  54488. /**
  54489. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54490. * well as opacity information in the alpha channel.
  54491. */
  54492. baseTexture: BaseTexture;
  54493. /**
  54494. * Specifies the metallic scalar value of the material.
  54495. * Can also be used to scale the metalness values of the metallic texture.
  54496. */
  54497. metallic: number;
  54498. /**
  54499. * Specifies the roughness scalar value of the material.
  54500. * Can also be used to scale the roughness values of the metallic texture.
  54501. */
  54502. roughness: number;
  54503. /**
  54504. * Texture containing both the metallic value in the B channel and the
  54505. * roughness value in the G channel to keep better precision.
  54506. */
  54507. metallicRoughnessTexture: BaseTexture;
  54508. /**
  54509. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54510. *
  54511. * @param name The material name
  54512. * @param scene The scene the material will be use in.
  54513. */
  54514. constructor(name: string, scene: Scene);
  54515. /**
  54516. * Return the currrent class name of the material.
  54517. */
  54518. getClassName(): string;
  54519. /**
  54520. * Makes a duplicate of the current material.
  54521. * @param name - name to use for the new material.
  54522. */
  54523. clone(name: string): PBRMetallicRoughnessMaterial;
  54524. /**
  54525. * Serialize the material to a parsable JSON object.
  54526. */
  54527. serialize(): any;
  54528. /**
  54529. * Parses a JSON object correponding to the serialize function.
  54530. */
  54531. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54532. }
  54533. }
  54534. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54535. import { Scene } from "babylonjs/scene";
  54536. import { Color3 } from "babylonjs/Maths/math.color";
  54537. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54538. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54539. /**
  54540. * The PBR material of BJS following the specular glossiness convention.
  54541. *
  54542. * This fits to the PBR convention in the GLTF definition:
  54543. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54544. */
  54545. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54546. /**
  54547. * Specifies the diffuse color of the material.
  54548. */
  54549. diffuseColor: Color3;
  54550. /**
  54551. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54552. * channel.
  54553. */
  54554. diffuseTexture: BaseTexture;
  54555. /**
  54556. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54557. */
  54558. specularColor: Color3;
  54559. /**
  54560. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54561. */
  54562. glossiness: number;
  54563. /**
  54564. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54565. */
  54566. specularGlossinessTexture: BaseTexture;
  54567. /**
  54568. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54569. *
  54570. * @param name The material name
  54571. * @param scene The scene the material will be use in.
  54572. */
  54573. constructor(name: string, scene: Scene);
  54574. /**
  54575. * Return the currrent class name of the material.
  54576. */
  54577. getClassName(): string;
  54578. /**
  54579. * Makes a duplicate of the current material.
  54580. * @param name - name to use for the new material.
  54581. */
  54582. clone(name: string): PBRSpecularGlossinessMaterial;
  54583. /**
  54584. * Serialize the material to a parsable JSON object.
  54585. */
  54586. serialize(): any;
  54587. /**
  54588. * Parses a JSON object correponding to the serialize function.
  54589. */
  54590. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  54591. }
  54592. }
  54593. declare module "babylonjs/Materials/PBR/index" {
  54594. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54595. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54596. export * from "babylonjs/Materials/PBR/pbrMaterial";
  54597. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  54598. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  54599. }
  54600. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  54601. import { Nullable } from "babylonjs/types";
  54602. import { Scene } from "babylonjs/scene";
  54603. import { Matrix } from "babylonjs/Maths/math.vector";
  54604. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54605. /**
  54606. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  54607. * It can help converting any input color in a desired output one. This can then be used to create effects
  54608. * from sepia, black and white to sixties or futuristic rendering...
  54609. *
  54610. * The only supported format is currently 3dl.
  54611. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  54612. */
  54613. export class ColorGradingTexture extends BaseTexture {
  54614. /**
  54615. * The current texture matrix. (will always be identity in color grading texture)
  54616. */
  54617. private _textureMatrix;
  54618. /**
  54619. * The texture URL.
  54620. */
  54621. url: string;
  54622. /**
  54623. * Empty line regex stored for GC.
  54624. */
  54625. private static _noneEmptyLineRegex;
  54626. private _engine;
  54627. /**
  54628. * Instantiates a ColorGradingTexture from the following parameters.
  54629. *
  54630. * @param url The location of the color gradind data (currently only supporting 3dl)
  54631. * @param scene The scene the texture will be used in
  54632. */
  54633. constructor(url: string, scene: Scene);
  54634. /**
  54635. * Returns the texture matrix used in most of the material.
  54636. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  54637. */
  54638. getTextureMatrix(): Matrix;
  54639. /**
  54640. * Occurs when the file being loaded is a .3dl LUT file.
  54641. */
  54642. private load3dlTexture;
  54643. /**
  54644. * Starts the loading process of the texture.
  54645. */
  54646. private loadTexture;
  54647. /**
  54648. * Clones the color gradind texture.
  54649. */
  54650. clone(): ColorGradingTexture;
  54651. /**
  54652. * Called during delayed load for textures.
  54653. */
  54654. delayLoad(): void;
  54655. /**
  54656. * Parses a color grading texture serialized by Babylon.
  54657. * @param parsedTexture The texture information being parsedTexture
  54658. * @param scene The scene to load the texture in
  54659. * @param rootUrl The root url of the data assets to load
  54660. * @return A color gradind texture
  54661. */
  54662. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  54663. /**
  54664. * Serializes the LUT texture to json format.
  54665. */
  54666. serialize(): any;
  54667. }
  54668. }
  54669. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  54670. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54671. import { Scene } from "babylonjs/scene";
  54672. import { Nullable } from "babylonjs/types";
  54673. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54674. /**
  54675. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  54676. */
  54677. export class EquiRectangularCubeTexture extends BaseTexture {
  54678. /** The six faces of the cube. */
  54679. private static _FacesMapping;
  54680. private _noMipmap;
  54681. private _onLoad;
  54682. private _onError;
  54683. /** The size of the cubemap. */
  54684. private _size;
  54685. /** The buffer of the image. */
  54686. private _buffer;
  54687. /** The width of the input image. */
  54688. private _width;
  54689. /** The height of the input image. */
  54690. private _height;
  54691. /** The URL to the image. */
  54692. url: string;
  54693. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  54694. coordinatesMode: number;
  54695. /**
  54696. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  54697. * @param url The location of the image
  54698. * @param scene The scene the texture will be used in
  54699. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54700. * @param noMipmap Forces to not generate the mipmap if true
  54701. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  54702. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  54703. * @param onLoad — defines a callback called when texture is loaded
  54704. * @param onError — defines a callback called if there is an error
  54705. */
  54706. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  54707. /**
  54708. * Load the image data, by putting the image on a canvas and extracting its buffer.
  54709. */
  54710. private loadImage;
  54711. /**
  54712. * Convert the image buffer into a cubemap and create a CubeTexture.
  54713. */
  54714. private loadTexture;
  54715. /**
  54716. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  54717. * @param buffer The ArrayBuffer that should be converted.
  54718. * @returns The buffer as Float32Array.
  54719. */
  54720. private getFloat32ArrayFromArrayBuffer;
  54721. /**
  54722. * Get the current class name of the texture useful for serialization or dynamic coding.
  54723. * @returns "EquiRectangularCubeTexture"
  54724. */
  54725. getClassName(): string;
  54726. /**
  54727. * Create a clone of the current EquiRectangularCubeTexture and return it.
  54728. * @returns A clone of the current EquiRectangularCubeTexture.
  54729. */
  54730. clone(): EquiRectangularCubeTexture;
  54731. }
  54732. }
  54733. declare module "babylonjs/Misc/tga" {
  54734. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54735. /**
  54736. * Based on jsTGALoader - Javascript loader for TGA file
  54737. * By Vincent Thibault
  54738. * @see http://blog.robrowser.com/javascript-tga-loader.html
  54739. */
  54740. export class TGATools {
  54741. private static _TYPE_INDEXED;
  54742. private static _TYPE_RGB;
  54743. private static _TYPE_GREY;
  54744. private static _TYPE_RLE_INDEXED;
  54745. private static _TYPE_RLE_RGB;
  54746. private static _TYPE_RLE_GREY;
  54747. private static _ORIGIN_MASK;
  54748. private static _ORIGIN_SHIFT;
  54749. private static _ORIGIN_BL;
  54750. private static _ORIGIN_BR;
  54751. private static _ORIGIN_UL;
  54752. private static _ORIGIN_UR;
  54753. /**
  54754. * Gets the header of a TGA file
  54755. * @param data defines the TGA data
  54756. * @returns the header
  54757. */
  54758. static GetTGAHeader(data: Uint8Array): any;
  54759. /**
  54760. * Uploads TGA content to a Babylon Texture
  54761. * @hidden
  54762. */
  54763. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  54764. /** @hidden */
  54765. 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;
  54766. /** @hidden */
  54767. 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;
  54768. /** @hidden */
  54769. 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;
  54770. /** @hidden */
  54771. 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;
  54772. /** @hidden */
  54773. 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;
  54774. /** @hidden */
  54775. 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;
  54776. }
  54777. }
  54778. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  54779. import { Nullable } from "babylonjs/types";
  54780. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54781. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54782. /**
  54783. * Implementation of the TGA Texture Loader.
  54784. * @hidden
  54785. */
  54786. export class _TGATextureLoader implements IInternalTextureLoader {
  54787. /**
  54788. * Defines wether the loader supports cascade loading the different faces.
  54789. */
  54790. readonly supportCascades: boolean;
  54791. /**
  54792. * This returns if the loader support the current file information.
  54793. * @param extension defines the file extension of the file being loaded
  54794. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54795. * @param fallback defines the fallback internal texture if any
  54796. * @param isBase64 defines whether the texture is encoded as a base64
  54797. * @param isBuffer defines whether the texture data are stored as a buffer
  54798. * @returns true if the loader can load the specified file
  54799. */
  54800. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54801. /**
  54802. * Transform the url before loading if required.
  54803. * @param rootUrl the url of the texture
  54804. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54805. * @returns the transformed texture
  54806. */
  54807. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54808. /**
  54809. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54810. * @param rootUrl the url of the texture
  54811. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54812. * @returns the fallback texture
  54813. */
  54814. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54815. /**
  54816. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54817. * @param data contains the texture data
  54818. * @param texture defines the BabylonJS internal texture
  54819. * @param createPolynomials will be true if polynomials have been requested
  54820. * @param onLoad defines the callback to trigger once the texture is ready
  54821. * @param onError defines the callback to trigger in case of error
  54822. */
  54823. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54824. /**
  54825. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54826. * @param data contains the texture data
  54827. * @param texture defines the BabylonJS internal texture
  54828. * @param callback defines the method to call once ready to upload
  54829. */
  54830. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54831. }
  54832. }
  54833. declare module "babylonjs/Misc/basis" {
  54834. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54835. /**
  54836. * Info about the .basis files
  54837. */
  54838. class BasisFileInfo {
  54839. /**
  54840. * If the file has alpha
  54841. */
  54842. hasAlpha: boolean;
  54843. /**
  54844. * Info about each image of the basis file
  54845. */
  54846. images: Array<{
  54847. levels: Array<{
  54848. width: number;
  54849. height: number;
  54850. transcodedPixels: ArrayBufferView;
  54851. }>;
  54852. }>;
  54853. }
  54854. /**
  54855. * Result of transcoding a basis file
  54856. */
  54857. class TranscodeResult {
  54858. /**
  54859. * Info about the .basis file
  54860. */
  54861. fileInfo: BasisFileInfo;
  54862. /**
  54863. * Format to use when loading the file
  54864. */
  54865. format: number;
  54866. }
  54867. /**
  54868. * Configuration options for the Basis transcoder
  54869. */
  54870. export class BasisTranscodeConfiguration {
  54871. /**
  54872. * Supported compression formats used to determine the supported output format of the transcoder
  54873. */
  54874. supportedCompressionFormats?: {
  54875. /**
  54876. * etc1 compression format
  54877. */
  54878. etc1?: boolean;
  54879. /**
  54880. * s3tc compression format
  54881. */
  54882. s3tc?: boolean;
  54883. /**
  54884. * pvrtc compression format
  54885. */
  54886. pvrtc?: boolean;
  54887. /**
  54888. * etc2 compression format
  54889. */
  54890. etc2?: boolean;
  54891. };
  54892. /**
  54893. * If mipmap levels should be loaded for transcoded images (Default: true)
  54894. */
  54895. loadMipmapLevels?: boolean;
  54896. /**
  54897. * Index of a single image to load (Default: all images)
  54898. */
  54899. loadSingleImage?: number;
  54900. }
  54901. /**
  54902. * Used to load .Basis files
  54903. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  54904. */
  54905. export class BasisTools {
  54906. private static _IgnoreSupportedFormats;
  54907. /**
  54908. * URL to use when loading the basis transcoder
  54909. */
  54910. static JSModuleURL: string;
  54911. /**
  54912. * URL to use when loading the wasm module for the transcoder
  54913. */
  54914. static WasmModuleURL: string;
  54915. /**
  54916. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  54917. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  54918. * @returns internal format corresponding to the Basis format
  54919. */
  54920. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  54921. private static _WorkerPromise;
  54922. private static _Worker;
  54923. private static _actionId;
  54924. private static _CreateWorkerAsync;
  54925. /**
  54926. * Transcodes a loaded image file to compressed pixel data
  54927. * @param imageData image data to transcode
  54928. * @param config configuration options for the transcoding
  54929. * @returns a promise resulting in the transcoded image
  54930. */
  54931. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  54932. /**
  54933. * Loads a texture from the transcode result
  54934. * @param texture texture load to
  54935. * @param transcodeResult the result of transcoding the basis file to load from
  54936. */
  54937. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  54938. }
  54939. }
  54940. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  54941. import { Nullable } from "babylonjs/types";
  54942. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54943. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54944. /**
  54945. * Loader for .basis file format
  54946. */
  54947. export class _BasisTextureLoader implements IInternalTextureLoader {
  54948. /**
  54949. * Defines whether the loader supports cascade loading the different faces.
  54950. */
  54951. readonly supportCascades: boolean;
  54952. /**
  54953. * This returns if the loader support the current file information.
  54954. * @param extension defines the file extension of the file being loaded
  54955. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54956. * @param fallback defines the fallback internal texture if any
  54957. * @param isBase64 defines whether the texture is encoded as a base64
  54958. * @param isBuffer defines whether the texture data are stored as a buffer
  54959. * @returns true if the loader can load the specified file
  54960. */
  54961. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54962. /**
  54963. * Transform the url before loading if required.
  54964. * @param rootUrl the url of the texture
  54965. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54966. * @returns the transformed texture
  54967. */
  54968. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54969. /**
  54970. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54971. * @param rootUrl the url of the texture
  54972. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54973. * @returns the fallback texture
  54974. */
  54975. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54976. /**
  54977. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  54978. * @param data contains the texture data
  54979. * @param texture defines the BabylonJS internal texture
  54980. * @param createPolynomials will be true if polynomials have been requested
  54981. * @param onLoad defines the callback to trigger once the texture is ready
  54982. * @param onError defines the callback to trigger in case of error
  54983. */
  54984. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54985. /**
  54986. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54987. * @param data contains the texture data
  54988. * @param texture defines the BabylonJS internal texture
  54989. * @param callback defines the method to call once ready to upload
  54990. */
  54991. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54992. }
  54993. }
  54994. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54995. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54996. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54997. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54998. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54999. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55000. }
  55001. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55002. import { Scene } from "babylonjs/scene";
  55003. import { Texture } from "babylonjs/Materials/Textures/texture";
  55004. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55005. /**
  55006. * 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.
  55007. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55008. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55009. */
  55010. export class CustomProceduralTexture extends ProceduralTexture {
  55011. private _animate;
  55012. private _time;
  55013. private _config;
  55014. private _texturePath;
  55015. /**
  55016. * Instantiates a new Custom Procedural Texture.
  55017. * 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.
  55018. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55019. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55020. * @param name Define the name of the texture
  55021. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55022. * @param size Define the size of the texture to create
  55023. * @param scene Define the scene the texture belongs to
  55024. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55025. * @param generateMipMaps Define if the texture should creates mip maps or not
  55026. */
  55027. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55028. private _loadJson;
  55029. /**
  55030. * Is the texture ready to be used ? (rendered at least once)
  55031. * @returns true if ready, otherwise, false.
  55032. */
  55033. isReady(): boolean;
  55034. /**
  55035. * Render the texture to its associated render target.
  55036. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55037. */
  55038. render(useCameraPostProcess?: boolean): void;
  55039. /**
  55040. * Update the list of dependant textures samplers in the shader.
  55041. */
  55042. updateTextures(): void;
  55043. /**
  55044. * Update the uniform values of the procedural texture in the shader.
  55045. */
  55046. updateShaderUniforms(): void;
  55047. /**
  55048. * Define if the texture animates or not.
  55049. */
  55050. animate: boolean;
  55051. }
  55052. }
  55053. declare module "babylonjs/Shaders/noise.fragment" {
  55054. /** @hidden */
  55055. export var noisePixelShader: {
  55056. name: string;
  55057. shader: string;
  55058. };
  55059. }
  55060. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55061. import { Nullable } from "babylonjs/types";
  55062. import { Scene } from "babylonjs/scene";
  55063. import { Texture } from "babylonjs/Materials/Textures/texture";
  55064. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55065. import "babylonjs/Shaders/noise.fragment";
  55066. /**
  55067. * Class used to generate noise procedural textures
  55068. */
  55069. export class NoiseProceduralTexture extends ProceduralTexture {
  55070. private _time;
  55071. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55072. brightness: number;
  55073. /** Defines the number of octaves to process */
  55074. octaves: number;
  55075. /** Defines the level of persistence (0.8 by default) */
  55076. persistence: number;
  55077. /** Gets or sets animation speed factor (default is 1) */
  55078. animationSpeedFactor: number;
  55079. /**
  55080. * Creates a new NoiseProceduralTexture
  55081. * @param name defines the name fo the texture
  55082. * @param size defines the size of the texture (default is 256)
  55083. * @param scene defines the hosting scene
  55084. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55085. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55086. */
  55087. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55088. private _updateShaderUniforms;
  55089. protected _getDefines(): string;
  55090. /** Generate the current state of the procedural texture */
  55091. render(useCameraPostProcess?: boolean): void;
  55092. /**
  55093. * Serializes this noise procedural texture
  55094. * @returns a serialized noise procedural texture object
  55095. */
  55096. serialize(): any;
  55097. /**
  55098. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55099. * @param parsedTexture defines parsed texture data
  55100. * @param scene defines the current scene
  55101. * @param rootUrl defines the root URL containing noise procedural texture information
  55102. * @returns a parsed NoiseProceduralTexture
  55103. */
  55104. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55105. }
  55106. }
  55107. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55108. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55109. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55110. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55111. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55112. }
  55113. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55114. import { Nullable } from "babylonjs/types";
  55115. import { Scene } from "babylonjs/scene";
  55116. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55117. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55118. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55119. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55120. /**
  55121. * Raw cube texture where the raw buffers are passed in
  55122. */
  55123. export class RawCubeTexture extends CubeTexture {
  55124. /**
  55125. * Creates a cube texture where the raw buffers are passed in.
  55126. * @param scene defines the scene the texture is attached to
  55127. * @param data defines the array of data to use to create each face
  55128. * @param size defines the size of the textures
  55129. * @param format defines the format of the data
  55130. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55131. * @param generateMipMaps defines if the engine should generate the mip levels
  55132. * @param invertY defines if data must be stored with Y axis inverted
  55133. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55134. * @param compression defines the compression used (null by default)
  55135. */
  55136. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55137. /**
  55138. * Updates the raw cube texture.
  55139. * @param data defines the data to store
  55140. * @param format defines the data format
  55141. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55142. * @param invertY defines if data must be stored with Y axis inverted
  55143. * @param compression defines the compression used (null by default)
  55144. * @param level defines which level of the texture to update
  55145. */
  55146. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55147. /**
  55148. * Updates a raw cube texture with RGBD encoded data.
  55149. * @param data defines the array of data [mipmap][face] to use to create each face
  55150. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55151. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55152. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55153. * @returns a promsie that resolves when the operation is complete
  55154. */
  55155. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55156. /**
  55157. * Clones the raw cube texture.
  55158. * @return a new cube texture
  55159. */
  55160. clone(): CubeTexture;
  55161. /** @hidden */
  55162. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55163. }
  55164. }
  55165. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55166. import { Scene } from "babylonjs/scene";
  55167. import { Texture } from "babylonjs/Materials/Textures/texture";
  55168. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55169. /**
  55170. * Class used to store 3D textures containing user data
  55171. */
  55172. export class RawTexture3D extends Texture {
  55173. /** Gets or sets the texture format to use */
  55174. format: number;
  55175. private _engine;
  55176. /**
  55177. * Create a new RawTexture3D
  55178. * @param data defines the data of the texture
  55179. * @param width defines the width of the texture
  55180. * @param height defines the height of the texture
  55181. * @param depth defines the depth of the texture
  55182. * @param format defines the texture format to use
  55183. * @param scene defines the hosting scene
  55184. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55185. * @param invertY defines if texture must be stored with Y axis inverted
  55186. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55187. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55188. */
  55189. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55190. /** Gets or sets the texture format to use */
  55191. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55192. /**
  55193. * Update the texture with new data
  55194. * @param data defines the data to store in the texture
  55195. */
  55196. update(data: ArrayBufferView): void;
  55197. }
  55198. }
  55199. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55200. import { Scene } from "babylonjs/scene";
  55201. import { Plane } from "babylonjs/Maths/math.plane";
  55202. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55203. /**
  55204. * Creates a refraction texture used by refraction channel of the standard material.
  55205. * It is like a mirror but to see through a material.
  55206. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55207. */
  55208. export class RefractionTexture extends RenderTargetTexture {
  55209. /**
  55210. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55211. * 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.
  55212. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55213. */
  55214. refractionPlane: Plane;
  55215. /**
  55216. * Define how deep under the surface we should see.
  55217. */
  55218. depth: number;
  55219. /**
  55220. * Creates a refraction texture used by refraction channel of the standard material.
  55221. * It is like a mirror but to see through a material.
  55222. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55223. * @param name Define the texture name
  55224. * @param size Define the size of the underlying texture
  55225. * @param scene Define the scene the refraction belongs to
  55226. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55227. */
  55228. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55229. /**
  55230. * Clone the refraction texture.
  55231. * @returns the cloned texture
  55232. */
  55233. clone(): RefractionTexture;
  55234. /**
  55235. * Serialize the texture to a JSON representation you could use in Parse later on
  55236. * @returns the serialized JSON representation
  55237. */
  55238. serialize(): any;
  55239. }
  55240. }
  55241. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55242. import { Nullable } from "babylonjs/types";
  55243. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55244. import { Matrix } from "babylonjs/Maths/math.vector";
  55245. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55246. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55247. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55248. import { Scene } from "babylonjs/scene";
  55249. /**
  55250. * Defines the options related to the creation of an HtmlElementTexture
  55251. */
  55252. export interface IHtmlElementTextureOptions {
  55253. /**
  55254. * Defines wether mip maps should be created or not.
  55255. */
  55256. generateMipMaps?: boolean;
  55257. /**
  55258. * Defines the sampling mode of the texture.
  55259. */
  55260. samplingMode?: number;
  55261. /**
  55262. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55263. */
  55264. engine: Nullable<ThinEngine>;
  55265. /**
  55266. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55267. */
  55268. scene: Nullable<Scene>;
  55269. }
  55270. /**
  55271. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55272. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55273. * is automatically managed.
  55274. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55275. * in your application.
  55276. *
  55277. * As the update is not automatic, you need to call them manually.
  55278. */
  55279. export class HtmlElementTexture extends BaseTexture {
  55280. /**
  55281. * The texture URL.
  55282. */
  55283. element: HTMLVideoElement | HTMLCanvasElement;
  55284. private static readonly DefaultOptions;
  55285. private _textureMatrix;
  55286. private _engine;
  55287. private _isVideo;
  55288. private _generateMipMaps;
  55289. private _samplingMode;
  55290. /**
  55291. * Instantiates a HtmlElementTexture from the following parameters.
  55292. *
  55293. * @param name Defines the name of the texture
  55294. * @param element Defines the video or canvas the texture is filled with
  55295. * @param options Defines the other none mandatory texture creation options
  55296. */
  55297. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55298. private _createInternalTexture;
  55299. /**
  55300. * Returns the texture matrix used in most of the material.
  55301. */
  55302. getTextureMatrix(): Matrix;
  55303. /**
  55304. * Updates the content of the texture.
  55305. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55306. */
  55307. update(invertY?: Nullable<boolean>): void;
  55308. }
  55309. }
  55310. declare module "babylonjs/Materials/Textures/index" {
  55311. export * from "babylonjs/Materials/Textures/baseTexture";
  55312. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55313. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55314. export * from "babylonjs/Materials/Textures/cubeTexture";
  55315. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55316. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55317. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55318. export * from "babylonjs/Materials/Textures/internalTexture";
  55319. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55320. export * from "babylonjs/Materials/Textures/Loaders/index";
  55321. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55322. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55323. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55324. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55325. export * from "babylonjs/Materials/Textures/rawTexture";
  55326. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55327. export * from "babylonjs/Materials/Textures/refractionTexture";
  55328. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55329. export * from "babylonjs/Materials/Textures/texture";
  55330. export * from "babylonjs/Materials/Textures/videoTexture";
  55331. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55332. }
  55333. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55334. /**
  55335. * Enum used to define the target of a block
  55336. */
  55337. export enum NodeMaterialBlockTargets {
  55338. /** Vertex shader */
  55339. Vertex = 1,
  55340. /** Fragment shader */
  55341. Fragment = 2,
  55342. /** Neutral */
  55343. Neutral = 4,
  55344. /** Vertex and Fragment */
  55345. VertexAndFragment = 3
  55346. }
  55347. }
  55348. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55349. /**
  55350. * Defines the kind of connection point for node based material
  55351. */
  55352. export enum NodeMaterialBlockConnectionPointTypes {
  55353. /** Float */
  55354. Float = 1,
  55355. /** Int */
  55356. Int = 2,
  55357. /** Vector2 */
  55358. Vector2 = 4,
  55359. /** Vector3 */
  55360. Vector3 = 8,
  55361. /** Vector4 */
  55362. Vector4 = 16,
  55363. /** Color3 */
  55364. Color3 = 32,
  55365. /** Color4 */
  55366. Color4 = 64,
  55367. /** Matrix */
  55368. Matrix = 128,
  55369. /** Detect type based on connection */
  55370. AutoDetect = 1024,
  55371. /** Output type that will be defined by input type */
  55372. BasedOnInput = 2048
  55373. }
  55374. }
  55375. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55376. /**
  55377. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55378. */
  55379. export enum NodeMaterialBlockConnectionPointMode {
  55380. /** Value is an uniform */
  55381. Uniform = 0,
  55382. /** Value is a mesh attribute */
  55383. Attribute = 1,
  55384. /** Value is a varying between vertex and fragment shaders */
  55385. Varying = 2,
  55386. /** Mode is undefined */
  55387. Undefined = 3
  55388. }
  55389. }
  55390. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55391. /**
  55392. * Enum used to define system values e.g. values automatically provided by the system
  55393. */
  55394. export enum NodeMaterialSystemValues {
  55395. /** World */
  55396. World = 1,
  55397. /** View */
  55398. View = 2,
  55399. /** Projection */
  55400. Projection = 3,
  55401. /** ViewProjection */
  55402. ViewProjection = 4,
  55403. /** WorldView */
  55404. WorldView = 5,
  55405. /** WorldViewProjection */
  55406. WorldViewProjection = 6,
  55407. /** CameraPosition */
  55408. CameraPosition = 7,
  55409. /** Fog Color */
  55410. FogColor = 8,
  55411. /** Delta time */
  55412. DeltaTime = 9
  55413. }
  55414. }
  55415. declare module "babylonjs/Materials/Node/Enums/index" {
  55416. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55417. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55418. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55419. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55420. }
  55421. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55422. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55423. /**
  55424. * Root class for all node material optimizers
  55425. */
  55426. export class NodeMaterialOptimizer {
  55427. /**
  55428. * Function used to optimize a NodeMaterial graph
  55429. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55430. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55431. */
  55432. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55433. }
  55434. }
  55435. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55436. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55437. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55438. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55439. import { Scene } from "babylonjs/scene";
  55440. /**
  55441. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55442. */
  55443. export class TransformBlock extends NodeMaterialBlock {
  55444. /**
  55445. * Defines the value to use to complement W value to transform it to a Vector4
  55446. */
  55447. complementW: number;
  55448. /**
  55449. * Defines the value to use to complement z value to transform it to a Vector4
  55450. */
  55451. complementZ: number;
  55452. /**
  55453. * Creates a new TransformBlock
  55454. * @param name defines the block name
  55455. */
  55456. constructor(name: string);
  55457. /**
  55458. * Gets the current class name
  55459. * @returns the class name
  55460. */
  55461. getClassName(): string;
  55462. /**
  55463. * Gets the vector input
  55464. */
  55465. readonly vector: NodeMaterialConnectionPoint;
  55466. /**
  55467. * Gets the output component
  55468. */
  55469. readonly output: NodeMaterialConnectionPoint;
  55470. /**
  55471. * Gets the matrix transform input
  55472. */
  55473. readonly transform: NodeMaterialConnectionPoint;
  55474. protected _buildBlock(state: NodeMaterialBuildState): this;
  55475. serialize(): any;
  55476. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55477. protected _dumpPropertiesCode(): string;
  55478. }
  55479. }
  55480. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55481. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55482. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55483. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55484. /**
  55485. * Block used to output the vertex position
  55486. */
  55487. export class VertexOutputBlock extends NodeMaterialBlock {
  55488. /**
  55489. * Creates a new VertexOutputBlock
  55490. * @param name defines the block name
  55491. */
  55492. constructor(name: string);
  55493. /**
  55494. * Gets the current class name
  55495. * @returns the class name
  55496. */
  55497. getClassName(): string;
  55498. /**
  55499. * Gets the vector input component
  55500. */
  55501. readonly vector: NodeMaterialConnectionPoint;
  55502. protected _buildBlock(state: NodeMaterialBuildState): this;
  55503. }
  55504. }
  55505. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55506. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55507. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55508. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55509. /**
  55510. * Block used to output the final color
  55511. */
  55512. export class FragmentOutputBlock extends NodeMaterialBlock {
  55513. /**
  55514. * Create a new FragmentOutputBlock
  55515. * @param name defines the block name
  55516. */
  55517. constructor(name: string);
  55518. /**
  55519. * Gets the current class name
  55520. * @returns the class name
  55521. */
  55522. getClassName(): string;
  55523. /**
  55524. * Gets the rgba input component
  55525. */
  55526. readonly rgba: NodeMaterialConnectionPoint;
  55527. /**
  55528. * Gets the rgb input component
  55529. */
  55530. readonly rgb: NodeMaterialConnectionPoint;
  55531. /**
  55532. * Gets the a input component
  55533. */
  55534. readonly a: NodeMaterialConnectionPoint;
  55535. protected _buildBlock(state: NodeMaterialBuildState): this;
  55536. }
  55537. }
  55538. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  55539. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55540. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55541. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55542. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55543. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55544. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55545. import { Effect } from "babylonjs/Materials/effect";
  55546. import { Mesh } from "babylonjs/Meshes/mesh";
  55547. import { Nullable } from "babylonjs/types";
  55548. import { Scene } from "babylonjs/scene";
  55549. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  55550. /**
  55551. * Block used to read a reflection texture from a sampler
  55552. */
  55553. export class ReflectionTextureBlock extends NodeMaterialBlock {
  55554. private _define3DName;
  55555. private _defineCubicName;
  55556. private _defineExplicitName;
  55557. private _defineProjectionName;
  55558. private _defineLocalCubicName;
  55559. private _defineSphericalName;
  55560. private _definePlanarName;
  55561. private _defineEquirectangularName;
  55562. private _defineMirroredEquirectangularFixedName;
  55563. private _defineEquirectangularFixedName;
  55564. private _defineSkyboxName;
  55565. private _cubeSamplerName;
  55566. private _2DSamplerName;
  55567. private _positionUVWName;
  55568. private _directionWName;
  55569. private _reflectionCoordsName;
  55570. private _reflection2DCoordsName;
  55571. private _reflectionColorName;
  55572. private _reflectionMatrixName;
  55573. /**
  55574. * Gets or sets the texture associated with the node
  55575. */
  55576. texture: Nullable<BaseTexture>;
  55577. /**
  55578. * Create a new TextureBlock
  55579. * @param name defines the block name
  55580. */
  55581. constructor(name: string);
  55582. /**
  55583. * Gets the current class name
  55584. * @returns the class name
  55585. */
  55586. getClassName(): string;
  55587. /**
  55588. * Gets the world position input component
  55589. */
  55590. readonly position: NodeMaterialConnectionPoint;
  55591. /**
  55592. * Gets the world position input component
  55593. */
  55594. readonly worldPosition: NodeMaterialConnectionPoint;
  55595. /**
  55596. * Gets the world normal input component
  55597. */
  55598. readonly worldNormal: NodeMaterialConnectionPoint;
  55599. /**
  55600. * Gets the world input component
  55601. */
  55602. readonly world: NodeMaterialConnectionPoint;
  55603. /**
  55604. * Gets the camera (or eye) position component
  55605. */
  55606. readonly cameraPosition: NodeMaterialConnectionPoint;
  55607. /**
  55608. * Gets the view input component
  55609. */
  55610. readonly view: NodeMaterialConnectionPoint;
  55611. /**
  55612. * Gets the rgb output component
  55613. */
  55614. readonly rgb: NodeMaterialConnectionPoint;
  55615. /**
  55616. * Gets the r output component
  55617. */
  55618. readonly r: NodeMaterialConnectionPoint;
  55619. /**
  55620. * Gets the g output component
  55621. */
  55622. readonly g: NodeMaterialConnectionPoint;
  55623. /**
  55624. * Gets the b output component
  55625. */
  55626. readonly b: NodeMaterialConnectionPoint;
  55627. autoConfigure(material: NodeMaterial): void;
  55628. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55629. isReady(): boolean;
  55630. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55631. private _injectVertexCode;
  55632. private _writeOutput;
  55633. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55634. protected _dumpPropertiesCode(): string;
  55635. serialize(): any;
  55636. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55637. }
  55638. }
  55639. declare module "babylonjs/Materials/Node/nodeMaterial" {
  55640. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55641. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  55642. import { Scene } from "babylonjs/scene";
  55643. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55644. import { Matrix } from "babylonjs/Maths/math.vector";
  55645. import { Mesh } from "babylonjs/Meshes/mesh";
  55646. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55647. import { Observable } from "babylonjs/Misc/observable";
  55648. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55649. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  55650. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55651. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  55652. import { Nullable } from "babylonjs/types";
  55653. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55654. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55655. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55656. /**
  55657. * Interface used to configure the node material editor
  55658. */
  55659. export interface INodeMaterialEditorOptions {
  55660. /** Define the URl to load node editor script */
  55661. editorURL?: string;
  55662. }
  55663. /** @hidden */
  55664. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  55665. /** BONES */
  55666. NUM_BONE_INFLUENCERS: number;
  55667. BonesPerMesh: number;
  55668. BONETEXTURE: boolean;
  55669. /** MORPH TARGETS */
  55670. MORPHTARGETS: boolean;
  55671. MORPHTARGETS_NORMAL: boolean;
  55672. MORPHTARGETS_TANGENT: boolean;
  55673. MORPHTARGETS_UV: boolean;
  55674. NUM_MORPH_INFLUENCERS: number;
  55675. /** IMAGE PROCESSING */
  55676. IMAGEPROCESSING: boolean;
  55677. VIGNETTE: boolean;
  55678. VIGNETTEBLENDMODEMULTIPLY: boolean;
  55679. VIGNETTEBLENDMODEOPAQUE: boolean;
  55680. TONEMAPPING: boolean;
  55681. TONEMAPPING_ACES: boolean;
  55682. CONTRAST: boolean;
  55683. EXPOSURE: boolean;
  55684. COLORCURVES: boolean;
  55685. COLORGRADING: boolean;
  55686. COLORGRADING3D: boolean;
  55687. SAMPLER3DGREENDEPTH: boolean;
  55688. SAMPLER3DBGRMAP: boolean;
  55689. IMAGEPROCESSINGPOSTPROCESS: boolean;
  55690. /** MISC. */
  55691. BUMPDIRECTUV: number;
  55692. constructor();
  55693. setValue(name: string, value: boolean): void;
  55694. }
  55695. /**
  55696. * Class used to configure NodeMaterial
  55697. */
  55698. export interface INodeMaterialOptions {
  55699. /**
  55700. * Defines if blocks should emit comments
  55701. */
  55702. emitComments: boolean;
  55703. }
  55704. /**
  55705. * Class used to create a node based material built by assembling shader blocks
  55706. */
  55707. export class NodeMaterial extends PushMaterial {
  55708. private static _BuildIdGenerator;
  55709. private _options;
  55710. private _vertexCompilationState;
  55711. private _fragmentCompilationState;
  55712. private _sharedData;
  55713. private _buildId;
  55714. private _buildWasSuccessful;
  55715. private _cachedWorldViewMatrix;
  55716. private _cachedWorldViewProjectionMatrix;
  55717. private _optimizers;
  55718. private _animationFrame;
  55719. /** Define the URl to load node editor script */
  55720. static EditorURL: string;
  55721. private BJSNODEMATERIALEDITOR;
  55722. /** Get the inspector from bundle or global */
  55723. private _getGlobalNodeMaterialEditor;
  55724. /**
  55725. * 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)
  55726. */
  55727. ignoreAlpha: boolean;
  55728. /**
  55729. * Defines the maximum number of lights that can be used in the material
  55730. */
  55731. maxSimultaneousLights: number;
  55732. /**
  55733. * Observable raised when the material is built
  55734. */
  55735. onBuildObservable: Observable<NodeMaterial>;
  55736. /**
  55737. * Gets or sets the root nodes of the material vertex shader
  55738. */
  55739. _vertexOutputNodes: NodeMaterialBlock[];
  55740. /**
  55741. * Gets or sets the root nodes of the material fragment (pixel) shader
  55742. */
  55743. _fragmentOutputNodes: NodeMaterialBlock[];
  55744. /** Gets or sets options to control the node material overall behavior */
  55745. options: INodeMaterialOptions;
  55746. /**
  55747. * Default configuration related to image processing available in the standard Material.
  55748. */
  55749. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  55750. /**
  55751. * Gets the image processing configuration used either in this material.
  55752. */
  55753. /**
  55754. * Sets the Default image processing configuration used either in the this material.
  55755. *
  55756. * If sets to null, the scene one is in use.
  55757. */
  55758. imageProcessingConfiguration: ImageProcessingConfiguration;
  55759. /**
  55760. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  55761. */
  55762. attachedBlocks: NodeMaterialBlock[];
  55763. /**
  55764. * Create a new node based material
  55765. * @param name defines the material name
  55766. * @param scene defines the hosting scene
  55767. * @param options defines creation option
  55768. */
  55769. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  55770. /**
  55771. * Gets the current class name of the material e.g. "NodeMaterial"
  55772. * @returns the class name
  55773. */
  55774. getClassName(): string;
  55775. /**
  55776. * Keep track of the image processing observer to allow dispose and replace.
  55777. */
  55778. private _imageProcessingObserver;
  55779. /**
  55780. * Attaches a new image processing configuration to the Standard Material.
  55781. * @param configuration
  55782. */
  55783. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  55784. /**
  55785. * Get a block by its name
  55786. * @param name defines the name of the block to retrieve
  55787. * @returns the required block or null if not found
  55788. */
  55789. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  55790. /**
  55791. * Get a block by its name
  55792. * @param predicate defines the predicate used to find the good candidate
  55793. * @returns the required block or null if not found
  55794. */
  55795. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  55796. /**
  55797. * Get an input block by its name
  55798. * @param predicate defines the predicate used to find the good candidate
  55799. * @returns the required input block or null if not found
  55800. */
  55801. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  55802. /**
  55803. * Gets the list of input blocks attached to this material
  55804. * @returns an array of InputBlocks
  55805. */
  55806. getInputBlocks(): InputBlock[];
  55807. /**
  55808. * Adds a new optimizer to the list of optimizers
  55809. * @param optimizer defines the optimizers to add
  55810. * @returns the current material
  55811. */
  55812. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55813. /**
  55814. * Remove an optimizer from the list of optimizers
  55815. * @param optimizer defines the optimizers to remove
  55816. * @returns the current material
  55817. */
  55818. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  55819. /**
  55820. * Add a new block to the list of output nodes
  55821. * @param node defines the node to add
  55822. * @returns the current material
  55823. */
  55824. addOutputNode(node: NodeMaterialBlock): this;
  55825. /**
  55826. * Remove a block from the list of root nodes
  55827. * @param node defines the node to remove
  55828. * @returns the current material
  55829. */
  55830. removeOutputNode(node: NodeMaterialBlock): this;
  55831. private _addVertexOutputNode;
  55832. private _removeVertexOutputNode;
  55833. private _addFragmentOutputNode;
  55834. private _removeFragmentOutputNode;
  55835. /**
  55836. * Specifies if the material will require alpha blending
  55837. * @returns a boolean specifying if alpha blending is needed
  55838. */
  55839. needAlphaBlending(): boolean;
  55840. /**
  55841. * Specifies if this material should be rendered in alpha test mode
  55842. * @returns a boolean specifying if an alpha test is needed.
  55843. */
  55844. needAlphaTesting(): boolean;
  55845. private _initializeBlock;
  55846. private _resetDualBlocks;
  55847. /**
  55848. * Build the material and generates the inner effect
  55849. * @param verbose defines if the build should log activity
  55850. */
  55851. build(verbose?: boolean): void;
  55852. /**
  55853. * Runs an otpimization phase to try to improve the shader code
  55854. */
  55855. optimize(): void;
  55856. private _prepareDefinesForAttributes;
  55857. /**
  55858. * Get if the submesh is ready to be used and all its information available.
  55859. * Child classes can use it to update shaders
  55860. * @param mesh defines the mesh to check
  55861. * @param subMesh defines which submesh to check
  55862. * @param useInstances specifies that instances should be used
  55863. * @returns a boolean indicating that the submesh is ready or not
  55864. */
  55865. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  55866. /**
  55867. * Get a string representing the shaders built by the current node graph
  55868. */
  55869. readonly compiledShaders: string;
  55870. /**
  55871. * Binds the world matrix to the material
  55872. * @param world defines the world transformation matrix
  55873. */
  55874. bindOnlyWorldMatrix(world: Matrix): void;
  55875. /**
  55876. * Binds the submesh to this material by preparing the effect and shader to draw
  55877. * @param world defines the world transformation matrix
  55878. * @param mesh defines the mesh containing the submesh
  55879. * @param subMesh defines the submesh to bind the material to
  55880. */
  55881. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  55882. /**
  55883. * Gets the active textures from the material
  55884. * @returns an array of textures
  55885. */
  55886. getActiveTextures(): BaseTexture[];
  55887. /**
  55888. * Gets the list of texture blocks
  55889. * @returns an array of texture blocks
  55890. */
  55891. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  55892. /**
  55893. * Specifies if the material uses a texture
  55894. * @param texture defines the texture to check against the material
  55895. * @returns a boolean specifying if the material uses the texture
  55896. */
  55897. hasTexture(texture: BaseTexture): boolean;
  55898. /**
  55899. * Disposes the material
  55900. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  55901. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  55902. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  55903. */
  55904. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  55905. /** Creates the node editor window. */
  55906. private _createNodeEditor;
  55907. /**
  55908. * Launch the node material editor
  55909. * @param config Define the configuration of the editor
  55910. * @return a promise fulfilled when the node editor is visible
  55911. */
  55912. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  55913. /**
  55914. * Clear the current material
  55915. */
  55916. clear(): void;
  55917. /**
  55918. * Clear the current material and set it to a default state
  55919. */
  55920. setToDefault(): void;
  55921. /**
  55922. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  55923. * @param url defines the url to load from
  55924. * @returns a promise that will fullfil when the material is fully loaded
  55925. */
  55926. loadAsync(url: string): Promise<void>;
  55927. private _gatherBlocks;
  55928. /**
  55929. * Generate a string containing the code declaration required to create an equivalent of this material
  55930. * @returns a string
  55931. */
  55932. generateCode(): string;
  55933. /**
  55934. * Serializes this material in a JSON representation
  55935. * @returns the serialized material object
  55936. */
  55937. serialize(): any;
  55938. private _restoreConnections;
  55939. /**
  55940. * Clear the current graph and load a new one from a serialization object
  55941. * @param source defines the JSON representation of the material
  55942. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55943. */
  55944. loadFromSerialization(source: any, rootUrl?: string): void;
  55945. /**
  55946. * Creates a node material from parsed material data
  55947. * @param source defines the JSON representation of the material
  55948. * @param scene defines the hosting scene
  55949. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55950. * @returns a new node material
  55951. */
  55952. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  55953. /**
  55954. * Creates a new node material set to default basic configuration
  55955. * @param name defines the name of the material
  55956. * @param scene defines the hosting scene
  55957. * @returns a new NodeMaterial
  55958. */
  55959. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  55960. }
  55961. }
  55962. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  55963. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55964. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55965. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55966. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55967. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55968. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55969. import { Effect } from "babylonjs/Materials/effect";
  55970. import { Mesh } from "babylonjs/Meshes/mesh";
  55971. import { Nullable } from "babylonjs/types";
  55972. import { Texture } from "babylonjs/Materials/Textures/texture";
  55973. import { Scene } from "babylonjs/scene";
  55974. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  55975. /**
  55976. * Block used to read a texture from a sampler
  55977. */
  55978. export class TextureBlock extends NodeMaterialBlock {
  55979. private _defineName;
  55980. private _linearDefineName;
  55981. private _samplerName;
  55982. private _transformedUVName;
  55983. private _textureTransformName;
  55984. private _textureInfoName;
  55985. private _mainUVName;
  55986. private _mainUVDefineName;
  55987. /**
  55988. * Gets or sets the texture associated with the node
  55989. */
  55990. texture: Nullable<Texture>;
  55991. /**
  55992. * Create a new TextureBlock
  55993. * @param name defines the block name
  55994. */
  55995. constructor(name: string);
  55996. /**
  55997. * Gets the current class name
  55998. * @returns the class name
  55999. */
  56000. getClassName(): string;
  56001. /**
  56002. * Gets the uv input component
  56003. */
  56004. readonly uv: NodeMaterialConnectionPoint;
  56005. /**
  56006. * Gets the rgba output component
  56007. */
  56008. readonly rgba: NodeMaterialConnectionPoint;
  56009. /**
  56010. * Gets the rgb output component
  56011. */
  56012. readonly rgb: NodeMaterialConnectionPoint;
  56013. /**
  56014. * Gets the r output component
  56015. */
  56016. readonly r: NodeMaterialConnectionPoint;
  56017. /**
  56018. * Gets the g output component
  56019. */
  56020. readonly g: NodeMaterialConnectionPoint;
  56021. /**
  56022. * Gets the b output component
  56023. */
  56024. readonly b: NodeMaterialConnectionPoint;
  56025. /**
  56026. * Gets the a output component
  56027. */
  56028. readonly a: NodeMaterialConnectionPoint;
  56029. readonly target: NodeMaterialBlockTargets;
  56030. autoConfigure(material: NodeMaterial): void;
  56031. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56032. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56033. isReady(): boolean;
  56034. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56035. private readonly _isMixed;
  56036. private _injectVertexCode;
  56037. private _writeOutput;
  56038. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56039. protected _dumpPropertiesCode(): string;
  56040. serialize(): any;
  56041. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56042. }
  56043. }
  56044. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56045. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56046. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56047. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56048. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56049. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56050. import { Scene } from "babylonjs/scene";
  56051. /**
  56052. * Class used to store shared data between 2 NodeMaterialBuildState
  56053. */
  56054. export class NodeMaterialBuildStateSharedData {
  56055. /**
  56056. * Gets the list of emitted varyings
  56057. */
  56058. temps: string[];
  56059. /**
  56060. * Gets the list of emitted varyings
  56061. */
  56062. varyings: string[];
  56063. /**
  56064. * Gets the varying declaration string
  56065. */
  56066. varyingDeclaration: string;
  56067. /**
  56068. * Input blocks
  56069. */
  56070. inputBlocks: InputBlock[];
  56071. /**
  56072. * Input blocks
  56073. */
  56074. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56075. /**
  56076. * Bindable blocks (Blocks that need to set data to the effect)
  56077. */
  56078. bindableBlocks: NodeMaterialBlock[];
  56079. /**
  56080. * List of blocks that can provide a compilation fallback
  56081. */
  56082. blocksWithFallbacks: NodeMaterialBlock[];
  56083. /**
  56084. * List of blocks that can provide a define update
  56085. */
  56086. blocksWithDefines: NodeMaterialBlock[];
  56087. /**
  56088. * List of blocks that can provide a repeatable content
  56089. */
  56090. repeatableContentBlocks: NodeMaterialBlock[];
  56091. /**
  56092. * List of blocks that can provide a dynamic list of uniforms
  56093. */
  56094. dynamicUniformBlocks: NodeMaterialBlock[];
  56095. /**
  56096. * List of blocks that can block the isReady function for the material
  56097. */
  56098. blockingBlocks: NodeMaterialBlock[];
  56099. /**
  56100. * Gets the list of animated inputs
  56101. */
  56102. animatedInputs: InputBlock[];
  56103. /**
  56104. * Build Id used to avoid multiple recompilations
  56105. */
  56106. buildId: number;
  56107. /** List of emitted variables */
  56108. variableNames: {
  56109. [key: string]: number;
  56110. };
  56111. /** List of emitted defines */
  56112. defineNames: {
  56113. [key: string]: number;
  56114. };
  56115. /** Should emit comments? */
  56116. emitComments: boolean;
  56117. /** Emit build activity */
  56118. verbose: boolean;
  56119. /** Gets or sets the hosting scene */
  56120. scene: Scene;
  56121. /**
  56122. * Gets the compilation hints emitted at compilation time
  56123. */
  56124. hints: {
  56125. needWorldViewMatrix: boolean;
  56126. needWorldViewProjectionMatrix: boolean;
  56127. needAlphaBlending: boolean;
  56128. needAlphaTesting: boolean;
  56129. };
  56130. /**
  56131. * List of compilation checks
  56132. */
  56133. checks: {
  56134. emitVertex: boolean;
  56135. emitFragment: boolean;
  56136. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56137. };
  56138. /** Creates a new shared data */
  56139. constructor();
  56140. /**
  56141. * Emits console errors and exceptions if there is a failing check
  56142. */
  56143. emitErrors(): void;
  56144. }
  56145. }
  56146. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56147. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56148. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56149. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56150. /**
  56151. * Class used to store node based material build state
  56152. */
  56153. export class NodeMaterialBuildState {
  56154. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56155. supportUniformBuffers: boolean;
  56156. /**
  56157. * Gets the list of emitted attributes
  56158. */
  56159. attributes: string[];
  56160. /**
  56161. * Gets the list of emitted uniforms
  56162. */
  56163. uniforms: string[];
  56164. /**
  56165. * Gets the list of emitted constants
  56166. */
  56167. constants: string[];
  56168. /**
  56169. * Gets the list of emitted samplers
  56170. */
  56171. samplers: string[];
  56172. /**
  56173. * Gets the list of emitted functions
  56174. */
  56175. functions: {
  56176. [key: string]: string;
  56177. };
  56178. /**
  56179. * Gets the list of emitted extensions
  56180. */
  56181. extensions: {
  56182. [key: string]: string;
  56183. };
  56184. /**
  56185. * Gets the target of the compilation state
  56186. */
  56187. target: NodeMaterialBlockTargets;
  56188. /**
  56189. * Gets the list of emitted counters
  56190. */
  56191. counters: {
  56192. [key: string]: number;
  56193. };
  56194. /**
  56195. * Shared data between multiple NodeMaterialBuildState instances
  56196. */
  56197. sharedData: NodeMaterialBuildStateSharedData;
  56198. /** @hidden */
  56199. _vertexState: NodeMaterialBuildState;
  56200. /** @hidden */
  56201. _attributeDeclaration: string;
  56202. /** @hidden */
  56203. _uniformDeclaration: string;
  56204. /** @hidden */
  56205. _constantDeclaration: string;
  56206. /** @hidden */
  56207. _samplerDeclaration: string;
  56208. /** @hidden */
  56209. _varyingTransfer: string;
  56210. private _repeatableContentAnchorIndex;
  56211. /** @hidden */
  56212. _builtCompilationString: string;
  56213. /**
  56214. * Gets the emitted compilation strings
  56215. */
  56216. compilationString: string;
  56217. /**
  56218. * Finalize the compilation strings
  56219. * @param state defines the current compilation state
  56220. */
  56221. finalize(state: NodeMaterialBuildState): void;
  56222. /** @hidden */
  56223. readonly _repeatableContentAnchor: string;
  56224. /** @hidden */
  56225. _getFreeVariableName(prefix: string): string;
  56226. /** @hidden */
  56227. _getFreeDefineName(prefix: string): string;
  56228. /** @hidden */
  56229. _excludeVariableName(name: string): void;
  56230. /** @hidden */
  56231. _emit2DSampler(name: string): void;
  56232. /** @hidden */
  56233. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56234. /** @hidden */
  56235. _emitExtension(name: string, extension: string): void;
  56236. /** @hidden */
  56237. _emitFunction(name: string, code: string, comments: string): void;
  56238. /** @hidden */
  56239. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56240. replaceStrings?: {
  56241. search: RegExp;
  56242. replace: string;
  56243. }[];
  56244. repeatKey?: string;
  56245. }): string;
  56246. /** @hidden */
  56247. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56248. repeatKey?: string;
  56249. removeAttributes?: boolean;
  56250. removeUniforms?: boolean;
  56251. removeVaryings?: boolean;
  56252. removeIfDef?: boolean;
  56253. replaceStrings?: {
  56254. search: RegExp;
  56255. replace: string;
  56256. }[];
  56257. }, storeKey?: string): void;
  56258. /** @hidden */
  56259. _registerTempVariable(name: string): boolean;
  56260. /** @hidden */
  56261. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56262. /** @hidden */
  56263. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56264. /** @hidden */
  56265. _emitFloat(value: number): string;
  56266. }
  56267. }
  56268. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56269. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56270. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56271. import { Nullable } from "babylonjs/types";
  56272. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56273. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56274. import { Effect } from "babylonjs/Materials/effect";
  56275. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56276. import { Mesh } from "babylonjs/Meshes/mesh";
  56277. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56278. import { Scene } from "babylonjs/scene";
  56279. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56280. /**
  56281. * Defines a block that can be used inside a node based material
  56282. */
  56283. export class NodeMaterialBlock {
  56284. private _buildId;
  56285. private _buildTarget;
  56286. private _target;
  56287. private _isFinalMerger;
  56288. private _isInput;
  56289. /** @hidden */
  56290. _codeVariableName: string;
  56291. /** @hidden */
  56292. _inputs: NodeMaterialConnectionPoint[];
  56293. /** @hidden */
  56294. _outputs: NodeMaterialConnectionPoint[];
  56295. /** @hidden */
  56296. _preparationId: number;
  56297. /**
  56298. * Gets or sets the name of the block
  56299. */
  56300. name: string;
  56301. /**
  56302. * Gets or sets the unique id of the node
  56303. */
  56304. uniqueId: number;
  56305. /**
  56306. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56307. */
  56308. readonly isFinalMerger: boolean;
  56309. /**
  56310. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56311. */
  56312. readonly isInput: boolean;
  56313. /**
  56314. * Gets or sets the build Id
  56315. */
  56316. buildId: number;
  56317. /**
  56318. * Gets or sets the target of the block
  56319. */
  56320. target: NodeMaterialBlockTargets;
  56321. /**
  56322. * Gets the list of input points
  56323. */
  56324. readonly inputs: NodeMaterialConnectionPoint[];
  56325. /** Gets the list of output points */
  56326. readonly outputs: NodeMaterialConnectionPoint[];
  56327. /**
  56328. * Find an input by its name
  56329. * @param name defines the name of the input to look for
  56330. * @returns the input or null if not found
  56331. */
  56332. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56333. /**
  56334. * Find an output by its name
  56335. * @param name defines the name of the outputto look for
  56336. * @returns the output or null if not found
  56337. */
  56338. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56339. /**
  56340. * Creates a new NodeMaterialBlock
  56341. * @param name defines the block name
  56342. * @param target defines the target of that block (Vertex by default)
  56343. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56344. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56345. */
  56346. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56347. /**
  56348. * Initialize the block and prepare the context for build
  56349. * @param state defines the state that will be used for the build
  56350. */
  56351. initialize(state: NodeMaterialBuildState): void;
  56352. /**
  56353. * Bind data to effect. Will only be called for blocks with isBindable === true
  56354. * @param effect defines the effect to bind data to
  56355. * @param nodeMaterial defines the hosting NodeMaterial
  56356. * @param mesh defines the mesh that will be rendered
  56357. */
  56358. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56359. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56360. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56361. protected _writeFloat(value: number): string;
  56362. /**
  56363. * Gets the current class name e.g. "NodeMaterialBlock"
  56364. * @returns the class name
  56365. */
  56366. getClassName(): string;
  56367. /**
  56368. * Register a new input. Must be called inside a block constructor
  56369. * @param name defines the connection point name
  56370. * @param type defines the connection point type
  56371. * @param isOptional defines a boolean indicating that this input can be omitted
  56372. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56373. * @returns the current block
  56374. */
  56375. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56376. /**
  56377. * Register a new output. Must be called inside a block constructor
  56378. * @param name defines the connection point name
  56379. * @param type defines the connection point type
  56380. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56381. * @returns the current block
  56382. */
  56383. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56384. /**
  56385. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56386. * @param forOutput defines an optional connection point to check compatibility with
  56387. * @returns the first available input or null
  56388. */
  56389. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56390. /**
  56391. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56392. * @param forBlock defines an optional block to check compatibility with
  56393. * @returns the first available input or null
  56394. */
  56395. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56396. /**
  56397. * Gets the sibling of the given output
  56398. * @param current defines the current output
  56399. * @returns the next output in the list or null
  56400. */
  56401. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56402. /**
  56403. * Connect current block with another block
  56404. * @param other defines the block to connect with
  56405. * @param options define the various options to help pick the right connections
  56406. * @returns the current block
  56407. */
  56408. connectTo(other: NodeMaterialBlock, options?: {
  56409. input?: string;
  56410. output?: string;
  56411. outputSwizzle?: string;
  56412. }): this | undefined;
  56413. protected _buildBlock(state: NodeMaterialBuildState): void;
  56414. /**
  56415. * Add uniforms, samplers and uniform buffers at compilation time
  56416. * @param state defines the state to update
  56417. * @param nodeMaterial defines the node material requesting the update
  56418. * @param defines defines the material defines to update
  56419. * @param uniformBuffers defines the list of uniform buffer names
  56420. */
  56421. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56422. /**
  56423. * Add potential fallbacks if shader compilation fails
  56424. * @param mesh defines the mesh to be rendered
  56425. * @param fallbacks defines the current prioritized list of fallbacks
  56426. */
  56427. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56428. /**
  56429. * Initialize defines for shader compilation
  56430. * @param mesh defines the mesh to be rendered
  56431. * @param nodeMaterial defines the node material requesting the update
  56432. * @param defines defines the material defines to update
  56433. * @param useInstances specifies that instances should be used
  56434. */
  56435. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56436. /**
  56437. * Update defines for shader compilation
  56438. * @param mesh defines the mesh to be rendered
  56439. * @param nodeMaterial defines the node material requesting the update
  56440. * @param defines defines the material defines to update
  56441. * @param useInstances specifies that instances should be used
  56442. */
  56443. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56444. /**
  56445. * Lets the block try to connect some inputs automatically
  56446. * @param material defines the hosting NodeMaterial
  56447. */
  56448. autoConfigure(material: NodeMaterial): void;
  56449. /**
  56450. * Function called when a block is declared as repeatable content generator
  56451. * @param vertexShaderState defines the current compilation state for the vertex shader
  56452. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56453. * @param mesh defines the mesh to be rendered
  56454. * @param defines defines the material defines to update
  56455. */
  56456. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56457. /**
  56458. * Checks if the block is ready
  56459. * @param mesh defines the mesh to be rendered
  56460. * @param nodeMaterial defines the node material requesting the update
  56461. * @param defines defines the material defines to update
  56462. * @param useInstances specifies that instances should be used
  56463. * @returns true if the block is ready
  56464. */
  56465. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56466. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56467. private _processBuild;
  56468. /**
  56469. * Compile the current node and generate the shader code
  56470. * @param state defines the current compilation state (uniforms, samplers, current string)
  56471. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56472. * @returns true if already built
  56473. */
  56474. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56475. protected _inputRename(name: string): string;
  56476. protected _outputRename(name: string): string;
  56477. protected _dumpPropertiesCode(): string;
  56478. /** @hidden */
  56479. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56480. /**
  56481. * Clone the current block to a new identical block
  56482. * @param scene defines the hosting scene
  56483. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56484. * @returns a copy of the current block
  56485. */
  56486. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56487. /**
  56488. * Serializes this block in a JSON representation
  56489. * @returns the serialized block object
  56490. */
  56491. serialize(): any;
  56492. /** @hidden */
  56493. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56494. /**
  56495. * Release resources
  56496. */
  56497. dispose(): void;
  56498. }
  56499. }
  56500. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56501. /**
  56502. * Enum defining the type of animations supported by InputBlock
  56503. */
  56504. export enum AnimatedInputBlockTypes {
  56505. /** No animation */
  56506. None = 0,
  56507. /** Time based animation. Will only work for floats */
  56508. Time = 1
  56509. }
  56510. }
  56511. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56512. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56513. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56514. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56515. import { Nullable } from "babylonjs/types";
  56516. import { Effect } from "babylonjs/Materials/effect";
  56517. import { Matrix } from "babylonjs/Maths/math.vector";
  56518. import { Scene } from "babylonjs/scene";
  56519. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56520. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56521. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56522. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56523. /**
  56524. * Block used to expose an input value
  56525. */
  56526. export class InputBlock extends NodeMaterialBlock {
  56527. private _mode;
  56528. private _associatedVariableName;
  56529. private _storedValue;
  56530. private _valueCallback;
  56531. private _type;
  56532. private _animationType;
  56533. /** Gets or set a value used to limit the range of float values */
  56534. min: number;
  56535. /** Gets or set a value used to limit the range of float values */
  56536. max: number;
  56537. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  56538. matrixMode: number;
  56539. /** @hidden */
  56540. _systemValue: Nullable<NodeMaterialSystemValues>;
  56541. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  56542. visibleInInspector: boolean;
  56543. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  56544. isConstant: boolean;
  56545. /**
  56546. * Gets or sets the connection point type (default is float)
  56547. */
  56548. readonly type: NodeMaterialBlockConnectionPointTypes;
  56549. /**
  56550. * Creates a new InputBlock
  56551. * @param name defines the block name
  56552. * @param target defines the target of that block (Vertex by default)
  56553. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  56554. */
  56555. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  56556. /**
  56557. * Gets the output component
  56558. */
  56559. readonly output: NodeMaterialConnectionPoint;
  56560. /**
  56561. * Set the source of this connection point to a vertex attribute
  56562. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  56563. * @returns the current connection point
  56564. */
  56565. setAsAttribute(attributeName?: string): InputBlock;
  56566. /**
  56567. * Set the source of this connection point to a system value
  56568. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  56569. * @returns the current connection point
  56570. */
  56571. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  56572. /**
  56573. * Gets or sets the value of that point.
  56574. * Please note that this value will be ignored if valueCallback is defined
  56575. */
  56576. value: any;
  56577. /**
  56578. * Gets or sets a callback used to get the value of that point.
  56579. * Please note that setting this value will force the connection point to ignore the value property
  56580. */
  56581. valueCallback: () => any;
  56582. /**
  56583. * Gets or sets the associated variable name in the shader
  56584. */
  56585. associatedVariableName: string;
  56586. /** Gets or sets the type of animation applied to the input */
  56587. animationType: AnimatedInputBlockTypes;
  56588. /**
  56589. * Gets a boolean indicating that this connection point not defined yet
  56590. */
  56591. readonly isUndefined: boolean;
  56592. /**
  56593. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  56594. * In this case the connection point name must be the name of the uniform to use.
  56595. * Can only be set on inputs
  56596. */
  56597. isUniform: boolean;
  56598. /**
  56599. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  56600. * In this case the connection point name must be the name of the attribute to use
  56601. * Can only be set on inputs
  56602. */
  56603. isAttribute: boolean;
  56604. /**
  56605. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  56606. * Can only be set on exit points
  56607. */
  56608. isVarying: boolean;
  56609. /**
  56610. * Gets a boolean indicating that the current connection point is a system value
  56611. */
  56612. readonly isSystemValue: boolean;
  56613. /**
  56614. * Gets or sets the current well known value or null if not defined as a system value
  56615. */
  56616. systemValue: Nullable<NodeMaterialSystemValues>;
  56617. /**
  56618. * Gets the current class name
  56619. * @returns the class name
  56620. */
  56621. getClassName(): string;
  56622. /**
  56623. * Animate the input if animationType !== None
  56624. * @param scene defines the rendering scene
  56625. */
  56626. animate(scene: Scene): void;
  56627. private _emitDefine;
  56628. initialize(state: NodeMaterialBuildState): void;
  56629. /**
  56630. * Set the input block to its default value (based on its type)
  56631. */
  56632. setDefaultValue(): void;
  56633. private _emitConstant;
  56634. private _emit;
  56635. /** @hidden */
  56636. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  56637. /** @hidden */
  56638. _transmit(effect: Effect, scene: Scene): void;
  56639. protected _buildBlock(state: NodeMaterialBuildState): void;
  56640. protected _dumpPropertiesCode(): string;
  56641. serialize(): any;
  56642. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56643. }
  56644. }
  56645. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  56646. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56647. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56648. import { Nullable } from "babylonjs/types";
  56649. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56650. import { Observable } from "babylonjs/Misc/observable";
  56651. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56652. /**
  56653. * Defines a connection point for a block
  56654. */
  56655. export class NodeMaterialConnectionPoint {
  56656. /** @hidden */
  56657. _ownerBlock: NodeMaterialBlock;
  56658. /** @hidden */
  56659. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56660. private _endpoints;
  56661. private _associatedVariableName;
  56662. /** @hidden */
  56663. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56664. /** @hidden */
  56665. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  56666. private _type;
  56667. /** @hidden */
  56668. _enforceAssociatedVariableName: boolean;
  56669. /**
  56670. * Gets or sets the additional types supported by this connection point
  56671. */
  56672. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56673. /**
  56674. * Gets or sets the additional types excluded by this connection point
  56675. */
  56676. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  56677. /**
  56678. * Observable triggered when this point is connected
  56679. */
  56680. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  56681. /**
  56682. * Gets or sets the associated variable name in the shader
  56683. */
  56684. associatedVariableName: string;
  56685. /**
  56686. * Gets or sets the connection point type (default is float)
  56687. */
  56688. type: NodeMaterialBlockConnectionPointTypes;
  56689. /**
  56690. * Gets or sets the connection point name
  56691. */
  56692. name: string;
  56693. /**
  56694. * Gets or sets a boolean indicating that this connection point can be omitted
  56695. */
  56696. isOptional: boolean;
  56697. /**
  56698. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  56699. */
  56700. define: string;
  56701. /** @hidden */
  56702. _prioritizeVertex: boolean;
  56703. private _target;
  56704. /** Gets or sets the target of that connection point */
  56705. target: NodeMaterialBlockTargets;
  56706. /**
  56707. * Gets a boolean indicating that the current point is connected
  56708. */
  56709. readonly isConnected: boolean;
  56710. /**
  56711. * Gets a boolean indicating that the current point is connected to an input block
  56712. */
  56713. readonly isConnectedToInputBlock: boolean;
  56714. /**
  56715. * Gets a the connected input block (if any)
  56716. */
  56717. readonly connectInputBlock: Nullable<InputBlock>;
  56718. /** Get the other side of the connection (if any) */
  56719. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56720. /** Get the block that owns this connection point */
  56721. readonly ownerBlock: NodeMaterialBlock;
  56722. /** Get the block connected on the other side of this connection (if any) */
  56723. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  56724. /** Get the block connected on the endpoints of this connection (if any) */
  56725. readonly connectedBlocks: Array<NodeMaterialBlock>;
  56726. /** Gets the list of connected endpoints */
  56727. readonly endpoints: NodeMaterialConnectionPoint[];
  56728. /** Gets a boolean indicating if that output point is connected to at least one input */
  56729. readonly hasEndpoints: boolean;
  56730. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  56731. readonly isConnectedInVertexShader: boolean;
  56732. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  56733. readonly isConnectedInFragmentShader: boolean;
  56734. /**
  56735. * Creates a new connection point
  56736. * @param name defines the connection point name
  56737. * @param ownerBlock defines the block hosting this connection point
  56738. */
  56739. constructor(name: string, ownerBlock: NodeMaterialBlock);
  56740. /**
  56741. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  56742. * @returns the class name
  56743. */
  56744. getClassName(): string;
  56745. /**
  56746. * Gets an boolean indicating if the current point can be connected to another point
  56747. * @param connectionPoint defines the other connection point
  56748. * @returns true if the connection is possible
  56749. */
  56750. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  56751. /**
  56752. * Connect this point to another connection point
  56753. * @param connectionPoint defines the other connection point
  56754. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  56755. * @returns the current connection point
  56756. */
  56757. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  56758. /**
  56759. * Disconnect this point from one of his endpoint
  56760. * @param endpoint defines the other connection point
  56761. * @returns the current connection point
  56762. */
  56763. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  56764. /**
  56765. * Serializes this point in a JSON representation
  56766. * @returns the serialized point object
  56767. */
  56768. serialize(): any;
  56769. /**
  56770. * Release resources
  56771. */
  56772. dispose(): void;
  56773. }
  56774. }
  56775. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  56776. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56777. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56778. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56779. import { Mesh } from "babylonjs/Meshes/mesh";
  56780. import { Effect } from "babylonjs/Materials/effect";
  56781. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56782. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56783. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  56784. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  56785. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56786. /**
  56787. * Block used to add support for vertex skinning (bones)
  56788. */
  56789. export class BonesBlock extends NodeMaterialBlock {
  56790. /**
  56791. * Creates a new BonesBlock
  56792. * @param name defines the block name
  56793. */
  56794. constructor(name: string);
  56795. /**
  56796. * Initialize the block and prepare the context for build
  56797. * @param state defines the state that will be used for the build
  56798. */
  56799. initialize(state: NodeMaterialBuildState): void;
  56800. /**
  56801. * Gets the current class name
  56802. * @returns the class name
  56803. */
  56804. getClassName(): string;
  56805. /**
  56806. * Gets the matrix indices input component
  56807. */
  56808. readonly matricesIndices: NodeMaterialConnectionPoint;
  56809. /**
  56810. * Gets the matrix weights input component
  56811. */
  56812. readonly matricesWeights: NodeMaterialConnectionPoint;
  56813. /**
  56814. * Gets the extra matrix indices input component
  56815. */
  56816. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  56817. /**
  56818. * Gets the extra matrix weights input component
  56819. */
  56820. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  56821. /**
  56822. * Gets the world input component
  56823. */
  56824. readonly world: NodeMaterialConnectionPoint;
  56825. /**
  56826. * Gets the output component
  56827. */
  56828. readonly output: NodeMaterialConnectionPoint;
  56829. autoConfigure(material: NodeMaterial): void;
  56830. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56831. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56832. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56833. protected _buildBlock(state: NodeMaterialBuildState): this;
  56834. }
  56835. }
  56836. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  56837. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56838. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56839. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56840. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56841. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56842. /**
  56843. * Block used to add support for instances
  56844. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  56845. */
  56846. export class InstancesBlock extends NodeMaterialBlock {
  56847. /**
  56848. * Creates a new InstancesBlock
  56849. * @param name defines the block name
  56850. */
  56851. constructor(name: string);
  56852. /**
  56853. * Gets the current class name
  56854. * @returns the class name
  56855. */
  56856. getClassName(): string;
  56857. /**
  56858. * Gets the first world row input component
  56859. */
  56860. readonly world0: NodeMaterialConnectionPoint;
  56861. /**
  56862. * Gets the second world row input component
  56863. */
  56864. readonly world1: NodeMaterialConnectionPoint;
  56865. /**
  56866. * Gets the third world row input component
  56867. */
  56868. readonly world2: NodeMaterialConnectionPoint;
  56869. /**
  56870. * Gets the forth world row input component
  56871. */
  56872. readonly world3: NodeMaterialConnectionPoint;
  56873. /**
  56874. * Gets the world input component
  56875. */
  56876. readonly world: NodeMaterialConnectionPoint;
  56877. /**
  56878. * Gets the output component
  56879. */
  56880. readonly output: NodeMaterialConnectionPoint;
  56881. autoConfigure(material: NodeMaterial): void;
  56882. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56883. protected _buildBlock(state: NodeMaterialBuildState): this;
  56884. }
  56885. }
  56886. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  56887. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56888. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56889. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56890. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56891. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56892. import { Effect } from "babylonjs/Materials/effect";
  56893. import { Mesh } from "babylonjs/Meshes/mesh";
  56894. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  56895. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  56896. /**
  56897. * Block used to add morph targets support to vertex shader
  56898. */
  56899. export class MorphTargetsBlock extends NodeMaterialBlock {
  56900. private _repeatableContentAnchor;
  56901. private _repeatebleContentGenerated;
  56902. /**
  56903. * Create a new MorphTargetsBlock
  56904. * @param name defines the block name
  56905. */
  56906. constructor(name: string);
  56907. /**
  56908. * Gets the current class name
  56909. * @returns the class name
  56910. */
  56911. getClassName(): string;
  56912. /**
  56913. * Gets the position input component
  56914. */
  56915. readonly position: NodeMaterialConnectionPoint;
  56916. /**
  56917. * Gets the normal input component
  56918. */
  56919. readonly normal: NodeMaterialConnectionPoint;
  56920. /**
  56921. * Gets the tangent input component
  56922. */
  56923. readonly tangent: NodeMaterialConnectionPoint;
  56924. /**
  56925. * Gets the tangent input component
  56926. */
  56927. readonly uv: NodeMaterialConnectionPoint;
  56928. /**
  56929. * Gets the position output component
  56930. */
  56931. readonly positionOutput: NodeMaterialConnectionPoint;
  56932. /**
  56933. * Gets the normal output component
  56934. */
  56935. readonly normalOutput: NodeMaterialConnectionPoint;
  56936. /**
  56937. * Gets the tangent output component
  56938. */
  56939. readonly tangentOutput: NodeMaterialConnectionPoint;
  56940. /**
  56941. * Gets the tangent output component
  56942. */
  56943. readonly uvOutput: NodeMaterialConnectionPoint;
  56944. initialize(state: NodeMaterialBuildState): void;
  56945. autoConfigure(material: NodeMaterial): void;
  56946. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56947. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56948. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56949. protected _buildBlock(state: NodeMaterialBuildState): this;
  56950. }
  56951. }
  56952. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  56953. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56954. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56955. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56956. import { Nullable } from "babylonjs/types";
  56957. import { Scene } from "babylonjs/scene";
  56958. import { Effect } from "babylonjs/Materials/effect";
  56959. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56960. import { Mesh } from "babylonjs/Meshes/mesh";
  56961. import { Light } from "babylonjs/Lights/light";
  56962. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56963. /**
  56964. * Block used to get data information from a light
  56965. */
  56966. export class LightInformationBlock extends NodeMaterialBlock {
  56967. private _lightDataUniformName;
  56968. private _lightColorUniformName;
  56969. private _lightTypeDefineName;
  56970. /**
  56971. * Gets or sets the light associated with this block
  56972. */
  56973. light: Nullable<Light>;
  56974. /**
  56975. * Creates a new LightInformationBlock
  56976. * @param name defines the block name
  56977. */
  56978. constructor(name: string);
  56979. /**
  56980. * Gets the current class name
  56981. * @returns the class name
  56982. */
  56983. getClassName(): string;
  56984. /**
  56985. * Gets the world position input component
  56986. */
  56987. readonly worldPosition: NodeMaterialConnectionPoint;
  56988. /**
  56989. * Gets the direction output component
  56990. */
  56991. readonly direction: NodeMaterialConnectionPoint;
  56992. /**
  56993. * Gets the direction output component
  56994. */
  56995. readonly color: NodeMaterialConnectionPoint;
  56996. /**
  56997. * Gets the direction output component
  56998. */
  56999. readonly intensity: NodeMaterialConnectionPoint;
  57000. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57001. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57002. protected _buildBlock(state: NodeMaterialBuildState): this;
  57003. serialize(): any;
  57004. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57005. }
  57006. }
  57007. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57008. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57009. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57010. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57011. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57012. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57013. }
  57014. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57015. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57016. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57017. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57018. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57019. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57020. import { Effect } from "babylonjs/Materials/effect";
  57021. import { Mesh } from "babylonjs/Meshes/mesh";
  57022. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57023. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57024. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57025. /**
  57026. * Block used to add image processing support to fragment shader
  57027. */
  57028. export class ImageProcessingBlock extends NodeMaterialBlock {
  57029. /**
  57030. * Create a new ImageProcessingBlock
  57031. * @param name defines the block name
  57032. */
  57033. constructor(name: string);
  57034. /**
  57035. * Gets the current class name
  57036. * @returns the class name
  57037. */
  57038. getClassName(): string;
  57039. /**
  57040. * Gets the color input component
  57041. */
  57042. readonly color: NodeMaterialConnectionPoint;
  57043. /**
  57044. * Gets the output component
  57045. */
  57046. readonly output: NodeMaterialConnectionPoint;
  57047. /**
  57048. * Initialize the block and prepare the context for build
  57049. * @param state defines the state that will be used for the build
  57050. */
  57051. initialize(state: NodeMaterialBuildState): void;
  57052. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57053. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57054. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57055. protected _buildBlock(state: NodeMaterialBuildState): this;
  57056. }
  57057. }
  57058. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57059. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57060. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57061. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57062. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57064. import { Effect } from "babylonjs/Materials/effect";
  57065. import { Mesh } from "babylonjs/Meshes/mesh";
  57066. import { Scene } from "babylonjs/scene";
  57067. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57068. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57069. /**
  57070. * Block used to pertub normals based on a normal map
  57071. */
  57072. export class PerturbNormalBlock extends NodeMaterialBlock {
  57073. private _tangentSpaceParameterName;
  57074. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57075. invertX: boolean;
  57076. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57077. invertY: boolean;
  57078. /**
  57079. * Create a new PerturbNormalBlock
  57080. * @param name defines the block name
  57081. */
  57082. constructor(name: string);
  57083. /**
  57084. * Gets the current class name
  57085. * @returns the class name
  57086. */
  57087. getClassName(): string;
  57088. /**
  57089. * Gets the world position input component
  57090. */
  57091. readonly worldPosition: NodeMaterialConnectionPoint;
  57092. /**
  57093. * Gets the world normal input component
  57094. */
  57095. readonly worldNormal: NodeMaterialConnectionPoint;
  57096. /**
  57097. * Gets the uv input component
  57098. */
  57099. readonly uv: NodeMaterialConnectionPoint;
  57100. /**
  57101. * Gets the normal map color input component
  57102. */
  57103. readonly normalMapColor: NodeMaterialConnectionPoint;
  57104. /**
  57105. * Gets the strength input component
  57106. */
  57107. readonly strength: NodeMaterialConnectionPoint;
  57108. /**
  57109. * Gets the output component
  57110. */
  57111. readonly output: NodeMaterialConnectionPoint;
  57112. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57113. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57114. autoConfigure(material: NodeMaterial): void;
  57115. protected _buildBlock(state: NodeMaterialBuildState): this;
  57116. protected _dumpPropertiesCode(): string;
  57117. serialize(): any;
  57118. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57119. }
  57120. }
  57121. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57122. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57123. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57124. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57125. /**
  57126. * Block used to discard a pixel if a value is smaller than a cutoff
  57127. */
  57128. export class DiscardBlock extends NodeMaterialBlock {
  57129. /**
  57130. * Create a new DiscardBlock
  57131. * @param name defines the block name
  57132. */
  57133. constructor(name: string);
  57134. /**
  57135. * Gets the current class name
  57136. * @returns the class name
  57137. */
  57138. getClassName(): string;
  57139. /**
  57140. * Gets the color input component
  57141. */
  57142. readonly value: NodeMaterialConnectionPoint;
  57143. /**
  57144. * Gets the cutoff input component
  57145. */
  57146. readonly cutoff: NodeMaterialConnectionPoint;
  57147. protected _buildBlock(state: NodeMaterialBuildState): this;
  57148. }
  57149. }
  57150. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57151. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57152. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57153. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57154. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57155. }
  57156. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57157. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57158. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57159. import { Mesh } from "babylonjs/Meshes/mesh";
  57160. import { Effect } from "babylonjs/Materials/effect";
  57161. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57162. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57163. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57164. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57165. /**
  57166. * Block used to add support for scene fog
  57167. */
  57168. export class FogBlock extends NodeMaterialBlock {
  57169. private _fogDistanceName;
  57170. private _fogParameters;
  57171. /**
  57172. * Create a new FogBlock
  57173. * @param name defines the block name
  57174. */
  57175. constructor(name: string);
  57176. /**
  57177. * Gets the current class name
  57178. * @returns the class name
  57179. */
  57180. getClassName(): string;
  57181. /**
  57182. * Gets the world position input component
  57183. */
  57184. readonly worldPosition: NodeMaterialConnectionPoint;
  57185. /**
  57186. * Gets the view input component
  57187. */
  57188. readonly view: NodeMaterialConnectionPoint;
  57189. /**
  57190. * Gets the color input component
  57191. */
  57192. readonly input: NodeMaterialConnectionPoint;
  57193. /**
  57194. * Gets the fog color input component
  57195. */
  57196. readonly fogColor: NodeMaterialConnectionPoint;
  57197. /**
  57198. * Gets the output component
  57199. */
  57200. readonly output: NodeMaterialConnectionPoint;
  57201. autoConfigure(material: NodeMaterial): void;
  57202. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57203. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57204. protected _buildBlock(state: NodeMaterialBuildState): this;
  57205. }
  57206. }
  57207. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57208. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57209. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57210. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57211. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57212. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57213. import { Effect } from "babylonjs/Materials/effect";
  57214. import { Mesh } from "babylonjs/Meshes/mesh";
  57215. import { Light } from "babylonjs/Lights/light";
  57216. import { Nullable } from "babylonjs/types";
  57217. import { Scene } from "babylonjs/scene";
  57218. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57219. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57220. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57221. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57222. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57223. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57224. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57225. /**
  57226. * Block used to add light in the fragment shader
  57227. */
  57228. export class LightBlock extends NodeMaterialBlock {
  57229. private _lightId;
  57230. /**
  57231. * Gets or sets the light associated with this block
  57232. */
  57233. light: Nullable<Light>;
  57234. /**
  57235. * Create a new LightBlock
  57236. * @param name defines the block name
  57237. */
  57238. constructor(name: string);
  57239. /**
  57240. * Gets the current class name
  57241. * @returns the class name
  57242. */
  57243. getClassName(): string;
  57244. /**
  57245. * Gets the world position input component
  57246. */
  57247. readonly worldPosition: NodeMaterialConnectionPoint;
  57248. /**
  57249. * Gets the world normal input component
  57250. */
  57251. readonly worldNormal: NodeMaterialConnectionPoint;
  57252. /**
  57253. * Gets the camera (or eye) position component
  57254. */
  57255. readonly cameraPosition: NodeMaterialConnectionPoint;
  57256. /**
  57257. * Gets the glossiness component
  57258. */
  57259. readonly glossiness: NodeMaterialConnectionPoint;
  57260. /**
  57261. * Gets the glossinness power component
  57262. */
  57263. readonly glossPower: NodeMaterialConnectionPoint;
  57264. /**
  57265. * Gets the diffuse color component
  57266. */
  57267. readonly diffuseColor: NodeMaterialConnectionPoint;
  57268. /**
  57269. * Gets the specular color component
  57270. */
  57271. readonly specularColor: NodeMaterialConnectionPoint;
  57272. /**
  57273. * Gets the diffuse output component
  57274. */
  57275. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57276. /**
  57277. * Gets the specular output component
  57278. */
  57279. readonly specularOutput: NodeMaterialConnectionPoint;
  57280. autoConfigure(material: NodeMaterial): void;
  57281. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57282. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57283. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57284. private _injectVertexCode;
  57285. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57286. serialize(): any;
  57287. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57288. }
  57289. }
  57290. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57291. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57292. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57293. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57294. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57295. }
  57296. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57297. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57298. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57299. }
  57300. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57301. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57302. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57303. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57304. /**
  57305. * Block used to multiply 2 values
  57306. */
  57307. export class MultiplyBlock extends NodeMaterialBlock {
  57308. /**
  57309. * Creates a new MultiplyBlock
  57310. * @param name defines the block name
  57311. */
  57312. constructor(name: string);
  57313. /**
  57314. * Gets the current class name
  57315. * @returns the class name
  57316. */
  57317. getClassName(): string;
  57318. /**
  57319. * Gets the left operand input component
  57320. */
  57321. readonly left: NodeMaterialConnectionPoint;
  57322. /**
  57323. * Gets the right operand input component
  57324. */
  57325. readonly right: NodeMaterialConnectionPoint;
  57326. /**
  57327. * Gets the output component
  57328. */
  57329. readonly output: NodeMaterialConnectionPoint;
  57330. protected _buildBlock(state: NodeMaterialBuildState): this;
  57331. }
  57332. }
  57333. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57334. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57335. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57336. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57337. /**
  57338. * Block used to add 2 vectors
  57339. */
  57340. export class AddBlock extends NodeMaterialBlock {
  57341. /**
  57342. * Creates a new AddBlock
  57343. * @param name defines the block name
  57344. */
  57345. constructor(name: string);
  57346. /**
  57347. * Gets the current class name
  57348. * @returns the class name
  57349. */
  57350. getClassName(): string;
  57351. /**
  57352. * Gets the left operand input component
  57353. */
  57354. readonly left: NodeMaterialConnectionPoint;
  57355. /**
  57356. * Gets the right operand input component
  57357. */
  57358. readonly right: NodeMaterialConnectionPoint;
  57359. /**
  57360. * Gets the output component
  57361. */
  57362. readonly output: NodeMaterialConnectionPoint;
  57363. protected _buildBlock(state: NodeMaterialBuildState): this;
  57364. }
  57365. }
  57366. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57367. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57368. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57369. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57370. /**
  57371. * Block used to scale a vector by a float
  57372. */
  57373. export class ScaleBlock extends NodeMaterialBlock {
  57374. /**
  57375. * Creates a new ScaleBlock
  57376. * @param name defines the block name
  57377. */
  57378. constructor(name: string);
  57379. /**
  57380. * Gets the current class name
  57381. * @returns the class name
  57382. */
  57383. getClassName(): string;
  57384. /**
  57385. * Gets the input component
  57386. */
  57387. readonly input: NodeMaterialConnectionPoint;
  57388. /**
  57389. * Gets the factor input component
  57390. */
  57391. readonly factor: NodeMaterialConnectionPoint;
  57392. /**
  57393. * Gets the output component
  57394. */
  57395. readonly output: NodeMaterialConnectionPoint;
  57396. protected _buildBlock(state: NodeMaterialBuildState): this;
  57397. }
  57398. }
  57399. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57400. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57401. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57402. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57403. import { Scene } from "babylonjs/scene";
  57404. /**
  57405. * Block used to clamp a float
  57406. */
  57407. export class ClampBlock extends NodeMaterialBlock {
  57408. /** Gets or sets the minimum range */
  57409. minimum: number;
  57410. /** Gets or sets the maximum range */
  57411. maximum: number;
  57412. /**
  57413. * Creates a new ClampBlock
  57414. * @param name defines the block name
  57415. */
  57416. constructor(name: string);
  57417. /**
  57418. * Gets the current class name
  57419. * @returns the class name
  57420. */
  57421. getClassName(): string;
  57422. /**
  57423. * Gets the value input component
  57424. */
  57425. readonly value: NodeMaterialConnectionPoint;
  57426. /**
  57427. * Gets the output component
  57428. */
  57429. readonly output: NodeMaterialConnectionPoint;
  57430. protected _buildBlock(state: NodeMaterialBuildState): this;
  57431. protected _dumpPropertiesCode(): string;
  57432. serialize(): any;
  57433. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57434. }
  57435. }
  57436. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57437. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57438. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57439. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57440. /**
  57441. * Block used to apply a cross product between 2 vectors
  57442. */
  57443. export class CrossBlock extends NodeMaterialBlock {
  57444. /**
  57445. * Creates a new CrossBlock
  57446. * @param name defines the block name
  57447. */
  57448. constructor(name: string);
  57449. /**
  57450. * Gets the current class name
  57451. * @returns the class name
  57452. */
  57453. getClassName(): string;
  57454. /**
  57455. * Gets the left operand input component
  57456. */
  57457. readonly left: NodeMaterialConnectionPoint;
  57458. /**
  57459. * Gets the right operand input component
  57460. */
  57461. readonly right: NodeMaterialConnectionPoint;
  57462. /**
  57463. * Gets the output component
  57464. */
  57465. readonly output: NodeMaterialConnectionPoint;
  57466. protected _buildBlock(state: NodeMaterialBuildState): this;
  57467. }
  57468. }
  57469. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57470. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57471. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57472. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57473. /**
  57474. * Block used to apply a dot product between 2 vectors
  57475. */
  57476. export class DotBlock extends NodeMaterialBlock {
  57477. /**
  57478. * Creates a new DotBlock
  57479. * @param name defines the block name
  57480. */
  57481. constructor(name: string);
  57482. /**
  57483. * Gets the current class name
  57484. * @returns the class name
  57485. */
  57486. getClassName(): string;
  57487. /**
  57488. * Gets the left operand input component
  57489. */
  57490. readonly left: NodeMaterialConnectionPoint;
  57491. /**
  57492. * Gets the right operand input component
  57493. */
  57494. readonly right: NodeMaterialConnectionPoint;
  57495. /**
  57496. * Gets the output component
  57497. */
  57498. readonly output: NodeMaterialConnectionPoint;
  57499. protected _buildBlock(state: NodeMaterialBuildState): this;
  57500. }
  57501. }
  57502. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  57503. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57504. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57505. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57506. import { Vector2 } from "babylonjs/Maths/math.vector";
  57507. import { Scene } from "babylonjs/scene";
  57508. /**
  57509. * Block used to remap a float from a range to a new one
  57510. */
  57511. export class RemapBlock extends NodeMaterialBlock {
  57512. /**
  57513. * Gets or sets the source range
  57514. */
  57515. sourceRange: Vector2;
  57516. /**
  57517. * Gets or sets the target range
  57518. */
  57519. targetRange: Vector2;
  57520. /**
  57521. * Creates a new RemapBlock
  57522. * @param name defines the block name
  57523. */
  57524. constructor(name: string);
  57525. /**
  57526. * Gets the current class name
  57527. * @returns the class name
  57528. */
  57529. getClassName(): string;
  57530. /**
  57531. * Gets the input component
  57532. */
  57533. readonly input: NodeMaterialConnectionPoint;
  57534. /**
  57535. * Gets the source min input component
  57536. */
  57537. readonly sourceMin: NodeMaterialConnectionPoint;
  57538. /**
  57539. * Gets the source max input component
  57540. */
  57541. readonly sourceMax: NodeMaterialConnectionPoint;
  57542. /**
  57543. * Gets the target min input component
  57544. */
  57545. readonly targetMin: NodeMaterialConnectionPoint;
  57546. /**
  57547. * Gets the target max input component
  57548. */
  57549. readonly targetMax: NodeMaterialConnectionPoint;
  57550. /**
  57551. * Gets the output component
  57552. */
  57553. readonly output: NodeMaterialConnectionPoint;
  57554. protected _buildBlock(state: NodeMaterialBuildState): this;
  57555. protected _dumpPropertiesCode(): string;
  57556. serialize(): any;
  57557. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57558. }
  57559. }
  57560. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  57561. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57562. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57563. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57564. /**
  57565. * Block used to normalize a vector
  57566. */
  57567. export class NormalizeBlock extends NodeMaterialBlock {
  57568. /**
  57569. * Creates a new NormalizeBlock
  57570. * @param name defines the block name
  57571. */
  57572. constructor(name: string);
  57573. /**
  57574. * Gets the current class name
  57575. * @returns the class name
  57576. */
  57577. getClassName(): string;
  57578. /**
  57579. * Gets the input component
  57580. */
  57581. readonly input: NodeMaterialConnectionPoint;
  57582. /**
  57583. * Gets the output component
  57584. */
  57585. readonly output: NodeMaterialConnectionPoint;
  57586. protected _buildBlock(state: NodeMaterialBuildState): this;
  57587. }
  57588. }
  57589. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  57590. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57591. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57592. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57593. import { Scene } from "babylonjs/scene";
  57594. /**
  57595. * Operations supported by the Trigonometry block
  57596. */
  57597. export enum TrigonometryBlockOperations {
  57598. /** Cos */
  57599. Cos = 0,
  57600. /** Sin */
  57601. Sin = 1,
  57602. /** Abs */
  57603. Abs = 2,
  57604. /** Exp */
  57605. Exp = 3,
  57606. /** Exp2 */
  57607. Exp2 = 4,
  57608. /** Round */
  57609. Round = 5,
  57610. /** Floor */
  57611. Floor = 6,
  57612. /** Ceiling */
  57613. Ceiling = 7,
  57614. /** Square root */
  57615. Sqrt = 8,
  57616. /** Log */
  57617. Log = 9,
  57618. /** Tangent */
  57619. Tan = 10,
  57620. /** Arc tangent */
  57621. ArcTan = 11,
  57622. /** Arc cosinus */
  57623. ArcCos = 12,
  57624. /** Arc sinus */
  57625. ArcSin = 13,
  57626. /** Fraction */
  57627. Fract = 14,
  57628. /** Sign */
  57629. Sign = 15,
  57630. /** To radians (from degrees) */
  57631. Radians = 16,
  57632. /** To degrees (from radians) */
  57633. Degrees = 17
  57634. }
  57635. /**
  57636. * Block used to apply trigonometry operation to floats
  57637. */
  57638. export class TrigonometryBlock extends NodeMaterialBlock {
  57639. /**
  57640. * Gets or sets the operation applied by the block
  57641. */
  57642. operation: TrigonometryBlockOperations;
  57643. /**
  57644. * Creates a new TrigonometryBlock
  57645. * @param name defines the block name
  57646. */
  57647. constructor(name: string);
  57648. /**
  57649. * Gets the current class name
  57650. * @returns the class name
  57651. */
  57652. getClassName(): string;
  57653. /**
  57654. * Gets the input component
  57655. */
  57656. readonly input: NodeMaterialConnectionPoint;
  57657. /**
  57658. * Gets the output component
  57659. */
  57660. readonly output: NodeMaterialConnectionPoint;
  57661. protected _buildBlock(state: NodeMaterialBuildState): this;
  57662. serialize(): any;
  57663. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57664. }
  57665. }
  57666. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  57667. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57668. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57669. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57670. /**
  57671. * Block used to create a Color3/4 out of individual inputs (one for each component)
  57672. */
  57673. export class ColorMergerBlock extends NodeMaterialBlock {
  57674. /**
  57675. * Create a new ColorMergerBlock
  57676. * @param name defines the block name
  57677. */
  57678. constructor(name: string);
  57679. /**
  57680. * Gets the current class name
  57681. * @returns the class name
  57682. */
  57683. getClassName(): string;
  57684. /**
  57685. * Gets the r component (input)
  57686. */
  57687. readonly r: NodeMaterialConnectionPoint;
  57688. /**
  57689. * Gets the g component (input)
  57690. */
  57691. readonly g: NodeMaterialConnectionPoint;
  57692. /**
  57693. * Gets the b component (input)
  57694. */
  57695. readonly b: NodeMaterialConnectionPoint;
  57696. /**
  57697. * Gets the a component (input)
  57698. */
  57699. readonly a: NodeMaterialConnectionPoint;
  57700. /**
  57701. * Gets the rgba component (output)
  57702. */
  57703. readonly rgba: NodeMaterialConnectionPoint;
  57704. /**
  57705. * Gets the rgb component (output)
  57706. */
  57707. readonly rgb: NodeMaterialConnectionPoint;
  57708. protected _buildBlock(state: NodeMaterialBuildState): this;
  57709. }
  57710. }
  57711. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  57712. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57713. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57714. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57715. /**
  57716. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  57717. */
  57718. export class VectorMergerBlock extends NodeMaterialBlock {
  57719. /**
  57720. * Create a new VectorMergerBlock
  57721. * @param name defines the block name
  57722. */
  57723. constructor(name: string);
  57724. /**
  57725. * Gets the current class name
  57726. * @returns the class name
  57727. */
  57728. getClassName(): string;
  57729. /**
  57730. * Gets the x component (input)
  57731. */
  57732. readonly x: NodeMaterialConnectionPoint;
  57733. /**
  57734. * Gets the y component (input)
  57735. */
  57736. readonly y: NodeMaterialConnectionPoint;
  57737. /**
  57738. * Gets the z component (input)
  57739. */
  57740. readonly z: NodeMaterialConnectionPoint;
  57741. /**
  57742. * Gets the w component (input)
  57743. */
  57744. readonly w: NodeMaterialConnectionPoint;
  57745. /**
  57746. * Gets the xyzw component (output)
  57747. */
  57748. readonly xyzw: NodeMaterialConnectionPoint;
  57749. /**
  57750. * Gets the xyz component (output)
  57751. */
  57752. readonly xyz: NodeMaterialConnectionPoint;
  57753. /**
  57754. * Gets the xy component (output)
  57755. */
  57756. readonly xy: NodeMaterialConnectionPoint;
  57757. protected _buildBlock(state: NodeMaterialBuildState): this;
  57758. }
  57759. }
  57760. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  57761. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57762. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57763. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57764. /**
  57765. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  57766. */
  57767. export class ColorSplitterBlock extends NodeMaterialBlock {
  57768. /**
  57769. * Create a new ColorSplitterBlock
  57770. * @param name defines the block name
  57771. */
  57772. constructor(name: string);
  57773. /**
  57774. * Gets the current class name
  57775. * @returns the class name
  57776. */
  57777. getClassName(): string;
  57778. /**
  57779. * Gets the rgba component (input)
  57780. */
  57781. readonly rgba: NodeMaterialConnectionPoint;
  57782. /**
  57783. * Gets the rgb component (input)
  57784. */
  57785. readonly rgbIn: NodeMaterialConnectionPoint;
  57786. /**
  57787. * Gets the rgb component (output)
  57788. */
  57789. readonly rgbOut: NodeMaterialConnectionPoint;
  57790. /**
  57791. * Gets the r component (output)
  57792. */
  57793. readonly r: NodeMaterialConnectionPoint;
  57794. /**
  57795. * Gets the g component (output)
  57796. */
  57797. readonly g: NodeMaterialConnectionPoint;
  57798. /**
  57799. * Gets the b component (output)
  57800. */
  57801. readonly b: NodeMaterialConnectionPoint;
  57802. /**
  57803. * Gets the a component (output)
  57804. */
  57805. readonly a: NodeMaterialConnectionPoint;
  57806. protected _inputRename(name: string): string;
  57807. protected _outputRename(name: string): string;
  57808. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57809. }
  57810. }
  57811. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  57812. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57813. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57814. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57815. /**
  57816. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  57817. */
  57818. export class VectorSplitterBlock extends NodeMaterialBlock {
  57819. /**
  57820. * Create a new VectorSplitterBlock
  57821. * @param name defines the block name
  57822. */
  57823. constructor(name: string);
  57824. /**
  57825. * Gets the current class name
  57826. * @returns the class name
  57827. */
  57828. getClassName(): string;
  57829. /**
  57830. * Gets the xyzw component (input)
  57831. */
  57832. readonly xyzw: NodeMaterialConnectionPoint;
  57833. /**
  57834. * Gets the xyz component (input)
  57835. */
  57836. readonly xyzIn: NodeMaterialConnectionPoint;
  57837. /**
  57838. * Gets the xy component (input)
  57839. */
  57840. readonly xyIn: NodeMaterialConnectionPoint;
  57841. /**
  57842. * Gets the xyz component (output)
  57843. */
  57844. readonly xyzOut: NodeMaterialConnectionPoint;
  57845. /**
  57846. * Gets the xy component (output)
  57847. */
  57848. readonly xyOut: NodeMaterialConnectionPoint;
  57849. /**
  57850. * Gets the x component (output)
  57851. */
  57852. readonly x: NodeMaterialConnectionPoint;
  57853. /**
  57854. * Gets the y component (output)
  57855. */
  57856. readonly y: NodeMaterialConnectionPoint;
  57857. /**
  57858. * Gets the z component (output)
  57859. */
  57860. readonly z: NodeMaterialConnectionPoint;
  57861. /**
  57862. * Gets the w component (output)
  57863. */
  57864. readonly w: NodeMaterialConnectionPoint;
  57865. protected _inputRename(name: string): string;
  57866. protected _outputRename(name: string): string;
  57867. protected _buildBlock(state: NodeMaterialBuildState): this;
  57868. }
  57869. }
  57870. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  57871. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57872. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57873. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57874. /**
  57875. * Block used to lerp between 2 values
  57876. */
  57877. export class LerpBlock extends NodeMaterialBlock {
  57878. /**
  57879. * Creates a new LerpBlock
  57880. * @param name defines the block name
  57881. */
  57882. constructor(name: string);
  57883. /**
  57884. * Gets the current class name
  57885. * @returns the class name
  57886. */
  57887. getClassName(): string;
  57888. /**
  57889. * Gets the left operand input component
  57890. */
  57891. readonly left: NodeMaterialConnectionPoint;
  57892. /**
  57893. * Gets the right operand input component
  57894. */
  57895. readonly right: NodeMaterialConnectionPoint;
  57896. /**
  57897. * Gets the gradient operand input component
  57898. */
  57899. readonly gradient: NodeMaterialConnectionPoint;
  57900. /**
  57901. * Gets the output component
  57902. */
  57903. readonly output: NodeMaterialConnectionPoint;
  57904. protected _buildBlock(state: NodeMaterialBuildState): this;
  57905. }
  57906. }
  57907. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  57908. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57909. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57910. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57911. /**
  57912. * Block used to divide 2 vectors
  57913. */
  57914. export class DivideBlock extends NodeMaterialBlock {
  57915. /**
  57916. * Creates a new DivideBlock
  57917. * @param name defines the block name
  57918. */
  57919. constructor(name: string);
  57920. /**
  57921. * Gets the current class name
  57922. * @returns the class name
  57923. */
  57924. getClassName(): string;
  57925. /**
  57926. * Gets the left operand input component
  57927. */
  57928. readonly left: NodeMaterialConnectionPoint;
  57929. /**
  57930. * Gets the right operand input component
  57931. */
  57932. readonly right: NodeMaterialConnectionPoint;
  57933. /**
  57934. * Gets the output component
  57935. */
  57936. readonly output: NodeMaterialConnectionPoint;
  57937. protected _buildBlock(state: NodeMaterialBuildState): this;
  57938. }
  57939. }
  57940. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  57941. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57942. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57943. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57944. /**
  57945. * Block used to subtract 2 vectors
  57946. */
  57947. export class SubtractBlock extends NodeMaterialBlock {
  57948. /**
  57949. * Creates a new SubtractBlock
  57950. * @param name defines the block name
  57951. */
  57952. constructor(name: string);
  57953. /**
  57954. * Gets the current class name
  57955. * @returns the class name
  57956. */
  57957. getClassName(): string;
  57958. /**
  57959. * Gets the left operand input component
  57960. */
  57961. readonly left: NodeMaterialConnectionPoint;
  57962. /**
  57963. * Gets the right operand input component
  57964. */
  57965. readonly right: NodeMaterialConnectionPoint;
  57966. /**
  57967. * Gets the output component
  57968. */
  57969. readonly output: NodeMaterialConnectionPoint;
  57970. protected _buildBlock(state: NodeMaterialBuildState): this;
  57971. }
  57972. }
  57973. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  57974. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57975. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57976. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57977. /**
  57978. * Block used to step a value
  57979. */
  57980. export class StepBlock extends NodeMaterialBlock {
  57981. /**
  57982. * Creates a new StepBlock
  57983. * @param name defines the block name
  57984. */
  57985. constructor(name: string);
  57986. /**
  57987. * Gets the current class name
  57988. * @returns the class name
  57989. */
  57990. getClassName(): string;
  57991. /**
  57992. * Gets the value operand input component
  57993. */
  57994. readonly value: NodeMaterialConnectionPoint;
  57995. /**
  57996. * Gets the edge operand input component
  57997. */
  57998. readonly edge: NodeMaterialConnectionPoint;
  57999. /**
  58000. * Gets the output component
  58001. */
  58002. readonly output: NodeMaterialConnectionPoint;
  58003. protected _buildBlock(state: NodeMaterialBuildState): this;
  58004. }
  58005. }
  58006. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58007. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58008. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58009. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58010. /**
  58011. * Block used to get the opposite (1 - x) of a value
  58012. */
  58013. export class OneMinusBlock extends NodeMaterialBlock {
  58014. /**
  58015. * Creates a new OneMinusBlock
  58016. * @param name defines the block name
  58017. */
  58018. constructor(name: string);
  58019. /**
  58020. * Gets the current class name
  58021. * @returns the class name
  58022. */
  58023. getClassName(): string;
  58024. /**
  58025. * Gets the input component
  58026. */
  58027. readonly input: NodeMaterialConnectionPoint;
  58028. /**
  58029. * Gets the output component
  58030. */
  58031. readonly output: NodeMaterialConnectionPoint;
  58032. protected _buildBlock(state: NodeMaterialBuildState): this;
  58033. }
  58034. }
  58035. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58036. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58037. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58038. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58039. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58040. /**
  58041. * Block used to get the view direction
  58042. */
  58043. export class ViewDirectionBlock extends NodeMaterialBlock {
  58044. /**
  58045. * Creates a new ViewDirectionBlock
  58046. * @param name defines the block name
  58047. */
  58048. constructor(name: string);
  58049. /**
  58050. * Gets the current class name
  58051. * @returns the class name
  58052. */
  58053. getClassName(): string;
  58054. /**
  58055. * Gets the world position component
  58056. */
  58057. readonly worldPosition: NodeMaterialConnectionPoint;
  58058. /**
  58059. * Gets the camera position component
  58060. */
  58061. readonly cameraPosition: NodeMaterialConnectionPoint;
  58062. /**
  58063. * Gets the output component
  58064. */
  58065. readonly output: NodeMaterialConnectionPoint;
  58066. autoConfigure(material: NodeMaterial): void;
  58067. protected _buildBlock(state: NodeMaterialBuildState): this;
  58068. }
  58069. }
  58070. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58071. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58072. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58073. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58074. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58075. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58076. /**
  58077. * Block used to compute fresnel value
  58078. */
  58079. export class FresnelBlock extends NodeMaterialBlock {
  58080. /**
  58081. * Create a new FresnelBlock
  58082. * @param name defines the block name
  58083. */
  58084. constructor(name: string);
  58085. /**
  58086. * Gets the current class name
  58087. * @returns the class name
  58088. */
  58089. getClassName(): string;
  58090. /**
  58091. * Gets the world normal input component
  58092. */
  58093. readonly worldNormal: NodeMaterialConnectionPoint;
  58094. /**
  58095. * Gets the view direction input component
  58096. */
  58097. readonly viewDirection: NodeMaterialConnectionPoint;
  58098. /**
  58099. * Gets the bias input component
  58100. */
  58101. readonly bias: NodeMaterialConnectionPoint;
  58102. /**
  58103. * Gets the camera (or eye) position component
  58104. */
  58105. readonly power: NodeMaterialConnectionPoint;
  58106. /**
  58107. * Gets the fresnel output component
  58108. */
  58109. readonly fresnel: NodeMaterialConnectionPoint;
  58110. autoConfigure(material: NodeMaterial): void;
  58111. protected _buildBlock(state: NodeMaterialBuildState): this;
  58112. }
  58113. }
  58114. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58115. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58116. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58117. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58118. /**
  58119. * Block used to get the max of 2 values
  58120. */
  58121. export class MaxBlock extends NodeMaterialBlock {
  58122. /**
  58123. * Creates a new MaxBlock
  58124. * @param name defines the block name
  58125. */
  58126. constructor(name: string);
  58127. /**
  58128. * Gets the current class name
  58129. * @returns the class name
  58130. */
  58131. getClassName(): string;
  58132. /**
  58133. * Gets the left operand input component
  58134. */
  58135. readonly left: NodeMaterialConnectionPoint;
  58136. /**
  58137. * Gets the right operand input component
  58138. */
  58139. readonly right: NodeMaterialConnectionPoint;
  58140. /**
  58141. * Gets the output component
  58142. */
  58143. readonly output: NodeMaterialConnectionPoint;
  58144. protected _buildBlock(state: NodeMaterialBuildState): this;
  58145. }
  58146. }
  58147. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58148. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58149. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58150. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58151. /**
  58152. * Block used to get the min of 2 values
  58153. */
  58154. export class MinBlock extends NodeMaterialBlock {
  58155. /**
  58156. * Creates a new MinBlock
  58157. * @param name defines the block name
  58158. */
  58159. constructor(name: string);
  58160. /**
  58161. * Gets the current class name
  58162. * @returns the class name
  58163. */
  58164. getClassName(): string;
  58165. /**
  58166. * Gets the left operand input component
  58167. */
  58168. readonly left: NodeMaterialConnectionPoint;
  58169. /**
  58170. * Gets the right operand input component
  58171. */
  58172. readonly right: NodeMaterialConnectionPoint;
  58173. /**
  58174. * Gets the output component
  58175. */
  58176. readonly output: NodeMaterialConnectionPoint;
  58177. protected _buildBlock(state: NodeMaterialBuildState): this;
  58178. }
  58179. }
  58180. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58181. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58182. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58183. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58184. /**
  58185. * Block used to get the distance between 2 values
  58186. */
  58187. export class DistanceBlock extends NodeMaterialBlock {
  58188. /**
  58189. * Creates a new DistanceBlock
  58190. * @param name defines the block name
  58191. */
  58192. constructor(name: string);
  58193. /**
  58194. * Gets the current class name
  58195. * @returns the class name
  58196. */
  58197. getClassName(): string;
  58198. /**
  58199. * Gets the left operand input component
  58200. */
  58201. readonly left: NodeMaterialConnectionPoint;
  58202. /**
  58203. * Gets the right operand input component
  58204. */
  58205. readonly right: NodeMaterialConnectionPoint;
  58206. /**
  58207. * Gets the output component
  58208. */
  58209. readonly output: NodeMaterialConnectionPoint;
  58210. protected _buildBlock(state: NodeMaterialBuildState): this;
  58211. }
  58212. }
  58213. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58214. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58215. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58216. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58217. /**
  58218. * Block used to get the length of a vector
  58219. */
  58220. export class LengthBlock extends NodeMaterialBlock {
  58221. /**
  58222. * Creates a new LengthBlock
  58223. * @param name defines the block name
  58224. */
  58225. constructor(name: string);
  58226. /**
  58227. * Gets the current class name
  58228. * @returns the class name
  58229. */
  58230. getClassName(): string;
  58231. /**
  58232. * Gets the value input component
  58233. */
  58234. readonly value: NodeMaterialConnectionPoint;
  58235. /**
  58236. * Gets the output component
  58237. */
  58238. readonly output: NodeMaterialConnectionPoint;
  58239. protected _buildBlock(state: NodeMaterialBuildState): this;
  58240. }
  58241. }
  58242. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58243. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58244. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58245. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58246. /**
  58247. * Block used to get negative version of a value (i.e. x * -1)
  58248. */
  58249. export class NegateBlock extends NodeMaterialBlock {
  58250. /**
  58251. * Creates a new NegateBlock
  58252. * @param name defines the block name
  58253. */
  58254. constructor(name: string);
  58255. /**
  58256. * Gets the current class name
  58257. * @returns the class name
  58258. */
  58259. getClassName(): string;
  58260. /**
  58261. * Gets the value input component
  58262. */
  58263. readonly value: NodeMaterialConnectionPoint;
  58264. /**
  58265. * Gets the output component
  58266. */
  58267. readonly output: NodeMaterialConnectionPoint;
  58268. protected _buildBlock(state: NodeMaterialBuildState): this;
  58269. }
  58270. }
  58271. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58272. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58273. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58274. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58275. /**
  58276. * Block used to get the value of the first parameter raised to the power of the second
  58277. */
  58278. export class PowBlock extends NodeMaterialBlock {
  58279. /**
  58280. * Creates a new PowBlock
  58281. * @param name defines the block name
  58282. */
  58283. constructor(name: string);
  58284. /**
  58285. * Gets the current class name
  58286. * @returns the class name
  58287. */
  58288. getClassName(): string;
  58289. /**
  58290. * Gets the value operand input component
  58291. */
  58292. readonly value: NodeMaterialConnectionPoint;
  58293. /**
  58294. * Gets the power operand input component
  58295. */
  58296. readonly power: NodeMaterialConnectionPoint;
  58297. /**
  58298. * Gets the output component
  58299. */
  58300. readonly output: NodeMaterialConnectionPoint;
  58301. protected _buildBlock(state: NodeMaterialBuildState): this;
  58302. }
  58303. }
  58304. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58305. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58306. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58307. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58308. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58309. /**
  58310. * Block used to get a random number
  58311. */
  58312. export class RandomNumberBlock extends NodeMaterialBlock {
  58313. /**
  58314. * Creates a new RandomNumberBlock
  58315. * @param name defines the block name
  58316. */
  58317. constructor(name: string);
  58318. /**
  58319. * Gets the current class name
  58320. * @returns the class name
  58321. */
  58322. getClassName(): string;
  58323. /**
  58324. * Gets the seed input component
  58325. */
  58326. readonly seed: NodeMaterialConnectionPoint;
  58327. /**
  58328. * Gets the output component
  58329. */
  58330. readonly output: NodeMaterialConnectionPoint;
  58331. protected _buildBlock(state: NodeMaterialBuildState): this;
  58332. }
  58333. }
  58334. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58335. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58336. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58337. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58338. /**
  58339. * Block used to compute arc tangent of 2 values
  58340. */
  58341. export class ArcTan2Block extends NodeMaterialBlock {
  58342. /**
  58343. * Creates a new ArcTan2Block
  58344. * @param name defines the block name
  58345. */
  58346. constructor(name: string);
  58347. /**
  58348. * Gets the current class name
  58349. * @returns the class name
  58350. */
  58351. getClassName(): string;
  58352. /**
  58353. * Gets the x operand input component
  58354. */
  58355. readonly x: NodeMaterialConnectionPoint;
  58356. /**
  58357. * Gets the y operand input component
  58358. */
  58359. readonly y: NodeMaterialConnectionPoint;
  58360. /**
  58361. * Gets the output component
  58362. */
  58363. readonly output: NodeMaterialConnectionPoint;
  58364. protected _buildBlock(state: NodeMaterialBuildState): this;
  58365. }
  58366. }
  58367. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58368. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58369. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58370. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58371. /**
  58372. * Block used to smooth step a value
  58373. */
  58374. export class SmoothStepBlock extends NodeMaterialBlock {
  58375. /**
  58376. * Creates a new SmoothStepBlock
  58377. * @param name defines the block name
  58378. */
  58379. constructor(name: string);
  58380. /**
  58381. * Gets the current class name
  58382. * @returns the class name
  58383. */
  58384. getClassName(): string;
  58385. /**
  58386. * Gets the value operand input component
  58387. */
  58388. readonly value: NodeMaterialConnectionPoint;
  58389. /**
  58390. * Gets the first edge operand input component
  58391. */
  58392. readonly edge0: NodeMaterialConnectionPoint;
  58393. /**
  58394. * Gets the second edge operand input component
  58395. */
  58396. readonly edge1: NodeMaterialConnectionPoint;
  58397. /**
  58398. * Gets the output component
  58399. */
  58400. readonly output: NodeMaterialConnectionPoint;
  58401. protected _buildBlock(state: NodeMaterialBuildState): this;
  58402. }
  58403. }
  58404. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58405. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58406. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58407. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58408. /**
  58409. * Block used to get the reciprocal (1 / x) of a value
  58410. */
  58411. export class ReciprocalBlock extends NodeMaterialBlock {
  58412. /**
  58413. * Creates a new ReciprocalBlock
  58414. * @param name defines the block name
  58415. */
  58416. constructor(name: string);
  58417. /**
  58418. * Gets the current class name
  58419. * @returns the class name
  58420. */
  58421. getClassName(): string;
  58422. /**
  58423. * Gets the input component
  58424. */
  58425. readonly input: NodeMaterialConnectionPoint;
  58426. /**
  58427. * Gets the output component
  58428. */
  58429. readonly output: NodeMaterialConnectionPoint;
  58430. protected _buildBlock(state: NodeMaterialBuildState): this;
  58431. }
  58432. }
  58433. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58434. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58435. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58436. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58437. /**
  58438. * Block used to replace a color by another one
  58439. */
  58440. export class ReplaceColorBlock extends NodeMaterialBlock {
  58441. /**
  58442. * Creates a new ReplaceColorBlock
  58443. * @param name defines the block name
  58444. */
  58445. constructor(name: string);
  58446. /**
  58447. * Gets the current class name
  58448. * @returns the class name
  58449. */
  58450. getClassName(): string;
  58451. /**
  58452. * Gets the value input component
  58453. */
  58454. readonly value: NodeMaterialConnectionPoint;
  58455. /**
  58456. * Gets the reference input component
  58457. */
  58458. readonly reference: NodeMaterialConnectionPoint;
  58459. /**
  58460. * Gets the distance input component
  58461. */
  58462. readonly distance: NodeMaterialConnectionPoint;
  58463. /**
  58464. * Gets the replacement input component
  58465. */
  58466. readonly replacement: NodeMaterialConnectionPoint;
  58467. /**
  58468. * Gets the output component
  58469. */
  58470. readonly output: NodeMaterialConnectionPoint;
  58471. protected _buildBlock(state: NodeMaterialBuildState): this;
  58472. }
  58473. }
  58474. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58475. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58476. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58477. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58478. /**
  58479. * Block used to posterize a value
  58480. * @see https://en.wikipedia.org/wiki/Posterization
  58481. */
  58482. export class PosterizeBlock extends NodeMaterialBlock {
  58483. /**
  58484. * Creates a new PosterizeBlock
  58485. * @param name defines the block name
  58486. */
  58487. constructor(name: string);
  58488. /**
  58489. * Gets the current class name
  58490. * @returns the class name
  58491. */
  58492. getClassName(): string;
  58493. /**
  58494. * Gets the value input component
  58495. */
  58496. readonly value: NodeMaterialConnectionPoint;
  58497. /**
  58498. * Gets the steps input component
  58499. */
  58500. readonly steps: NodeMaterialConnectionPoint;
  58501. /**
  58502. * Gets the output component
  58503. */
  58504. readonly output: NodeMaterialConnectionPoint;
  58505. protected _buildBlock(state: NodeMaterialBuildState): this;
  58506. }
  58507. }
  58508. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  58509. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58510. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58511. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58512. import { Scene } from "babylonjs/scene";
  58513. /**
  58514. * Operations supported by the Wave block
  58515. */
  58516. export enum WaveBlockKind {
  58517. /** SawTooth */
  58518. SawTooth = 0,
  58519. /** Square */
  58520. Square = 1,
  58521. /** Triangle */
  58522. Triangle = 2
  58523. }
  58524. /**
  58525. * Block used to apply wave operation to floats
  58526. */
  58527. export class WaveBlock extends NodeMaterialBlock {
  58528. /**
  58529. * Gets or sets the kibnd of wave to be applied by the block
  58530. */
  58531. kind: WaveBlockKind;
  58532. /**
  58533. * Creates a new WaveBlock
  58534. * @param name defines the block name
  58535. */
  58536. constructor(name: string);
  58537. /**
  58538. * Gets the current class name
  58539. * @returns the class name
  58540. */
  58541. getClassName(): string;
  58542. /**
  58543. * Gets the input component
  58544. */
  58545. readonly input: NodeMaterialConnectionPoint;
  58546. /**
  58547. * Gets the output component
  58548. */
  58549. readonly output: NodeMaterialConnectionPoint;
  58550. protected _buildBlock(state: NodeMaterialBuildState): this;
  58551. serialize(): any;
  58552. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58553. }
  58554. }
  58555. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  58556. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58557. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58558. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58559. import { Color3 } from "babylonjs/Maths/math.color";
  58560. import { Scene } from "babylonjs/scene";
  58561. /**
  58562. * Class used to store a color step for the GradientBlock
  58563. */
  58564. export class GradientBlockColorStep {
  58565. /**
  58566. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58567. */
  58568. step: number;
  58569. /**
  58570. * Gets or sets the color associated with this step
  58571. */
  58572. color: Color3;
  58573. /**
  58574. * Creates a new GradientBlockColorStep
  58575. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  58576. * @param color defines the color associated with this step
  58577. */
  58578. constructor(
  58579. /**
  58580. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58581. */
  58582. step: number,
  58583. /**
  58584. * Gets or sets the color associated with this step
  58585. */
  58586. color: Color3);
  58587. }
  58588. /**
  58589. * Block used to return a color from a gradient based on an input value between 0 and 1
  58590. */
  58591. export class GradientBlock extends NodeMaterialBlock {
  58592. /**
  58593. * Gets or sets the list of color steps
  58594. */
  58595. colorSteps: GradientBlockColorStep[];
  58596. /**
  58597. * Creates a new GradientBlock
  58598. * @param name defines the block name
  58599. */
  58600. constructor(name: string);
  58601. /**
  58602. * Gets the current class name
  58603. * @returns the class name
  58604. */
  58605. getClassName(): string;
  58606. /**
  58607. * Gets the gradient input component
  58608. */
  58609. readonly gradient: NodeMaterialConnectionPoint;
  58610. /**
  58611. * Gets the output component
  58612. */
  58613. readonly output: NodeMaterialConnectionPoint;
  58614. private _writeColorConstant;
  58615. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58616. serialize(): any;
  58617. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58618. protected _dumpPropertiesCode(): string;
  58619. }
  58620. }
  58621. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  58622. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58623. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58624. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58625. /**
  58626. * Block used to normalize lerp between 2 values
  58627. */
  58628. export class NLerpBlock extends NodeMaterialBlock {
  58629. /**
  58630. * Creates a new NLerpBlock
  58631. * @param name defines the block name
  58632. */
  58633. constructor(name: string);
  58634. /**
  58635. * Gets the current class name
  58636. * @returns the class name
  58637. */
  58638. getClassName(): string;
  58639. /**
  58640. * Gets the left operand input component
  58641. */
  58642. readonly left: NodeMaterialConnectionPoint;
  58643. /**
  58644. * Gets the right operand input component
  58645. */
  58646. readonly right: NodeMaterialConnectionPoint;
  58647. /**
  58648. * Gets the gradient operand input component
  58649. */
  58650. readonly gradient: NodeMaterialConnectionPoint;
  58651. /**
  58652. * Gets the output component
  58653. */
  58654. readonly output: NodeMaterialConnectionPoint;
  58655. protected _buildBlock(state: NodeMaterialBuildState): this;
  58656. }
  58657. }
  58658. declare module "babylonjs/Materials/Node/Blocks/frontFacingBlock" {
  58659. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58660. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58661. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58662. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58663. /**
  58664. * Block used to test if the fragment shader is front facing
  58665. */
  58666. export class FrontFacingBlock extends NodeMaterialBlock {
  58667. /**
  58668. * Creates a new FrontFacingBlock
  58669. * @param name defines the block name
  58670. */
  58671. constructor(name: string);
  58672. /**
  58673. * Gets the current class name
  58674. * @returns the class name
  58675. */
  58676. getClassName(): string;
  58677. /**
  58678. * Gets the world normal component
  58679. */
  58680. readonly worldNormal: NodeMaterialConnectionPoint;
  58681. /**
  58682. * Gets the view direction input component
  58683. */
  58684. readonly viewDirection: NodeMaterialConnectionPoint;
  58685. /**
  58686. * Gets the output component
  58687. */
  58688. readonly output: NodeMaterialConnectionPoint;
  58689. autoConfigure(material: NodeMaterial): void;
  58690. protected _buildBlock(state: NodeMaterialBuildState): this;
  58691. }
  58692. }
  58693. declare module "babylonjs/Materials/Node/Blocks/index" {
  58694. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  58695. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  58696. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  58697. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  58698. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  58699. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  58700. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  58701. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  58702. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  58703. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  58704. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  58705. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  58706. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  58707. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  58708. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  58709. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  58710. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  58711. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  58712. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  58713. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  58714. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  58715. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  58716. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  58717. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  58718. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  58719. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  58720. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  58721. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  58722. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  58723. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  58724. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  58725. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  58726. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  58727. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  58728. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  58729. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  58730. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  58731. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  58732. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  58733. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  58734. export * from "babylonjs/Materials/Node/Blocks/frontFacingBlock";
  58735. }
  58736. declare module "babylonjs/Materials/Node/Optimizers/index" {
  58737. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  58738. }
  58739. declare module "babylonjs/Materials/Node/index" {
  58740. export * from "babylonjs/Materials/Node/Enums/index";
  58741. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58742. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  58743. export * from "babylonjs/Materials/Node/nodeMaterial";
  58744. export * from "babylonjs/Materials/Node/Blocks/index";
  58745. export * from "babylonjs/Materials/Node/Optimizers/index";
  58746. }
  58747. declare module "babylonjs/Materials/effectRenderer" {
  58748. import { Nullable } from "babylonjs/types";
  58749. import { Texture } from "babylonjs/Materials/Textures/texture";
  58750. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  58751. import { Viewport } from "babylonjs/Maths/math.viewport";
  58752. import { Observable } from "babylonjs/Misc/observable";
  58753. import { Effect } from "babylonjs/Materials/effect";
  58754. import "babylonjs/Engines/Extensions/engine.renderTarget";
  58755. import "babylonjs/Shaders/postprocess.vertex";
  58756. /**
  58757. * Effect Render Options
  58758. */
  58759. export interface IEffectRendererOptions {
  58760. /**
  58761. * Defines the vertices positions.
  58762. */
  58763. positions?: number[];
  58764. /**
  58765. * Defines the indices.
  58766. */
  58767. indices?: number[];
  58768. }
  58769. /**
  58770. * Helper class to render one or more effects
  58771. */
  58772. export class EffectRenderer {
  58773. private engine;
  58774. private static _DefaultOptions;
  58775. private _vertexBuffers;
  58776. private _indexBuffer;
  58777. private _ringBufferIndex;
  58778. private _ringScreenBuffer;
  58779. private _fullscreenViewport;
  58780. private _getNextFrameBuffer;
  58781. /**
  58782. * Creates an effect renderer
  58783. * @param engine the engine to use for rendering
  58784. * @param options defines the options of the effect renderer
  58785. */
  58786. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  58787. /**
  58788. * Sets the current viewport in normalized coordinates 0-1
  58789. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  58790. */
  58791. setViewport(viewport?: Viewport): void;
  58792. /**
  58793. * Binds the embedded attributes buffer to the effect.
  58794. * @param effect Defines the effect to bind the attributes for
  58795. */
  58796. bindBuffers(effect: Effect): void;
  58797. /**
  58798. * Sets the current effect wrapper to use during draw.
  58799. * The effect needs to be ready before calling this api.
  58800. * This also sets the default full screen position attribute.
  58801. * @param effectWrapper Defines the effect to draw with
  58802. */
  58803. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  58804. /**
  58805. * Draws a full screen quad.
  58806. */
  58807. draw(): void;
  58808. /**
  58809. * renders one or more effects to a specified texture
  58810. * @param effectWrappers list of effects to renderer
  58811. * @param outputTexture texture to draw to, if null it will render to the screen
  58812. */
  58813. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  58814. /**
  58815. * Disposes of the effect renderer
  58816. */
  58817. dispose(): void;
  58818. }
  58819. /**
  58820. * Options to create an EffectWrapper
  58821. */
  58822. interface EffectWrapperCreationOptions {
  58823. /**
  58824. * Engine to use to create the effect
  58825. */
  58826. engine: ThinEngine;
  58827. /**
  58828. * Fragment shader for the effect
  58829. */
  58830. fragmentShader: string;
  58831. /**
  58832. * Vertex shader for the effect
  58833. */
  58834. vertexShader?: string;
  58835. /**
  58836. * Attributes to use in the shader
  58837. */
  58838. attributeNames?: Array<string>;
  58839. /**
  58840. * Uniforms to use in the shader
  58841. */
  58842. uniformNames?: Array<string>;
  58843. /**
  58844. * Texture sampler names to use in the shader
  58845. */
  58846. samplerNames?: Array<string>;
  58847. /**
  58848. * The friendly name of the effect displayed in Spector.
  58849. */
  58850. name?: string;
  58851. }
  58852. /**
  58853. * Wraps an effect to be used for rendering
  58854. */
  58855. export class EffectWrapper {
  58856. /**
  58857. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  58858. */
  58859. onApplyObservable: Observable<{}>;
  58860. /**
  58861. * The underlying effect
  58862. */
  58863. effect: Effect;
  58864. /**
  58865. * Creates an effect to be renderer
  58866. * @param creationOptions options to create the effect
  58867. */
  58868. constructor(creationOptions: EffectWrapperCreationOptions);
  58869. /**
  58870. * Disposes of the effect wrapper
  58871. */
  58872. dispose(): void;
  58873. }
  58874. }
  58875. declare module "babylonjs/Materials/index" {
  58876. export * from "babylonjs/Materials/Background/index";
  58877. export * from "babylonjs/Materials/colorCurves";
  58878. export * from "babylonjs/Materials/iEffectFallbacks";
  58879. export * from "babylonjs/Materials/effectFallbacks";
  58880. export * from "babylonjs/Materials/effect";
  58881. export * from "babylonjs/Materials/fresnelParameters";
  58882. export * from "babylonjs/Materials/imageProcessingConfiguration";
  58883. export * from "babylonjs/Materials/material";
  58884. export * from "babylonjs/Materials/materialDefines";
  58885. export * from "babylonjs/Materials/materialHelper";
  58886. export * from "babylonjs/Materials/multiMaterial";
  58887. export * from "babylonjs/Materials/PBR/index";
  58888. export * from "babylonjs/Materials/pushMaterial";
  58889. export * from "babylonjs/Materials/shaderMaterial";
  58890. export * from "babylonjs/Materials/standardMaterial";
  58891. export * from "babylonjs/Materials/Textures/index";
  58892. export * from "babylonjs/Materials/uniformBuffer";
  58893. export * from "babylonjs/Materials/materialFlags";
  58894. export * from "babylonjs/Materials/Node/index";
  58895. export * from "babylonjs/Materials/effectRenderer";
  58896. }
  58897. declare module "babylonjs/Maths/index" {
  58898. export * from "babylonjs/Maths/math.scalar";
  58899. export * from "babylonjs/Maths/math";
  58900. export * from "babylonjs/Maths/sphericalPolynomial";
  58901. }
  58902. declare module "babylonjs/Misc/workerPool" {
  58903. import { IDisposable } from "babylonjs/scene";
  58904. /**
  58905. * Helper class to push actions to a pool of workers.
  58906. */
  58907. export class WorkerPool implements IDisposable {
  58908. private _workerInfos;
  58909. private _pendingActions;
  58910. /**
  58911. * Constructor
  58912. * @param workers Array of workers to use for actions
  58913. */
  58914. constructor(workers: Array<Worker>);
  58915. /**
  58916. * Terminates all workers and clears any pending actions.
  58917. */
  58918. dispose(): void;
  58919. /**
  58920. * Pushes an action to the worker pool. If all the workers are active, the action will be
  58921. * pended until a worker has completed its action.
  58922. * @param action The action to perform. Call onComplete when the action is complete.
  58923. */
  58924. push(action: (worker: Worker, onComplete: () => void) => void): void;
  58925. private _execute;
  58926. }
  58927. }
  58928. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  58929. import { IDisposable } from "babylonjs/scene";
  58930. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  58931. /**
  58932. * Configuration for Draco compression
  58933. */
  58934. export interface IDracoCompressionConfiguration {
  58935. /**
  58936. * Configuration for the decoder.
  58937. */
  58938. decoder: {
  58939. /**
  58940. * The url to the WebAssembly module.
  58941. */
  58942. wasmUrl?: string;
  58943. /**
  58944. * The url to the WebAssembly binary.
  58945. */
  58946. wasmBinaryUrl?: string;
  58947. /**
  58948. * The url to the fallback JavaScript module.
  58949. */
  58950. fallbackUrl?: string;
  58951. };
  58952. }
  58953. /**
  58954. * Draco compression (https://google.github.io/draco/)
  58955. *
  58956. * This class wraps the Draco module.
  58957. *
  58958. * **Encoder**
  58959. *
  58960. * The encoder is not currently implemented.
  58961. *
  58962. * **Decoder**
  58963. *
  58964. * 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.
  58965. *
  58966. * To update the configuration, use the following code:
  58967. * ```javascript
  58968. * DracoCompression.Configuration = {
  58969. * decoder: {
  58970. * wasmUrl: "<url to the WebAssembly library>",
  58971. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  58972. * fallbackUrl: "<url to the fallback JavaScript library>",
  58973. * }
  58974. * };
  58975. * ```
  58976. *
  58977. * 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.
  58978. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  58979. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  58980. *
  58981. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  58982. * ```javascript
  58983. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  58984. * ```
  58985. *
  58986. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  58987. */
  58988. export class DracoCompression implements IDisposable {
  58989. private _workerPoolPromise?;
  58990. private _decoderModulePromise?;
  58991. /**
  58992. * The configuration. Defaults to the following urls:
  58993. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  58994. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  58995. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  58996. */
  58997. static Configuration: IDracoCompressionConfiguration;
  58998. /**
  58999. * Returns true if the decoder configuration is available.
  59000. */
  59001. static readonly DecoderAvailable: boolean;
  59002. /**
  59003. * Default number of workers to create when creating the draco compression object.
  59004. */
  59005. static DefaultNumWorkers: number;
  59006. private static GetDefaultNumWorkers;
  59007. private static _Default;
  59008. /**
  59009. * Default instance for the draco compression object.
  59010. */
  59011. static readonly Default: DracoCompression;
  59012. /**
  59013. * Constructor
  59014. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59015. */
  59016. constructor(numWorkers?: number);
  59017. /**
  59018. * Stop all async operations and release resources.
  59019. */
  59020. dispose(): void;
  59021. /**
  59022. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59023. * @returns a promise that resolves when ready
  59024. */
  59025. whenReadyAsync(): Promise<void>;
  59026. /**
  59027. * Decode Draco compressed mesh data to vertex data.
  59028. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59029. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59030. * @returns A promise that resolves with the decoded vertex data
  59031. */
  59032. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59033. [kind: string]: number;
  59034. }): Promise<VertexData>;
  59035. }
  59036. }
  59037. declare module "babylonjs/Meshes/Compression/index" {
  59038. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59039. }
  59040. declare module "babylonjs/Meshes/csg" {
  59041. import { Nullable } from "babylonjs/types";
  59042. import { Scene } from "babylonjs/scene";
  59043. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59044. import { Mesh } from "babylonjs/Meshes/mesh";
  59045. import { Material } from "babylonjs/Materials/material";
  59046. /**
  59047. * Class for building Constructive Solid Geometry
  59048. */
  59049. export class CSG {
  59050. private polygons;
  59051. /**
  59052. * The world matrix
  59053. */
  59054. matrix: Matrix;
  59055. /**
  59056. * Stores the position
  59057. */
  59058. position: Vector3;
  59059. /**
  59060. * Stores the rotation
  59061. */
  59062. rotation: Vector3;
  59063. /**
  59064. * Stores the rotation quaternion
  59065. */
  59066. rotationQuaternion: Nullable<Quaternion>;
  59067. /**
  59068. * Stores the scaling vector
  59069. */
  59070. scaling: Vector3;
  59071. /**
  59072. * Convert the Mesh to CSG
  59073. * @param mesh The Mesh to convert to CSG
  59074. * @returns A new CSG from the Mesh
  59075. */
  59076. static FromMesh(mesh: Mesh): CSG;
  59077. /**
  59078. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59079. * @param polygons Polygons used to construct a CSG solid
  59080. */
  59081. private static FromPolygons;
  59082. /**
  59083. * Clones, or makes a deep copy, of the CSG
  59084. * @returns A new CSG
  59085. */
  59086. clone(): CSG;
  59087. /**
  59088. * Unions this CSG with another CSG
  59089. * @param csg The CSG to union against this CSG
  59090. * @returns The unioned CSG
  59091. */
  59092. union(csg: CSG): CSG;
  59093. /**
  59094. * Unions this CSG with another CSG in place
  59095. * @param csg The CSG to union against this CSG
  59096. */
  59097. unionInPlace(csg: CSG): void;
  59098. /**
  59099. * Subtracts this CSG with another CSG
  59100. * @param csg The CSG to subtract against this CSG
  59101. * @returns A new CSG
  59102. */
  59103. subtract(csg: CSG): CSG;
  59104. /**
  59105. * Subtracts this CSG with another CSG in place
  59106. * @param csg The CSG to subtact against this CSG
  59107. */
  59108. subtractInPlace(csg: CSG): void;
  59109. /**
  59110. * Intersect this CSG with another CSG
  59111. * @param csg The CSG to intersect against this CSG
  59112. * @returns A new CSG
  59113. */
  59114. intersect(csg: CSG): CSG;
  59115. /**
  59116. * Intersects this CSG with another CSG in place
  59117. * @param csg The CSG to intersect against this CSG
  59118. */
  59119. intersectInPlace(csg: CSG): void;
  59120. /**
  59121. * Return a new CSG solid with solid and empty space switched. This solid is
  59122. * not modified.
  59123. * @returns A new CSG solid with solid and empty space switched
  59124. */
  59125. inverse(): CSG;
  59126. /**
  59127. * Inverses the CSG in place
  59128. */
  59129. inverseInPlace(): void;
  59130. /**
  59131. * This is used to keep meshes transformations so they can be restored
  59132. * when we build back a Babylon Mesh
  59133. * NB : All CSG operations are performed in world coordinates
  59134. * @param csg The CSG to copy the transform attributes from
  59135. * @returns This CSG
  59136. */
  59137. copyTransformAttributes(csg: CSG): CSG;
  59138. /**
  59139. * Build Raw mesh from CSG
  59140. * Coordinates here are in world space
  59141. * @param name The name of the mesh geometry
  59142. * @param scene The Scene
  59143. * @param keepSubMeshes Specifies if the submeshes should be kept
  59144. * @returns A new Mesh
  59145. */
  59146. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59147. /**
  59148. * Build Mesh from CSG taking material and transforms into account
  59149. * @param name The name of the Mesh
  59150. * @param material The material of the Mesh
  59151. * @param scene The Scene
  59152. * @param keepSubMeshes Specifies if submeshes should be kept
  59153. * @returns The new Mesh
  59154. */
  59155. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59156. }
  59157. }
  59158. declare module "babylonjs/Meshes/trailMesh" {
  59159. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59160. import { Mesh } from "babylonjs/Meshes/mesh";
  59161. import { Scene } from "babylonjs/scene";
  59162. /**
  59163. * Class used to create a trail following a mesh
  59164. */
  59165. export class TrailMesh extends Mesh {
  59166. private _generator;
  59167. private _autoStart;
  59168. private _running;
  59169. private _diameter;
  59170. private _length;
  59171. private _sectionPolygonPointsCount;
  59172. private _sectionVectors;
  59173. private _sectionNormalVectors;
  59174. private _beforeRenderObserver;
  59175. /**
  59176. * @constructor
  59177. * @param name The value used by scene.getMeshByName() to do a lookup.
  59178. * @param generator The mesh to generate a trail.
  59179. * @param scene The scene to add this mesh to.
  59180. * @param diameter Diameter of trailing mesh. Default is 1.
  59181. * @param length Length of trailing mesh. Default is 60.
  59182. * @param autoStart Automatically start trailing mesh. Default true.
  59183. */
  59184. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59185. /**
  59186. * "TrailMesh"
  59187. * @returns "TrailMesh"
  59188. */
  59189. getClassName(): string;
  59190. private _createMesh;
  59191. /**
  59192. * Start trailing mesh.
  59193. */
  59194. start(): void;
  59195. /**
  59196. * Stop trailing mesh.
  59197. */
  59198. stop(): void;
  59199. /**
  59200. * Update trailing mesh geometry.
  59201. */
  59202. update(): void;
  59203. /**
  59204. * Returns a new TrailMesh object.
  59205. * @param name is a string, the name given to the new mesh
  59206. * @param newGenerator use new generator object for cloned trail mesh
  59207. * @returns a new mesh
  59208. */
  59209. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59210. /**
  59211. * Serializes this trail mesh
  59212. * @param serializationObject object to write serialization to
  59213. */
  59214. serialize(serializationObject: any): void;
  59215. /**
  59216. * Parses a serialized trail mesh
  59217. * @param parsedMesh the serialized mesh
  59218. * @param scene the scene to create the trail mesh in
  59219. * @returns the created trail mesh
  59220. */
  59221. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59222. }
  59223. }
  59224. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59225. import { Nullable } from "babylonjs/types";
  59226. import { Scene } from "babylonjs/scene";
  59227. import { Vector4 } from "babylonjs/Maths/math.vector";
  59228. import { Color4 } from "babylonjs/Maths/math.color";
  59229. import { Mesh } from "babylonjs/Meshes/mesh";
  59230. /**
  59231. * Class containing static functions to help procedurally build meshes
  59232. */
  59233. export class TiledBoxBuilder {
  59234. /**
  59235. * Creates a box mesh
  59236. * 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)
  59237. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59238. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59239. * * If you create a double-sided mesh, you can choose what parts of 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
  59240. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59241. * @param name defines the name of the mesh
  59242. * @param options defines the options used to create the mesh
  59243. * @param scene defines the hosting scene
  59244. * @returns the box mesh
  59245. */
  59246. static CreateTiledBox(name: string, options: {
  59247. pattern?: number;
  59248. width?: number;
  59249. height?: number;
  59250. depth?: number;
  59251. tileSize?: number;
  59252. tileWidth?: number;
  59253. tileHeight?: number;
  59254. alignHorizontal?: number;
  59255. alignVertical?: number;
  59256. faceUV?: Vector4[];
  59257. faceColors?: Color4[];
  59258. sideOrientation?: number;
  59259. updatable?: boolean;
  59260. }, scene?: Nullable<Scene>): Mesh;
  59261. }
  59262. }
  59263. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59264. import { Vector4 } from "babylonjs/Maths/math.vector";
  59265. import { Mesh } from "babylonjs/Meshes/mesh";
  59266. /**
  59267. * Class containing static functions to help procedurally build meshes
  59268. */
  59269. export class TorusKnotBuilder {
  59270. /**
  59271. * Creates a torus knot mesh
  59272. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59273. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59274. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59275. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59276. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59277. * * If you create a double-sided mesh, you can choose what parts of 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
  59278. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59279. * @param name defines the name of the mesh
  59280. * @param options defines the options used to create the mesh
  59281. * @param scene defines the hosting scene
  59282. * @returns the torus knot mesh
  59283. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59284. */
  59285. static CreateTorusKnot(name: string, options: {
  59286. radius?: number;
  59287. tube?: number;
  59288. radialSegments?: number;
  59289. tubularSegments?: number;
  59290. p?: number;
  59291. q?: number;
  59292. updatable?: boolean;
  59293. sideOrientation?: number;
  59294. frontUVs?: Vector4;
  59295. backUVs?: Vector4;
  59296. }, scene: any): Mesh;
  59297. }
  59298. }
  59299. declare module "babylonjs/Meshes/polygonMesh" {
  59300. import { Scene } from "babylonjs/scene";
  59301. import { Vector2 } from "babylonjs/Maths/math.vector";
  59302. import { Mesh } from "babylonjs/Meshes/mesh";
  59303. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59304. import { Path2 } from "babylonjs/Maths/math.path";
  59305. /**
  59306. * Polygon
  59307. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59308. */
  59309. export class Polygon {
  59310. /**
  59311. * Creates a rectangle
  59312. * @param xmin bottom X coord
  59313. * @param ymin bottom Y coord
  59314. * @param xmax top X coord
  59315. * @param ymax top Y coord
  59316. * @returns points that make the resulting rectation
  59317. */
  59318. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59319. /**
  59320. * Creates a circle
  59321. * @param radius radius of circle
  59322. * @param cx scale in x
  59323. * @param cy scale in y
  59324. * @param numberOfSides number of sides that make up the circle
  59325. * @returns points that make the resulting circle
  59326. */
  59327. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59328. /**
  59329. * Creates a polygon from input string
  59330. * @param input Input polygon data
  59331. * @returns the parsed points
  59332. */
  59333. static Parse(input: string): Vector2[];
  59334. /**
  59335. * Starts building a polygon from x and y coordinates
  59336. * @param x x coordinate
  59337. * @param y y coordinate
  59338. * @returns the started path2
  59339. */
  59340. static StartingAt(x: number, y: number): Path2;
  59341. }
  59342. /**
  59343. * Builds a polygon
  59344. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59345. */
  59346. export class PolygonMeshBuilder {
  59347. private _points;
  59348. private _outlinepoints;
  59349. private _holes;
  59350. private _name;
  59351. private _scene;
  59352. private _epoints;
  59353. private _eholes;
  59354. private _addToepoint;
  59355. /**
  59356. * Babylon reference to the earcut plugin.
  59357. */
  59358. bjsEarcut: any;
  59359. /**
  59360. * Creates a PolygonMeshBuilder
  59361. * @param name name of the builder
  59362. * @param contours Path of the polygon
  59363. * @param scene scene to add to when creating the mesh
  59364. * @param earcutInjection can be used to inject your own earcut reference
  59365. */
  59366. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59367. /**
  59368. * Adds a whole within the polygon
  59369. * @param hole Array of points defining the hole
  59370. * @returns this
  59371. */
  59372. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59373. /**
  59374. * Creates the polygon
  59375. * @param updatable If the mesh should be updatable
  59376. * @param depth The depth of the mesh created
  59377. * @returns the created mesh
  59378. */
  59379. build(updatable?: boolean, depth?: number): Mesh;
  59380. /**
  59381. * Creates the polygon
  59382. * @param depth The depth of the mesh created
  59383. * @returns the created VertexData
  59384. */
  59385. buildVertexData(depth?: number): VertexData;
  59386. /**
  59387. * Adds a side to the polygon
  59388. * @param positions points that make the polygon
  59389. * @param normals normals of the polygon
  59390. * @param uvs uvs of the polygon
  59391. * @param indices indices of the polygon
  59392. * @param bounds bounds of the polygon
  59393. * @param points points of the polygon
  59394. * @param depth depth of the polygon
  59395. * @param flip flip of the polygon
  59396. */
  59397. private addSide;
  59398. }
  59399. }
  59400. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59401. import { Scene } from "babylonjs/scene";
  59402. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59403. import { Color4 } from "babylonjs/Maths/math.color";
  59404. import { Mesh } from "babylonjs/Meshes/mesh";
  59405. import { Nullable } from "babylonjs/types";
  59406. /**
  59407. * Class containing static functions to help procedurally build meshes
  59408. */
  59409. export class PolygonBuilder {
  59410. /**
  59411. * Creates a polygon mesh
  59412. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59413. * * 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
  59414. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59415. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59416. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  59417. * * Remember you can only change the shape positions, not their number when updating a polygon
  59418. * @param name defines the name of the mesh
  59419. * @param options defines the options used to create the mesh
  59420. * @param scene defines the hosting scene
  59421. * @param earcutInjection can be used to inject your own earcut reference
  59422. * @returns the polygon mesh
  59423. */
  59424. static CreatePolygon(name: string, options: {
  59425. shape: Vector3[];
  59426. holes?: Vector3[][];
  59427. depth?: number;
  59428. faceUV?: Vector4[];
  59429. faceColors?: Color4[];
  59430. updatable?: boolean;
  59431. sideOrientation?: number;
  59432. frontUVs?: Vector4;
  59433. backUVs?: Vector4;
  59434. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59435. /**
  59436. * Creates an extruded polygon mesh, with depth in the Y direction.
  59437. * * 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)
  59438. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59439. * @param name defines the name of the mesh
  59440. * @param options defines the options used to create the mesh
  59441. * @param scene defines the hosting scene
  59442. * @param earcutInjection can be used to inject your own earcut reference
  59443. * @returns the polygon mesh
  59444. */
  59445. static ExtrudePolygon(name: string, options: {
  59446. shape: Vector3[];
  59447. holes?: Vector3[][];
  59448. depth?: number;
  59449. faceUV?: Vector4[];
  59450. faceColors?: Color4[];
  59451. updatable?: boolean;
  59452. sideOrientation?: number;
  59453. frontUVs?: Vector4;
  59454. backUVs?: Vector4;
  59455. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59456. }
  59457. }
  59458. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  59459. import { Scene } from "babylonjs/scene";
  59460. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59461. import { Mesh } from "babylonjs/Meshes/mesh";
  59462. import { Nullable } from "babylonjs/types";
  59463. /**
  59464. * Class containing static functions to help procedurally build meshes
  59465. */
  59466. export class LatheBuilder {
  59467. /**
  59468. * Creates lathe mesh.
  59469. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59470. * * 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
  59471. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59472. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59473. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59474. * * 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
  59475. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59476. * * 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
  59477. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59478. * * If you create a double-sided mesh, you can choose what parts of 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
  59479. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59480. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59481. * @param name defines the name of the mesh
  59482. * @param options defines the options used to create the mesh
  59483. * @param scene defines the hosting scene
  59484. * @returns the lathe mesh
  59485. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59486. */
  59487. static CreateLathe(name: string, options: {
  59488. shape: Vector3[];
  59489. radius?: number;
  59490. tessellation?: number;
  59491. clip?: number;
  59492. arc?: number;
  59493. closed?: boolean;
  59494. updatable?: boolean;
  59495. sideOrientation?: number;
  59496. frontUVs?: Vector4;
  59497. backUVs?: Vector4;
  59498. cap?: number;
  59499. invertUV?: boolean;
  59500. }, scene?: Nullable<Scene>): Mesh;
  59501. }
  59502. }
  59503. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  59504. import { Nullable } from "babylonjs/types";
  59505. import { Scene } from "babylonjs/scene";
  59506. import { Vector4 } from "babylonjs/Maths/math.vector";
  59507. import { Mesh } from "babylonjs/Meshes/mesh";
  59508. /**
  59509. * Class containing static functions to help procedurally build meshes
  59510. */
  59511. export class TiledPlaneBuilder {
  59512. /**
  59513. * Creates a tiled plane mesh
  59514. * * The parameter `pattern` will, depending on value, do nothing or
  59515. * * * flip (reflect about central vertical) alternate tiles across and up
  59516. * * * flip every tile on alternate rows
  59517. * * * rotate (180 degs) alternate tiles across and up
  59518. * * * rotate every tile on alternate rows
  59519. * * * flip and rotate alternate tiles across and up
  59520. * * * flip and rotate every tile on alternate rows
  59521. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  59522. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  59523. * * If you create a double-sided mesh, you can choose what parts of 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
  59524. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59525. * * 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)
  59526. * * 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)
  59527. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59528. * @param name defines the name of the mesh
  59529. * @param options defines the options used to create the mesh
  59530. * @param scene defines the hosting scene
  59531. * @returns the box mesh
  59532. */
  59533. static CreateTiledPlane(name: string, options: {
  59534. pattern?: number;
  59535. tileSize?: number;
  59536. tileWidth?: number;
  59537. tileHeight?: number;
  59538. size?: number;
  59539. width?: number;
  59540. height?: number;
  59541. alignHorizontal?: number;
  59542. alignVertical?: number;
  59543. sideOrientation?: number;
  59544. frontUVs?: Vector4;
  59545. backUVs?: Vector4;
  59546. updatable?: boolean;
  59547. }, scene?: Nullable<Scene>): Mesh;
  59548. }
  59549. }
  59550. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  59551. import { Nullable } from "babylonjs/types";
  59552. import { Scene } from "babylonjs/scene";
  59553. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59554. import { Mesh } from "babylonjs/Meshes/mesh";
  59555. /**
  59556. * Class containing static functions to help procedurally build meshes
  59557. */
  59558. export class TubeBuilder {
  59559. /**
  59560. * Creates a tube mesh.
  59561. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59562. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  59563. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  59564. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  59565. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  59566. * * 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)
  59567. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  59568. * * 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
  59569. * * 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
  59570. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59571. * * If you create a double-sided mesh, you can choose what parts of 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
  59572. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59573. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59574. * @param name defines the name of the mesh
  59575. * @param options defines the options used to create the mesh
  59576. * @param scene defines the hosting scene
  59577. * @returns the tube mesh
  59578. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59579. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  59580. */
  59581. static CreateTube(name: string, options: {
  59582. path: Vector3[];
  59583. radius?: number;
  59584. tessellation?: number;
  59585. radiusFunction?: {
  59586. (i: number, distance: number): number;
  59587. };
  59588. cap?: number;
  59589. arc?: number;
  59590. updatable?: boolean;
  59591. sideOrientation?: number;
  59592. frontUVs?: Vector4;
  59593. backUVs?: Vector4;
  59594. instance?: Mesh;
  59595. invertUV?: boolean;
  59596. }, scene?: Nullable<Scene>): Mesh;
  59597. }
  59598. }
  59599. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  59600. import { Scene } from "babylonjs/scene";
  59601. import { Vector4 } from "babylonjs/Maths/math.vector";
  59602. import { Mesh } from "babylonjs/Meshes/mesh";
  59603. import { Nullable } from "babylonjs/types";
  59604. /**
  59605. * Class containing static functions to help procedurally build meshes
  59606. */
  59607. export class IcoSphereBuilder {
  59608. /**
  59609. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59610. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59611. * * 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`)
  59612. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59613. * * 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
  59614. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59615. * * If you create a double-sided mesh, you can choose what parts of 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
  59616. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59617. * @param name defines the name of the mesh
  59618. * @param options defines the options used to create the mesh
  59619. * @param scene defines the hosting scene
  59620. * @returns the icosahedron mesh
  59621. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59622. */
  59623. static CreateIcoSphere(name: string, options: {
  59624. radius?: number;
  59625. radiusX?: number;
  59626. radiusY?: number;
  59627. radiusZ?: number;
  59628. flat?: boolean;
  59629. subdivisions?: number;
  59630. sideOrientation?: number;
  59631. frontUVs?: Vector4;
  59632. backUVs?: Vector4;
  59633. updatable?: boolean;
  59634. }, scene?: Nullable<Scene>): Mesh;
  59635. }
  59636. }
  59637. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  59638. import { Vector3 } from "babylonjs/Maths/math.vector";
  59639. import { Mesh } from "babylonjs/Meshes/mesh";
  59640. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59641. /**
  59642. * Class containing static functions to help procedurally build meshes
  59643. */
  59644. export class DecalBuilder {
  59645. /**
  59646. * Creates a decal mesh.
  59647. * 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
  59648. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  59649. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  59650. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  59651. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  59652. * @param name defines the name of the mesh
  59653. * @param sourceMesh defines the mesh where the decal must be applied
  59654. * @param options defines the options used to create the mesh
  59655. * @param scene defines the hosting scene
  59656. * @returns the decal mesh
  59657. * @see https://doc.babylonjs.com/how_to/decals
  59658. */
  59659. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  59660. position?: Vector3;
  59661. normal?: Vector3;
  59662. size?: Vector3;
  59663. angle?: number;
  59664. }): Mesh;
  59665. }
  59666. }
  59667. declare module "babylonjs/Meshes/meshBuilder" {
  59668. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  59669. import { Nullable } from "babylonjs/types";
  59670. import { Scene } from "babylonjs/scene";
  59671. import { Mesh } from "babylonjs/Meshes/mesh";
  59672. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  59673. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  59674. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59675. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59676. import { Plane } from "babylonjs/Maths/math.plane";
  59677. /**
  59678. * Class containing static functions to help procedurally build meshes
  59679. */
  59680. export class MeshBuilder {
  59681. /**
  59682. * Creates a box mesh
  59683. * * The parameter `size` sets the size (float) of each box side (default 1)
  59684. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  59685. * * 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)
  59686. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59687. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59688. * * If you create a double-sided mesh, you can choose what parts of 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
  59689. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59690. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59691. * @param name defines the name of the mesh
  59692. * @param options defines the options used to create the mesh
  59693. * @param scene defines the hosting scene
  59694. * @returns the box mesh
  59695. */
  59696. static CreateBox(name: string, options: {
  59697. size?: number;
  59698. width?: number;
  59699. height?: number;
  59700. depth?: number;
  59701. faceUV?: Vector4[];
  59702. faceColors?: Color4[];
  59703. sideOrientation?: number;
  59704. frontUVs?: Vector4;
  59705. backUVs?: Vector4;
  59706. updatable?: boolean;
  59707. }, scene?: Nullable<Scene>): Mesh;
  59708. /**
  59709. * Creates a tiled box mesh
  59710. * * faceTiles sets the pattern, tile size and number of tiles for a face
  59711. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59712. * @param name defines the name of the mesh
  59713. * @param options defines the options used to create the mesh
  59714. * @param scene defines the hosting scene
  59715. * @returns the tiled box mesh
  59716. */
  59717. static CreateTiledBox(name: string, options: {
  59718. pattern?: number;
  59719. size?: number;
  59720. width?: number;
  59721. height?: number;
  59722. depth: number;
  59723. tileSize?: number;
  59724. tileWidth?: number;
  59725. tileHeight?: number;
  59726. faceUV?: Vector4[];
  59727. faceColors?: Color4[];
  59728. alignHorizontal?: number;
  59729. alignVertical?: number;
  59730. sideOrientation?: number;
  59731. updatable?: boolean;
  59732. }, scene?: Nullable<Scene>): Mesh;
  59733. /**
  59734. * Creates a sphere mesh
  59735. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  59736. * * 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`)
  59737. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  59738. * * 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
  59739. * * 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)
  59740. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59741. * * If you create a double-sided mesh, you can choose what parts of 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
  59742. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59743. * @param name defines the name of the mesh
  59744. * @param options defines the options used to create the mesh
  59745. * @param scene defines the hosting scene
  59746. * @returns the sphere mesh
  59747. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  59748. */
  59749. static CreateSphere(name: string, options: {
  59750. segments?: number;
  59751. diameter?: number;
  59752. diameterX?: number;
  59753. diameterY?: number;
  59754. diameterZ?: number;
  59755. arc?: number;
  59756. slice?: number;
  59757. sideOrientation?: number;
  59758. frontUVs?: Vector4;
  59759. backUVs?: Vector4;
  59760. updatable?: boolean;
  59761. }, scene?: Nullable<Scene>): Mesh;
  59762. /**
  59763. * Creates a plane polygonal mesh. By default, this is a disc
  59764. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  59765. * * 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
  59766. * * 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
  59767. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59768. * * If you create a double-sided mesh, you can choose what parts of 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
  59769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59770. * @param name defines the name of the mesh
  59771. * @param options defines the options used to create the mesh
  59772. * @param scene defines the hosting scene
  59773. * @returns the plane polygonal mesh
  59774. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  59775. */
  59776. static CreateDisc(name: string, options: {
  59777. radius?: number;
  59778. tessellation?: number;
  59779. arc?: number;
  59780. updatable?: boolean;
  59781. sideOrientation?: number;
  59782. frontUVs?: Vector4;
  59783. backUVs?: Vector4;
  59784. }, scene?: Nullable<Scene>): Mesh;
  59785. /**
  59786. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59787. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59788. * * 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`)
  59789. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59790. * * 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
  59791. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59792. * * If you create a double-sided mesh, you can choose what parts of 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
  59793. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59794. * @param name defines the name of the mesh
  59795. * @param options defines the options used to create the mesh
  59796. * @param scene defines the hosting scene
  59797. * @returns the icosahedron mesh
  59798. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59799. */
  59800. static CreateIcoSphere(name: string, options: {
  59801. radius?: number;
  59802. radiusX?: number;
  59803. radiusY?: number;
  59804. radiusZ?: number;
  59805. flat?: boolean;
  59806. subdivisions?: number;
  59807. sideOrientation?: number;
  59808. frontUVs?: Vector4;
  59809. backUVs?: Vector4;
  59810. updatable?: boolean;
  59811. }, scene?: Nullable<Scene>): Mesh;
  59812. /**
  59813. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59814. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  59815. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  59816. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  59817. * * 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
  59818. * * 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
  59819. * * 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
  59820. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59821. * * If you create a double-sided mesh, you can choose what parts of 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
  59822. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59823. * * 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
  59824. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  59825. * * 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
  59826. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  59827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59828. * @param name defines the name of the mesh
  59829. * @param options defines the options used to create the mesh
  59830. * @param scene defines the hosting scene
  59831. * @returns the ribbon mesh
  59832. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  59833. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59834. */
  59835. static CreateRibbon(name: string, options: {
  59836. pathArray: Vector3[][];
  59837. closeArray?: boolean;
  59838. closePath?: boolean;
  59839. offset?: number;
  59840. updatable?: boolean;
  59841. sideOrientation?: number;
  59842. frontUVs?: Vector4;
  59843. backUVs?: Vector4;
  59844. instance?: Mesh;
  59845. invertUV?: boolean;
  59846. uvs?: Vector2[];
  59847. colors?: Color4[];
  59848. }, scene?: Nullable<Scene>): Mesh;
  59849. /**
  59850. * Creates a cylinder or a cone mesh
  59851. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  59852. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  59853. * * 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.
  59854. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  59855. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  59856. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  59857. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  59858. * * 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).
  59859. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  59860. * * 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).
  59861. * * 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
  59862. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  59863. * * 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
  59864. * * 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.
  59865. * * If `enclose` is false, a ring surface is one element.
  59866. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  59867. * * 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
  59868. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59869. * * If you create a double-sided mesh, you can choose what parts of 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
  59870. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59871. * @param name defines the name of the mesh
  59872. * @param options defines the options used to create the mesh
  59873. * @param scene defines the hosting scene
  59874. * @returns the cylinder mesh
  59875. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  59876. */
  59877. static CreateCylinder(name: string, options: {
  59878. height?: number;
  59879. diameterTop?: number;
  59880. diameterBottom?: number;
  59881. diameter?: number;
  59882. tessellation?: number;
  59883. subdivisions?: number;
  59884. arc?: number;
  59885. faceColors?: Color4[];
  59886. faceUV?: Vector4[];
  59887. updatable?: boolean;
  59888. hasRings?: boolean;
  59889. enclose?: boolean;
  59890. cap?: number;
  59891. sideOrientation?: number;
  59892. frontUVs?: Vector4;
  59893. backUVs?: Vector4;
  59894. }, scene?: Nullable<Scene>): Mesh;
  59895. /**
  59896. * Creates a torus mesh
  59897. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  59898. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  59899. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  59900. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59901. * * If you create a double-sided mesh, you can choose what parts of 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
  59902. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59903. * @param name defines the name of the mesh
  59904. * @param options defines the options used to create the mesh
  59905. * @param scene defines the hosting scene
  59906. * @returns the torus mesh
  59907. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  59908. */
  59909. static CreateTorus(name: string, options: {
  59910. diameter?: number;
  59911. thickness?: number;
  59912. tessellation?: number;
  59913. updatable?: boolean;
  59914. sideOrientation?: number;
  59915. frontUVs?: Vector4;
  59916. backUVs?: Vector4;
  59917. }, scene?: Nullable<Scene>): Mesh;
  59918. /**
  59919. * Creates a torus knot mesh
  59920. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59921. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59922. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59923. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59924. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59925. * * If you create a double-sided mesh, you can choose what parts of 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
  59926. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59927. * @param name defines the name of the mesh
  59928. * @param options defines the options used to create the mesh
  59929. * @param scene defines the hosting scene
  59930. * @returns the torus knot mesh
  59931. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59932. */
  59933. static CreateTorusKnot(name: string, options: {
  59934. radius?: number;
  59935. tube?: number;
  59936. radialSegments?: number;
  59937. tubularSegments?: number;
  59938. p?: number;
  59939. q?: number;
  59940. updatable?: boolean;
  59941. sideOrientation?: number;
  59942. frontUVs?: Vector4;
  59943. backUVs?: Vector4;
  59944. }, scene?: Nullable<Scene>): Mesh;
  59945. /**
  59946. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  59947. * * 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
  59948. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  59949. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  59950. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  59951. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  59952. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  59953. * * 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
  59954. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  59955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59956. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  59957. * @param name defines the name of the new line system
  59958. * @param options defines the options used to create the line system
  59959. * @param scene defines the hosting scene
  59960. * @returns a new line system mesh
  59961. */
  59962. static CreateLineSystem(name: string, options: {
  59963. lines: Vector3[][];
  59964. updatable?: boolean;
  59965. instance?: Nullable<LinesMesh>;
  59966. colors?: Nullable<Color4[][]>;
  59967. useVertexAlpha?: boolean;
  59968. }, scene: Nullable<Scene>): LinesMesh;
  59969. /**
  59970. * Creates a line mesh
  59971. * 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
  59972. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  59973. * * The parameter `points` is an array successive Vector3
  59974. * * 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
  59975. * * The optional parameter `colors` is an array of successive Color4, one per line point
  59976. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  59977. * * When updating an instance, remember that only point positions can change, not the number of points
  59978. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59979. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  59980. * @param name defines the name of the new line system
  59981. * @param options defines the options used to create the line system
  59982. * @param scene defines the hosting scene
  59983. * @returns a new line mesh
  59984. */
  59985. static CreateLines(name: string, options: {
  59986. points: Vector3[];
  59987. updatable?: boolean;
  59988. instance?: Nullable<LinesMesh>;
  59989. colors?: Color4[];
  59990. useVertexAlpha?: boolean;
  59991. }, scene?: Nullable<Scene>): LinesMesh;
  59992. /**
  59993. * Creates a dashed line mesh
  59994. * * 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
  59995. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  59996. * * The parameter `points` is an array successive Vector3
  59997. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  59998. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  59999. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60000. * * 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
  60001. * * When updating an instance, remember that only point positions can change, not the number of points
  60002. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60003. * @param name defines the name of the mesh
  60004. * @param options defines the options used to create the mesh
  60005. * @param scene defines the hosting scene
  60006. * @returns the dashed line mesh
  60007. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60008. */
  60009. static CreateDashedLines(name: string, options: {
  60010. points: Vector3[];
  60011. dashSize?: number;
  60012. gapSize?: number;
  60013. dashNb?: number;
  60014. updatable?: boolean;
  60015. instance?: LinesMesh;
  60016. }, scene?: Nullable<Scene>): LinesMesh;
  60017. /**
  60018. * 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.
  60019. * * 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.
  60020. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60021. * * 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.
  60022. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60023. * * 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
  60024. * * 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
  60025. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60026. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60027. * * If you create a double-sided mesh, you can choose what parts of 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
  60028. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60029. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60030. * @param name defines the name of the mesh
  60031. * @param options defines the options used to create the mesh
  60032. * @param scene defines the hosting scene
  60033. * @returns the extruded shape mesh
  60034. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60035. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60036. */
  60037. static ExtrudeShape(name: string, options: {
  60038. shape: Vector3[];
  60039. path: Vector3[];
  60040. scale?: number;
  60041. rotation?: number;
  60042. cap?: number;
  60043. updatable?: boolean;
  60044. sideOrientation?: number;
  60045. frontUVs?: Vector4;
  60046. backUVs?: Vector4;
  60047. instance?: Mesh;
  60048. invertUV?: boolean;
  60049. }, scene?: Nullable<Scene>): Mesh;
  60050. /**
  60051. * Creates an custom extruded shape mesh.
  60052. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60053. * * 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.
  60054. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60055. * * 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
  60056. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60057. * * 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
  60058. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60059. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60060. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60061. * * 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
  60062. * * 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
  60063. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60064. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60065. * * If you create a double-sided mesh, you can choose what parts of 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
  60066. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60067. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60068. * @param name defines the name of the mesh
  60069. * @param options defines the options used to create the mesh
  60070. * @param scene defines the hosting scene
  60071. * @returns the custom extruded shape mesh
  60072. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60073. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60074. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60075. */
  60076. static ExtrudeShapeCustom(name: string, options: {
  60077. shape: Vector3[];
  60078. path: Vector3[];
  60079. scaleFunction?: any;
  60080. rotationFunction?: any;
  60081. ribbonCloseArray?: boolean;
  60082. ribbonClosePath?: boolean;
  60083. cap?: number;
  60084. updatable?: boolean;
  60085. sideOrientation?: number;
  60086. frontUVs?: Vector4;
  60087. backUVs?: Vector4;
  60088. instance?: Mesh;
  60089. invertUV?: boolean;
  60090. }, scene?: Nullable<Scene>): Mesh;
  60091. /**
  60092. * Creates lathe mesh.
  60093. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60094. * * 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
  60095. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60096. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60097. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60098. * * 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
  60099. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60100. * * 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
  60101. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60102. * * If you create a double-sided mesh, you can choose what parts of 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
  60103. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60104. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60105. * @param name defines the name of the mesh
  60106. * @param options defines the options used to create the mesh
  60107. * @param scene defines the hosting scene
  60108. * @returns the lathe mesh
  60109. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60110. */
  60111. static CreateLathe(name: string, options: {
  60112. shape: Vector3[];
  60113. radius?: number;
  60114. tessellation?: number;
  60115. clip?: number;
  60116. arc?: number;
  60117. closed?: boolean;
  60118. updatable?: boolean;
  60119. sideOrientation?: number;
  60120. frontUVs?: Vector4;
  60121. backUVs?: Vector4;
  60122. cap?: number;
  60123. invertUV?: boolean;
  60124. }, scene?: Nullable<Scene>): Mesh;
  60125. /**
  60126. * Creates a tiled plane mesh
  60127. * * You can set a limited pattern arrangement with the tiles
  60128. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60129. * * If you create a double-sided mesh, you can choose what parts of 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
  60130. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60131. * @param name defines the name of the mesh
  60132. * @param options defines the options used to create the mesh
  60133. * @param scene defines the hosting scene
  60134. * @returns the plane mesh
  60135. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60136. */
  60137. static CreateTiledPlane(name: string, options: {
  60138. pattern?: number;
  60139. tileSize?: number;
  60140. tileWidth?: number;
  60141. tileHeight?: number;
  60142. size?: number;
  60143. width?: number;
  60144. height?: number;
  60145. alignHorizontal?: number;
  60146. alignVertical?: number;
  60147. sideOrientation?: number;
  60148. frontUVs?: Vector4;
  60149. backUVs?: Vector4;
  60150. updatable?: boolean;
  60151. }, scene?: Nullable<Scene>): Mesh;
  60152. /**
  60153. * Creates a plane mesh
  60154. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60155. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60156. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60157. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60158. * * If you create a double-sided mesh, you can choose what parts of 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
  60159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60160. * @param name defines the name of the mesh
  60161. * @param options defines the options used to create the mesh
  60162. * @param scene defines the hosting scene
  60163. * @returns the plane mesh
  60164. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60165. */
  60166. static CreatePlane(name: string, options: {
  60167. size?: number;
  60168. width?: number;
  60169. height?: number;
  60170. sideOrientation?: number;
  60171. frontUVs?: Vector4;
  60172. backUVs?: Vector4;
  60173. updatable?: boolean;
  60174. sourcePlane?: Plane;
  60175. }, scene?: Nullable<Scene>): Mesh;
  60176. /**
  60177. * Creates a ground mesh
  60178. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60179. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60180. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60181. * @param name defines the name of the mesh
  60182. * @param options defines the options used to create the mesh
  60183. * @param scene defines the hosting scene
  60184. * @returns the ground mesh
  60185. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60186. */
  60187. static CreateGround(name: string, options: {
  60188. width?: number;
  60189. height?: number;
  60190. subdivisions?: number;
  60191. subdivisionsX?: number;
  60192. subdivisionsY?: number;
  60193. updatable?: boolean;
  60194. }, scene?: Nullable<Scene>): Mesh;
  60195. /**
  60196. * Creates a tiled ground mesh
  60197. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60198. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60199. * * 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
  60200. * * 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
  60201. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60202. * @param name defines the name of the mesh
  60203. * @param options defines the options used to create the mesh
  60204. * @param scene defines the hosting scene
  60205. * @returns the tiled ground mesh
  60206. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60207. */
  60208. static CreateTiledGround(name: string, options: {
  60209. xmin: number;
  60210. zmin: number;
  60211. xmax: number;
  60212. zmax: number;
  60213. subdivisions?: {
  60214. w: number;
  60215. h: number;
  60216. };
  60217. precision?: {
  60218. w: number;
  60219. h: number;
  60220. };
  60221. updatable?: boolean;
  60222. }, scene?: Nullable<Scene>): Mesh;
  60223. /**
  60224. * Creates a ground mesh from a height map
  60225. * * The parameter `url` sets the URL of the height map image resource.
  60226. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60227. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60228. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60229. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60230. * * 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.
  60231. * * 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).
  60232. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60233. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60234. * @param name defines the name of the mesh
  60235. * @param url defines the url to the height map
  60236. * @param options defines the options used to create the mesh
  60237. * @param scene defines the hosting scene
  60238. * @returns the ground mesh
  60239. * @see https://doc.babylonjs.com/babylon101/height_map
  60240. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60241. */
  60242. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60243. width?: number;
  60244. height?: number;
  60245. subdivisions?: number;
  60246. minHeight?: number;
  60247. maxHeight?: number;
  60248. colorFilter?: Color3;
  60249. alphaFilter?: number;
  60250. updatable?: boolean;
  60251. onReady?: (mesh: GroundMesh) => void;
  60252. }, scene?: Nullable<Scene>): GroundMesh;
  60253. /**
  60254. * Creates a polygon mesh
  60255. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60256. * * 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
  60257. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60258. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60259. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60260. * * Remember you can only change the shape positions, not their number when updating a polygon
  60261. * @param name defines the name of the mesh
  60262. * @param options defines the options used to create the mesh
  60263. * @param scene defines the hosting scene
  60264. * @param earcutInjection can be used to inject your own earcut reference
  60265. * @returns the polygon mesh
  60266. */
  60267. static CreatePolygon(name: string, options: {
  60268. shape: Vector3[];
  60269. holes?: Vector3[][];
  60270. depth?: number;
  60271. faceUV?: Vector4[];
  60272. faceColors?: Color4[];
  60273. updatable?: boolean;
  60274. sideOrientation?: number;
  60275. frontUVs?: Vector4;
  60276. backUVs?: Vector4;
  60277. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60278. /**
  60279. * Creates an extruded polygon mesh, with depth in the Y direction.
  60280. * * 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)
  60281. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60282. * @param name defines the name of the mesh
  60283. * @param options defines the options used to create the mesh
  60284. * @param scene defines the hosting scene
  60285. * @param earcutInjection can be used to inject your own earcut reference
  60286. * @returns the polygon mesh
  60287. */
  60288. static ExtrudePolygon(name: string, options: {
  60289. shape: Vector3[];
  60290. holes?: Vector3[][];
  60291. depth?: number;
  60292. faceUV?: Vector4[];
  60293. faceColors?: Color4[];
  60294. updatable?: boolean;
  60295. sideOrientation?: number;
  60296. frontUVs?: Vector4;
  60297. backUVs?: Vector4;
  60298. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60299. /**
  60300. * Creates a tube mesh.
  60301. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60302. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60303. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60304. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60305. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60306. * * 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)
  60307. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60308. * * 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
  60309. * * 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
  60310. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60311. * * If you create a double-sided mesh, you can choose what parts of 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
  60312. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60313. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60314. * @param name defines the name of the mesh
  60315. * @param options defines the options used to create the mesh
  60316. * @param scene defines the hosting scene
  60317. * @returns the tube mesh
  60318. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60319. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60320. */
  60321. static CreateTube(name: string, options: {
  60322. path: Vector3[];
  60323. radius?: number;
  60324. tessellation?: number;
  60325. radiusFunction?: {
  60326. (i: number, distance: number): number;
  60327. };
  60328. cap?: number;
  60329. arc?: number;
  60330. updatable?: boolean;
  60331. sideOrientation?: number;
  60332. frontUVs?: Vector4;
  60333. backUVs?: Vector4;
  60334. instance?: Mesh;
  60335. invertUV?: boolean;
  60336. }, scene?: Nullable<Scene>): Mesh;
  60337. /**
  60338. * Creates a polyhedron mesh
  60339. * * 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
  60340. * * The parameter `size` (positive float, default 1) sets the polygon size
  60341. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60342. * * 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`
  60343. * * 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
  60344. * * 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)`)
  60345. * * 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
  60346. * * 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
  60347. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60348. * * If you create a double-sided mesh, you can choose what parts of 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
  60349. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60350. * @param name defines the name of the mesh
  60351. * @param options defines the options used to create the mesh
  60352. * @param scene defines the hosting scene
  60353. * @returns the polyhedron mesh
  60354. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60355. */
  60356. static CreatePolyhedron(name: string, options: {
  60357. type?: number;
  60358. size?: number;
  60359. sizeX?: number;
  60360. sizeY?: number;
  60361. sizeZ?: number;
  60362. custom?: any;
  60363. faceUV?: Vector4[];
  60364. faceColors?: Color4[];
  60365. flat?: boolean;
  60366. updatable?: boolean;
  60367. sideOrientation?: number;
  60368. frontUVs?: Vector4;
  60369. backUVs?: Vector4;
  60370. }, scene?: Nullable<Scene>): Mesh;
  60371. /**
  60372. * Creates a decal mesh.
  60373. * 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
  60374. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60375. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60376. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60377. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60378. * @param name defines the name of the mesh
  60379. * @param sourceMesh defines the mesh where the decal must be applied
  60380. * @param options defines the options used to create the mesh
  60381. * @param scene defines the hosting scene
  60382. * @returns the decal mesh
  60383. * @see https://doc.babylonjs.com/how_to/decals
  60384. */
  60385. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60386. position?: Vector3;
  60387. normal?: Vector3;
  60388. size?: Vector3;
  60389. angle?: number;
  60390. }): Mesh;
  60391. }
  60392. }
  60393. declare module "babylonjs/Meshes/meshSimplification" {
  60394. import { Mesh } from "babylonjs/Meshes/mesh";
  60395. /**
  60396. * A simplifier interface for future simplification implementations
  60397. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60398. */
  60399. export interface ISimplifier {
  60400. /**
  60401. * Simplification of a given mesh according to the given settings.
  60402. * Since this requires computation, it is assumed that the function runs async.
  60403. * @param settings The settings of the simplification, including quality and distance
  60404. * @param successCallback A callback that will be called after the mesh was simplified.
  60405. * @param errorCallback in case of an error, this callback will be called. optional.
  60406. */
  60407. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60408. }
  60409. /**
  60410. * Expected simplification settings.
  60411. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60412. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60413. */
  60414. export interface ISimplificationSettings {
  60415. /**
  60416. * Gets or sets the expected quality
  60417. */
  60418. quality: number;
  60419. /**
  60420. * Gets or sets the distance when this optimized version should be used
  60421. */
  60422. distance: number;
  60423. /**
  60424. * Gets an already optimized mesh
  60425. */
  60426. optimizeMesh?: boolean;
  60427. }
  60428. /**
  60429. * Class used to specify simplification options
  60430. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60431. */
  60432. export class SimplificationSettings implements ISimplificationSettings {
  60433. /** expected quality */
  60434. quality: number;
  60435. /** distance when this optimized version should be used */
  60436. distance: number;
  60437. /** already optimized mesh */
  60438. optimizeMesh?: boolean | undefined;
  60439. /**
  60440. * Creates a SimplificationSettings
  60441. * @param quality expected quality
  60442. * @param distance distance when this optimized version should be used
  60443. * @param optimizeMesh already optimized mesh
  60444. */
  60445. constructor(
  60446. /** expected quality */
  60447. quality: number,
  60448. /** distance when this optimized version should be used */
  60449. distance: number,
  60450. /** already optimized mesh */
  60451. optimizeMesh?: boolean | undefined);
  60452. }
  60453. /**
  60454. * Interface used to define a simplification task
  60455. */
  60456. export interface ISimplificationTask {
  60457. /**
  60458. * Array of settings
  60459. */
  60460. settings: Array<ISimplificationSettings>;
  60461. /**
  60462. * Simplification type
  60463. */
  60464. simplificationType: SimplificationType;
  60465. /**
  60466. * Mesh to simplify
  60467. */
  60468. mesh: Mesh;
  60469. /**
  60470. * Callback called on success
  60471. */
  60472. successCallback?: () => void;
  60473. /**
  60474. * Defines if parallel processing can be used
  60475. */
  60476. parallelProcessing: boolean;
  60477. }
  60478. /**
  60479. * Queue used to order the simplification tasks
  60480. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60481. */
  60482. export class SimplificationQueue {
  60483. private _simplificationArray;
  60484. /**
  60485. * Gets a boolean indicating that the process is still running
  60486. */
  60487. running: boolean;
  60488. /**
  60489. * Creates a new queue
  60490. */
  60491. constructor();
  60492. /**
  60493. * Adds a new simplification task
  60494. * @param task defines a task to add
  60495. */
  60496. addTask(task: ISimplificationTask): void;
  60497. /**
  60498. * Execute next task
  60499. */
  60500. executeNext(): void;
  60501. /**
  60502. * Execute a simplification task
  60503. * @param task defines the task to run
  60504. */
  60505. runSimplification(task: ISimplificationTask): void;
  60506. private getSimplifier;
  60507. }
  60508. /**
  60509. * The implemented types of simplification
  60510. * At the moment only Quadratic Error Decimation is implemented
  60511. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60512. */
  60513. export enum SimplificationType {
  60514. /** Quadratic error decimation */
  60515. QUADRATIC = 0
  60516. }
  60517. }
  60518. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  60519. import { Scene } from "babylonjs/scene";
  60520. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  60521. import { ISceneComponent } from "babylonjs/sceneComponent";
  60522. module "babylonjs/scene" {
  60523. interface Scene {
  60524. /** @hidden (Backing field) */
  60525. _simplificationQueue: SimplificationQueue;
  60526. /**
  60527. * Gets or sets the simplification queue attached to the scene
  60528. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60529. */
  60530. simplificationQueue: SimplificationQueue;
  60531. }
  60532. }
  60533. module "babylonjs/Meshes/mesh" {
  60534. interface Mesh {
  60535. /**
  60536. * Simplify the mesh according to the given array of settings.
  60537. * Function will return immediately and will simplify async
  60538. * @param settings a collection of simplification settings
  60539. * @param parallelProcessing should all levels calculate parallel or one after the other
  60540. * @param simplificationType the type of simplification to run
  60541. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  60542. * @returns the current mesh
  60543. */
  60544. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  60545. }
  60546. }
  60547. /**
  60548. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  60549. * created in a scene
  60550. */
  60551. export class SimplicationQueueSceneComponent implements ISceneComponent {
  60552. /**
  60553. * The component name helpfull to identify the component in the list of scene components.
  60554. */
  60555. readonly name: string;
  60556. /**
  60557. * The scene the component belongs to.
  60558. */
  60559. scene: Scene;
  60560. /**
  60561. * Creates a new instance of the component for the given scene
  60562. * @param scene Defines the scene to register the component in
  60563. */
  60564. constructor(scene: Scene);
  60565. /**
  60566. * Registers the component in a given scene
  60567. */
  60568. register(): void;
  60569. /**
  60570. * Rebuilds the elements related to this component in case of
  60571. * context lost for instance.
  60572. */
  60573. rebuild(): void;
  60574. /**
  60575. * Disposes the component and the associated ressources
  60576. */
  60577. dispose(): void;
  60578. private _beforeCameraUpdate;
  60579. }
  60580. }
  60581. declare module "babylonjs/Meshes/Builders/index" {
  60582. export * from "babylonjs/Meshes/Builders/boxBuilder";
  60583. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  60584. export * from "babylonjs/Meshes/Builders/discBuilder";
  60585. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  60586. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  60587. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  60588. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  60589. export * from "babylonjs/Meshes/Builders/torusBuilder";
  60590. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  60591. export * from "babylonjs/Meshes/Builders/linesBuilder";
  60592. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  60593. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  60594. export * from "babylonjs/Meshes/Builders/latheBuilder";
  60595. export * from "babylonjs/Meshes/Builders/planeBuilder";
  60596. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  60597. export * from "babylonjs/Meshes/Builders/groundBuilder";
  60598. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  60599. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  60600. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  60601. export * from "babylonjs/Meshes/Builders/decalBuilder";
  60602. }
  60603. declare module "babylonjs/Meshes/index" {
  60604. export * from "babylonjs/Meshes/abstractMesh";
  60605. export * from "babylonjs/Meshes/buffer";
  60606. export * from "babylonjs/Meshes/Compression/index";
  60607. export * from "babylonjs/Meshes/csg";
  60608. export * from "babylonjs/Meshes/geometry";
  60609. export * from "babylonjs/Meshes/groundMesh";
  60610. export * from "babylonjs/Meshes/trailMesh";
  60611. export * from "babylonjs/Meshes/instancedMesh";
  60612. export * from "babylonjs/Meshes/linesMesh";
  60613. export * from "babylonjs/Meshes/mesh";
  60614. export * from "babylonjs/Meshes/mesh.vertexData";
  60615. export * from "babylonjs/Meshes/meshBuilder";
  60616. export * from "babylonjs/Meshes/meshSimplification";
  60617. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  60618. export * from "babylonjs/Meshes/polygonMesh";
  60619. export * from "babylonjs/Meshes/subMesh";
  60620. export * from "babylonjs/Meshes/meshLODLevel";
  60621. export * from "babylonjs/Meshes/transformNode";
  60622. export * from "babylonjs/Meshes/Builders/index";
  60623. export * from "babylonjs/Meshes/dataBuffer";
  60624. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  60625. }
  60626. declare module "babylonjs/Morph/index" {
  60627. export * from "babylonjs/Morph/morphTarget";
  60628. export * from "babylonjs/Morph/morphTargetManager";
  60629. }
  60630. declare module "babylonjs/Navigation/INavigationEngine" {
  60631. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60632. import { Vector3 } from "babylonjs/Maths/math";
  60633. import { Mesh } from "babylonjs/Meshes/mesh";
  60634. import { Scene } from "babylonjs/scene";
  60635. /**
  60636. * Navigation plugin interface to add navigation constrained by a navigation mesh
  60637. */
  60638. export interface INavigationEnginePlugin {
  60639. /**
  60640. * plugin name
  60641. */
  60642. name: string;
  60643. /**
  60644. * Creates a navigation mesh
  60645. * @param meshes array of all the geometry used to compute the navigatio mesh
  60646. * @param parameters bunch of parameters used to filter geometry
  60647. */
  60648. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60649. /**
  60650. * Create a navigation mesh debug mesh
  60651. * @param scene is where the mesh will be added
  60652. * @returns debug display mesh
  60653. */
  60654. createDebugNavMesh(scene: Scene): Mesh;
  60655. /**
  60656. * Get a navigation mesh constrained position, closest to the parameter position
  60657. * @param position world position
  60658. * @returns the closest point to position constrained by the navigation mesh
  60659. */
  60660. getClosestPoint(position: Vector3): Vector3;
  60661. /**
  60662. * Get a navigation mesh constrained position, within a particular radius
  60663. * @param position world position
  60664. * @param maxRadius the maximum distance to the constrained world position
  60665. * @returns the closest point to position constrained by the navigation mesh
  60666. */
  60667. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60668. /**
  60669. * Compute the final position from a segment made of destination-position
  60670. * @param position world position
  60671. * @param destination world position
  60672. * @returns the resulting point along the navmesh
  60673. */
  60674. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60675. /**
  60676. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60677. * @param start world position
  60678. * @param end world position
  60679. * @returns array containing world position composing the path
  60680. */
  60681. computePath(start: Vector3, end: Vector3): Vector3[];
  60682. /**
  60683. * If this plugin is supported
  60684. * @returns true if plugin is supported
  60685. */
  60686. isSupported(): boolean;
  60687. /**
  60688. * Create a new Crowd so you can add agents
  60689. * @param maxAgents the maximum agent count in the crowd
  60690. * @param maxAgentRadius the maximum radius an agent can have
  60691. * @param scene to attach the crowd to
  60692. * @returns the crowd you can add agents to
  60693. */
  60694. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60695. /**
  60696. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60697. * The queries will try to find a solution within those bounds
  60698. * default is (1,1,1)
  60699. * @param extent x,y,z value that define the extent around the queries point of reference
  60700. */
  60701. setDefaultQueryExtent(extent: Vector3): void;
  60702. /**
  60703. * Get the Bounding box extent specified by setDefaultQueryExtent
  60704. * @returns the box extent values
  60705. */
  60706. getDefaultQueryExtent(): Vector3;
  60707. /**
  60708. * Release all resources
  60709. */
  60710. dispose(): void;
  60711. }
  60712. /**
  60713. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  60714. */
  60715. export interface ICrowd {
  60716. /**
  60717. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  60718. * You can attach anything to that node. The node position is updated in the scene update tick.
  60719. * @param pos world position that will be constrained by the navigation mesh
  60720. * @param parameters agent parameters
  60721. * @param transform hooked to the agent that will be update by the scene
  60722. * @returns agent index
  60723. */
  60724. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  60725. /**
  60726. * Returns the agent position in world space
  60727. * @param index agent index returned by addAgent
  60728. * @returns world space position
  60729. */
  60730. getAgentPosition(index: number): Vector3;
  60731. /**
  60732. * Gets the agent velocity in world space
  60733. * @param index agent index returned by addAgent
  60734. * @returns world space velocity
  60735. */
  60736. getAgentVelocity(index: number): Vector3;
  60737. /**
  60738. * remove a particular agent previously created
  60739. * @param index agent index returned by addAgent
  60740. */
  60741. removeAgent(index: number): void;
  60742. /**
  60743. * get the list of all agents attached to this crowd
  60744. * @returns list of agent indices
  60745. */
  60746. getAgents(): number[];
  60747. /**
  60748. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  60749. * @param deltaTime in seconds
  60750. */
  60751. update(deltaTime: number): void;
  60752. /**
  60753. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  60754. * @param index agent index returned by addAgent
  60755. * @param destination targeted world position
  60756. */
  60757. agentGoto(index: number, destination: Vector3): void;
  60758. /**
  60759. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60760. * The queries will try to find a solution within those bounds
  60761. * default is (1,1,1)
  60762. * @param extent x,y,z value that define the extent around the queries point of reference
  60763. */
  60764. setDefaultQueryExtent(extent: Vector3): void;
  60765. /**
  60766. * Get the Bounding box extent specified by setDefaultQueryExtent
  60767. * @returns the box extent values
  60768. */
  60769. getDefaultQueryExtent(): Vector3;
  60770. /**
  60771. * Release all resources
  60772. */
  60773. dispose(): void;
  60774. }
  60775. /**
  60776. * Configures an agent
  60777. */
  60778. export interface IAgentParameters {
  60779. /**
  60780. * Agent radius. [Limit: >= 0]
  60781. */
  60782. radius: number;
  60783. /**
  60784. * Agent height. [Limit: > 0]
  60785. */
  60786. height: number;
  60787. /**
  60788. * Maximum allowed acceleration. [Limit: >= 0]
  60789. */
  60790. maxAcceleration: number;
  60791. /**
  60792. * Maximum allowed speed. [Limit: >= 0]
  60793. */
  60794. maxSpeed: number;
  60795. /**
  60796. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  60797. */
  60798. collisionQueryRange: number;
  60799. /**
  60800. * The path visibility optimization range. [Limit: > 0]
  60801. */
  60802. pathOptimizationRange: number;
  60803. /**
  60804. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  60805. */
  60806. separationWeight: number;
  60807. }
  60808. /**
  60809. * Configures the navigation mesh creation
  60810. */
  60811. export interface INavMeshParameters {
  60812. /**
  60813. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  60814. */
  60815. cs: number;
  60816. /**
  60817. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  60818. */
  60819. ch: number;
  60820. /**
  60821. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  60822. */
  60823. walkableSlopeAngle: number;
  60824. /**
  60825. * Minimum floor to 'ceiling' height that will still allow the floor area to
  60826. * be considered walkable. [Limit: >= 3] [Units: vx]
  60827. */
  60828. walkableHeight: number;
  60829. /**
  60830. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  60831. */
  60832. walkableClimb: number;
  60833. /**
  60834. * The distance to erode/shrink the walkable area of the heightfield away from
  60835. * obstructions. [Limit: >=0] [Units: vx]
  60836. */
  60837. walkableRadius: number;
  60838. /**
  60839. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  60840. */
  60841. maxEdgeLen: number;
  60842. /**
  60843. * The maximum distance a simplfied contour's border edges should deviate
  60844. * the original raw contour. [Limit: >=0] [Units: vx]
  60845. */
  60846. maxSimplificationError: number;
  60847. /**
  60848. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  60849. */
  60850. minRegionArea: number;
  60851. /**
  60852. * Any regions with a span count smaller than this value will, if possible,
  60853. * be merged with larger regions. [Limit: >=0] [Units: vx]
  60854. */
  60855. mergeRegionArea: number;
  60856. /**
  60857. * The maximum number of vertices allowed for polygons generated during the
  60858. * contour to polygon conversion process. [Limit: >= 3]
  60859. */
  60860. maxVertsPerPoly: number;
  60861. /**
  60862. * Sets the sampling distance to use when generating the detail mesh.
  60863. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  60864. */
  60865. detailSampleDist: number;
  60866. /**
  60867. * The maximum distance the detail mesh surface should deviate from heightfield
  60868. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  60869. */
  60870. detailSampleMaxError: number;
  60871. }
  60872. }
  60873. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  60874. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  60875. import { Mesh } from "babylonjs/Meshes/mesh";
  60876. import { Scene } from "babylonjs/scene";
  60877. import { Vector3 } from "babylonjs/Maths/math";
  60878. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60879. /**
  60880. * RecastJS navigation plugin
  60881. */
  60882. export class RecastJSPlugin implements INavigationEnginePlugin {
  60883. /**
  60884. * Reference to the Recast library
  60885. */
  60886. bjsRECAST: any;
  60887. /**
  60888. * plugin name
  60889. */
  60890. name: string;
  60891. /**
  60892. * the first navmesh created. We might extend this to support multiple navmeshes
  60893. */
  60894. navMesh: any;
  60895. /**
  60896. * Initializes the recastJS plugin
  60897. * @param recastInjection can be used to inject your own recast reference
  60898. */
  60899. constructor(recastInjection?: any);
  60900. /**
  60901. * Creates a navigation mesh
  60902. * @param meshes array of all the geometry used to compute the navigatio mesh
  60903. * @param parameters bunch of parameters used to filter geometry
  60904. */
  60905. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60906. /**
  60907. * Create a navigation mesh debug mesh
  60908. * @param scene is where the mesh will be added
  60909. * @returns debug display mesh
  60910. */
  60911. createDebugNavMesh(scene: Scene): Mesh;
  60912. /**
  60913. * Get a navigation mesh constrained position, closest to the parameter position
  60914. * @param position world position
  60915. * @returns the closest point to position constrained by the navigation mesh
  60916. */
  60917. getClosestPoint(position: Vector3): Vector3;
  60918. /**
  60919. * Get a navigation mesh constrained position, within a particular radius
  60920. * @param position world position
  60921. * @param maxRadius the maximum distance to the constrained world position
  60922. * @returns the closest point to position constrained by the navigation mesh
  60923. */
  60924. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  60925. /**
  60926. * Compute the final position from a segment made of destination-position
  60927. * @param position world position
  60928. * @param destination world position
  60929. * @returns the resulting point along the navmesh
  60930. */
  60931. moveAlong(position: Vector3, destination: Vector3): Vector3;
  60932. /**
  60933. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  60934. * @param start world position
  60935. * @param end world position
  60936. * @returns array containing world position composing the path
  60937. */
  60938. computePath(start: Vector3, end: Vector3): Vector3[];
  60939. /**
  60940. * Create a new Crowd so you can add agents
  60941. * @param maxAgents the maximum agent count in the crowd
  60942. * @param maxAgentRadius the maximum radius an agent can have
  60943. * @param scene to attach the crowd to
  60944. * @returns the crowd you can add agents to
  60945. */
  60946. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  60947. /**
  60948. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  60949. * The queries will try to find a solution within those bounds
  60950. * default is (1,1,1)
  60951. * @param extent x,y,z value that define the extent around the queries point of reference
  60952. */
  60953. setDefaultQueryExtent(extent: Vector3): void;
  60954. /**
  60955. * Get the Bounding box extent specified by setDefaultQueryExtent
  60956. * @returns the box extent values
  60957. */
  60958. getDefaultQueryExtent(): Vector3;
  60959. /**
  60960. * Disposes
  60961. */
  60962. dispose(): void;
  60963. /**
  60964. * If this plugin is supported
  60965. * @returns true if plugin is supported
  60966. */
  60967. isSupported(): boolean;
  60968. }
  60969. /**
  60970. * Recast detour crowd implementation
  60971. */
  60972. export class RecastJSCrowd implements ICrowd {
  60973. /**
  60974. * Recast/detour plugin
  60975. */
  60976. bjsRECASTPlugin: RecastJSPlugin;
  60977. /**
  60978. * Link to the detour crowd
  60979. */
  60980. recastCrowd: any;
  60981. /**
  60982. * One transform per agent
  60983. */
  60984. transforms: TransformNode[];
  60985. /**
  60986. * All agents created
  60987. */
  60988. agents: number[];
  60989. /**
  60990. * Link to the scene is kept to unregister the crowd from the scene
  60991. */
  60992. private _scene;
  60993. /**
  60994. * Observer for crowd updates
  60995. */
  60996. private _onBeforeAnimationsObserver;
  60997. /**
  60998. * Constructor
  60999. * @param plugin recastJS plugin
  61000. * @param maxAgents the maximum agent count in the crowd
  61001. * @param maxAgentRadius the maximum radius an agent can have
  61002. * @param scene to attach the crowd to
  61003. * @returns the crowd you can add agents to
  61004. */
  61005. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61006. /**
  61007. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61008. * You can attach anything to that node. The node position is updated in the scene update tick.
  61009. * @param pos world position that will be constrained by the navigation mesh
  61010. * @param parameters agent parameters
  61011. * @param transform hooked to the agent that will be update by the scene
  61012. * @returns agent index
  61013. */
  61014. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61015. /**
  61016. * Returns the agent position in world space
  61017. * @param index agent index returned by addAgent
  61018. * @returns world space position
  61019. */
  61020. getAgentPosition(index: number): Vector3;
  61021. /**
  61022. * Returns the agent velocity in world space
  61023. * @param index agent index returned by addAgent
  61024. * @returns world space velocity
  61025. */
  61026. getAgentVelocity(index: number): Vector3;
  61027. /**
  61028. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61029. * @param index agent index returned by addAgent
  61030. * @param destination targeted world position
  61031. */
  61032. agentGoto(index: number, destination: Vector3): void;
  61033. /**
  61034. * remove a particular agent previously created
  61035. * @param index agent index returned by addAgent
  61036. */
  61037. removeAgent(index: number): void;
  61038. /**
  61039. * get the list of all agents attached to this crowd
  61040. * @returns list of agent indices
  61041. */
  61042. getAgents(): number[];
  61043. /**
  61044. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61045. * @param deltaTime in seconds
  61046. */
  61047. update(deltaTime: number): void;
  61048. /**
  61049. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61050. * The queries will try to find a solution within those bounds
  61051. * default is (1,1,1)
  61052. * @param extent x,y,z value that define the extent around the queries point of reference
  61053. */
  61054. setDefaultQueryExtent(extent: Vector3): void;
  61055. /**
  61056. * Get the Bounding box extent specified by setDefaultQueryExtent
  61057. * @returns the box extent values
  61058. */
  61059. getDefaultQueryExtent(): Vector3;
  61060. /**
  61061. * Release all resources
  61062. */
  61063. dispose(): void;
  61064. }
  61065. }
  61066. declare module "babylonjs/Navigation/Plugins/index" {
  61067. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61068. }
  61069. declare module "babylonjs/Navigation/index" {
  61070. export * from "babylonjs/Navigation/INavigationEngine";
  61071. export * from "babylonjs/Navigation/Plugins/index";
  61072. }
  61073. declare module "babylonjs/Offline/database" {
  61074. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61075. /**
  61076. * Class used to enable access to IndexedDB
  61077. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61078. */
  61079. export class Database implements IOfflineProvider {
  61080. private _callbackManifestChecked;
  61081. private _currentSceneUrl;
  61082. private _db;
  61083. private _enableSceneOffline;
  61084. private _enableTexturesOffline;
  61085. private _manifestVersionFound;
  61086. private _mustUpdateRessources;
  61087. private _hasReachedQuota;
  61088. private _isSupported;
  61089. private _idbFactory;
  61090. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61091. private static IsUASupportingBlobStorage;
  61092. /**
  61093. * Gets a boolean indicating if Database storate is enabled (off by default)
  61094. */
  61095. static IDBStorageEnabled: boolean;
  61096. /**
  61097. * Gets a boolean indicating if scene must be saved in the database
  61098. */
  61099. readonly enableSceneOffline: boolean;
  61100. /**
  61101. * Gets a boolean indicating if textures must be saved in the database
  61102. */
  61103. readonly enableTexturesOffline: boolean;
  61104. /**
  61105. * Creates a new Database
  61106. * @param urlToScene defines the url to load the scene
  61107. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61108. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61109. */
  61110. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61111. private static _ParseURL;
  61112. private static _ReturnFullUrlLocation;
  61113. private _checkManifestFile;
  61114. /**
  61115. * Open the database and make it available
  61116. * @param successCallback defines the callback to call on success
  61117. * @param errorCallback defines the callback to call on error
  61118. */
  61119. open(successCallback: () => void, errorCallback: () => void): void;
  61120. /**
  61121. * Loads an image from the database
  61122. * @param url defines the url to load from
  61123. * @param image defines the target DOM image
  61124. */
  61125. loadImage(url: string, image: HTMLImageElement): void;
  61126. private _loadImageFromDBAsync;
  61127. private _saveImageIntoDBAsync;
  61128. private _checkVersionFromDB;
  61129. private _loadVersionFromDBAsync;
  61130. private _saveVersionIntoDBAsync;
  61131. /**
  61132. * Loads a file from database
  61133. * @param url defines the URL to load from
  61134. * @param sceneLoaded defines a callback to call on success
  61135. * @param progressCallBack defines a callback to call when progress changed
  61136. * @param errorCallback defines a callback to call on error
  61137. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61138. */
  61139. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61140. private _loadFileAsync;
  61141. private _saveFileAsync;
  61142. /**
  61143. * Validates if xhr data is correct
  61144. * @param xhr defines the request to validate
  61145. * @param dataType defines the expected data type
  61146. * @returns true if data is correct
  61147. */
  61148. private static _ValidateXHRData;
  61149. }
  61150. }
  61151. declare module "babylonjs/Offline/index" {
  61152. export * from "babylonjs/Offline/database";
  61153. export * from "babylonjs/Offline/IOfflineProvider";
  61154. }
  61155. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61156. /** @hidden */
  61157. export var gpuUpdateParticlesPixelShader: {
  61158. name: string;
  61159. shader: string;
  61160. };
  61161. }
  61162. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61163. /** @hidden */
  61164. export var gpuUpdateParticlesVertexShader: {
  61165. name: string;
  61166. shader: string;
  61167. };
  61168. }
  61169. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61170. /** @hidden */
  61171. export var clipPlaneFragmentDeclaration2: {
  61172. name: string;
  61173. shader: string;
  61174. };
  61175. }
  61176. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61177. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61178. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61179. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61180. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61181. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61182. /** @hidden */
  61183. export var gpuRenderParticlesPixelShader: {
  61184. name: string;
  61185. shader: string;
  61186. };
  61187. }
  61188. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61189. /** @hidden */
  61190. export var clipPlaneVertexDeclaration2: {
  61191. name: string;
  61192. shader: string;
  61193. };
  61194. }
  61195. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61196. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61197. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61198. /** @hidden */
  61199. export var gpuRenderParticlesVertexShader: {
  61200. name: string;
  61201. shader: string;
  61202. };
  61203. }
  61204. declare module "babylonjs/Particles/gpuParticleSystem" {
  61205. import { Nullable } from "babylonjs/types";
  61206. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61207. import { Observable } from "babylonjs/Misc/observable";
  61208. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61209. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61210. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61211. import { Scene, IDisposable } from "babylonjs/scene";
  61212. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61213. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61214. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61215. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61216. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61217. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61218. /**
  61219. * This represents a GPU particle system in Babylon
  61220. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61221. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61222. */
  61223. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61224. /**
  61225. * The layer mask we are rendering the particles through.
  61226. */
  61227. layerMask: number;
  61228. private _capacity;
  61229. private _activeCount;
  61230. private _currentActiveCount;
  61231. private _accumulatedCount;
  61232. private _renderEffect;
  61233. private _updateEffect;
  61234. private _buffer0;
  61235. private _buffer1;
  61236. private _spriteBuffer;
  61237. private _updateVAO;
  61238. private _renderVAO;
  61239. private _targetIndex;
  61240. private _sourceBuffer;
  61241. private _targetBuffer;
  61242. private _engine;
  61243. private _currentRenderId;
  61244. private _started;
  61245. private _stopped;
  61246. private _timeDelta;
  61247. private _randomTexture;
  61248. private _randomTexture2;
  61249. private _attributesStrideSize;
  61250. private _updateEffectOptions;
  61251. private _randomTextureSize;
  61252. private _actualFrame;
  61253. private readonly _rawTextureWidth;
  61254. /**
  61255. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61256. */
  61257. static readonly IsSupported: boolean;
  61258. /**
  61259. * An event triggered when the system is disposed.
  61260. */
  61261. onDisposeObservable: Observable<GPUParticleSystem>;
  61262. /**
  61263. * Gets the maximum number of particles active at the same time.
  61264. * @returns The max number of active particles.
  61265. */
  61266. getCapacity(): number;
  61267. /**
  61268. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61269. * to override the particles.
  61270. */
  61271. forceDepthWrite: boolean;
  61272. /**
  61273. * Gets or set the number of active particles
  61274. */
  61275. activeParticleCount: number;
  61276. private _preWarmDone;
  61277. /**
  61278. * Is this system ready to be used/rendered
  61279. * @return true if the system is ready
  61280. */
  61281. isReady(): boolean;
  61282. /**
  61283. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61284. * @returns True if it has been started, otherwise false.
  61285. */
  61286. isStarted(): boolean;
  61287. /**
  61288. * Starts the particle system and begins to emit
  61289. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61290. */
  61291. start(delay?: number): void;
  61292. /**
  61293. * Stops the particle system.
  61294. */
  61295. stop(): void;
  61296. /**
  61297. * Remove all active particles
  61298. */
  61299. reset(): void;
  61300. /**
  61301. * Returns the string "GPUParticleSystem"
  61302. * @returns a string containing the class name
  61303. */
  61304. getClassName(): string;
  61305. private _colorGradientsTexture;
  61306. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61307. /**
  61308. * Adds a new color gradient
  61309. * @param gradient defines the gradient to use (between 0 and 1)
  61310. * @param color1 defines the color to affect to the specified gradient
  61311. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61312. * @returns the current particle system
  61313. */
  61314. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61315. /**
  61316. * Remove a specific color gradient
  61317. * @param gradient defines the gradient to remove
  61318. * @returns the current particle system
  61319. */
  61320. removeColorGradient(gradient: number): GPUParticleSystem;
  61321. private _angularSpeedGradientsTexture;
  61322. private _sizeGradientsTexture;
  61323. private _velocityGradientsTexture;
  61324. private _limitVelocityGradientsTexture;
  61325. private _dragGradientsTexture;
  61326. private _addFactorGradient;
  61327. /**
  61328. * Adds a new size gradient
  61329. * @param gradient defines the gradient to use (between 0 and 1)
  61330. * @param factor defines the size factor to affect to the specified gradient
  61331. * @returns the current particle system
  61332. */
  61333. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61334. /**
  61335. * Remove a specific size gradient
  61336. * @param gradient defines the gradient to remove
  61337. * @returns the current particle system
  61338. */
  61339. removeSizeGradient(gradient: number): GPUParticleSystem;
  61340. /**
  61341. * Adds a new angular speed gradient
  61342. * @param gradient defines the gradient to use (between 0 and 1)
  61343. * @param factor defines the angular speed to affect to the specified gradient
  61344. * @returns the current particle system
  61345. */
  61346. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61347. /**
  61348. * Remove a specific angular speed gradient
  61349. * @param gradient defines the gradient to remove
  61350. * @returns the current particle system
  61351. */
  61352. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61353. /**
  61354. * Adds a new velocity gradient
  61355. * @param gradient defines the gradient to use (between 0 and 1)
  61356. * @param factor defines the velocity to affect to the specified gradient
  61357. * @returns the current particle system
  61358. */
  61359. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61360. /**
  61361. * Remove a specific velocity gradient
  61362. * @param gradient defines the gradient to remove
  61363. * @returns the current particle system
  61364. */
  61365. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61366. /**
  61367. * Adds a new limit velocity gradient
  61368. * @param gradient defines the gradient to use (between 0 and 1)
  61369. * @param factor defines the limit velocity value to affect to the specified gradient
  61370. * @returns the current particle system
  61371. */
  61372. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61373. /**
  61374. * Remove a specific limit velocity gradient
  61375. * @param gradient defines the gradient to remove
  61376. * @returns the current particle system
  61377. */
  61378. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61379. /**
  61380. * Adds a new drag gradient
  61381. * @param gradient defines the gradient to use (between 0 and 1)
  61382. * @param factor defines the drag value to affect to the specified gradient
  61383. * @returns the current particle system
  61384. */
  61385. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61386. /**
  61387. * Remove a specific drag gradient
  61388. * @param gradient defines the gradient to remove
  61389. * @returns the current particle system
  61390. */
  61391. removeDragGradient(gradient: number): GPUParticleSystem;
  61392. /**
  61393. * Not supported by GPUParticleSystem
  61394. * @param gradient defines the gradient to use (between 0 and 1)
  61395. * @param factor defines the emit rate value to affect to the specified gradient
  61396. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61397. * @returns the current particle system
  61398. */
  61399. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61400. /**
  61401. * Not supported by GPUParticleSystem
  61402. * @param gradient defines the gradient to remove
  61403. * @returns the current particle system
  61404. */
  61405. removeEmitRateGradient(gradient: number): IParticleSystem;
  61406. /**
  61407. * Not supported by GPUParticleSystem
  61408. * @param gradient defines the gradient to use (between 0 and 1)
  61409. * @param factor defines the start size value to affect to the specified gradient
  61410. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61411. * @returns the current particle system
  61412. */
  61413. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61414. /**
  61415. * Not supported by GPUParticleSystem
  61416. * @param gradient defines the gradient to remove
  61417. * @returns the current particle system
  61418. */
  61419. removeStartSizeGradient(gradient: number): IParticleSystem;
  61420. /**
  61421. * Not supported by GPUParticleSystem
  61422. * @param gradient defines the gradient to use (between 0 and 1)
  61423. * @param min defines the color remap minimal range
  61424. * @param max defines the color remap maximal range
  61425. * @returns the current particle system
  61426. */
  61427. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61428. /**
  61429. * Not supported by GPUParticleSystem
  61430. * @param gradient defines the gradient to remove
  61431. * @returns the current particle system
  61432. */
  61433. removeColorRemapGradient(): IParticleSystem;
  61434. /**
  61435. * Not supported by GPUParticleSystem
  61436. * @param gradient defines the gradient to use (between 0 and 1)
  61437. * @param min defines the alpha remap minimal range
  61438. * @param max defines the alpha remap maximal range
  61439. * @returns the current particle system
  61440. */
  61441. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61442. /**
  61443. * Not supported by GPUParticleSystem
  61444. * @param gradient defines the gradient to remove
  61445. * @returns the current particle system
  61446. */
  61447. removeAlphaRemapGradient(): IParticleSystem;
  61448. /**
  61449. * Not supported by GPUParticleSystem
  61450. * @param gradient defines the gradient to use (between 0 and 1)
  61451. * @param color defines the color to affect to the specified gradient
  61452. * @returns the current particle system
  61453. */
  61454. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  61455. /**
  61456. * Not supported by GPUParticleSystem
  61457. * @param gradient defines the gradient to remove
  61458. * @returns the current particle system
  61459. */
  61460. removeRampGradient(): IParticleSystem;
  61461. /**
  61462. * Not supported by GPUParticleSystem
  61463. * @returns the list of ramp gradients
  61464. */
  61465. getRampGradients(): Nullable<Array<Color3Gradient>>;
  61466. /**
  61467. * Not supported by GPUParticleSystem
  61468. * Gets or sets a boolean indicating that ramp gradients must be used
  61469. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61470. */
  61471. useRampGradients: boolean;
  61472. /**
  61473. * Not supported by GPUParticleSystem
  61474. * @param gradient defines the gradient to use (between 0 and 1)
  61475. * @param factor defines the life time factor to affect to the specified gradient
  61476. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61477. * @returns the current particle system
  61478. */
  61479. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61480. /**
  61481. * Not supported by GPUParticleSystem
  61482. * @param gradient defines the gradient to remove
  61483. * @returns the current particle system
  61484. */
  61485. removeLifeTimeGradient(gradient: number): IParticleSystem;
  61486. /**
  61487. * Instantiates a GPU particle system.
  61488. * 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.
  61489. * @param name The name of the particle system
  61490. * @param options The options used to create the system
  61491. * @param scene The scene the particle system belongs to
  61492. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61493. */
  61494. constructor(name: string, options: Partial<{
  61495. capacity: number;
  61496. randomTextureSize: number;
  61497. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  61498. protected _reset(): void;
  61499. private _createUpdateVAO;
  61500. private _createRenderVAO;
  61501. private _initialize;
  61502. /** @hidden */
  61503. _recreateUpdateEffect(): void;
  61504. /** @hidden */
  61505. _recreateRenderEffect(): void;
  61506. /**
  61507. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61508. * @param preWarm defines if we are in the pre-warmimg phase
  61509. */
  61510. animate(preWarm?: boolean): void;
  61511. private _createFactorGradientTexture;
  61512. private _createSizeGradientTexture;
  61513. private _createAngularSpeedGradientTexture;
  61514. private _createVelocityGradientTexture;
  61515. private _createLimitVelocityGradientTexture;
  61516. private _createDragGradientTexture;
  61517. private _createColorGradientTexture;
  61518. /**
  61519. * Renders the particle system in its current state
  61520. * @param preWarm defines if the system should only update the particles but not render them
  61521. * @returns the current number of particles
  61522. */
  61523. render(preWarm?: boolean): number;
  61524. /**
  61525. * Rebuilds the particle system
  61526. */
  61527. rebuild(): void;
  61528. private _releaseBuffers;
  61529. private _releaseVAOs;
  61530. /**
  61531. * Disposes the particle system and free the associated resources
  61532. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61533. */
  61534. dispose(disposeTexture?: boolean): void;
  61535. /**
  61536. * Clones the particle system.
  61537. * @param name The name of the cloned object
  61538. * @param newEmitter The new emitter to use
  61539. * @returns the cloned particle system
  61540. */
  61541. clone(name: string, newEmitter: any): GPUParticleSystem;
  61542. /**
  61543. * Serializes the particle system to a JSON object.
  61544. * @returns the JSON object
  61545. */
  61546. serialize(): any;
  61547. /**
  61548. * Parses a JSON object to create a GPU particle system.
  61549. * @param parsedParticleSystem The JSON object to parse
  61550. * @param scene The scene to create the particle system in
  61551. * @param rootUrl The root url to use to load external dependencies like texture
  61552. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  61553. * @returns the parsed GPU particle system
  61554. */
  61555. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  61556. }
  61557. }
  61558. declare module "babylonjs/Particles/particleSystemSet" {
  61559. import { Nullable } from "babylonjs/types";
  61560. import { Color3 } from "babylonjs/Maths/math.color";
  61561. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61562. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61563. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61564. import { Scene, IDisposable } from "babylonjs/scene";
  61565. /**
  61566. * Represents a set of particle systems working together to create a specific effect
  61567. */
  61568. export class ParticleSystemSet implements IDisposable {
  61569. /**
  61570. * Gets or sets base Assets URL
  61571. */
  61572. static BaseAssetsUrl: string;
  61573. private _emitterCreationOptions;
  61574. private _emitterNode;
  61575. /**
  61576. * Gets the particle system list
  61577. */
  61578. systems: IParticleSystem[];
  61579. /**
  61580. * Gets the emitter node used with this set
  61581. */
  61582. readonly emitterNode: Nullable<TransformNode>;
  61583. /**
  61584. * Creates a new emitter mesh as a sphere
  61585. * @param options defines the options used to create the sphere
  61586. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  61587. * @param scene defines the hosting scene
  61588. */
  61589. setEmitterAsSphere(options: {
  61590. diameter: number;
  61591. segments: number;
  61592. color: Color3;
  61593. }, renderingGroupId: number, scene: Scene): void;
  61594. /**
  61595. * Starts all particle systems of the set
  61596. * @param emitter defines an optional mesh to use as emitter for the particle systems
  61597. */
  61598. start(emitter?: AbstractMesh): void;
  61599. /**
  61600. * Release all associated resources
  61601. */
  61602. dispose(): void;
  61603. /**
  61604. * Serialize the set into a JSON compatible object
  61605. * @returns a JSON compatible representation of the set
  61606. */
  61607. serialize(): any;
  61608. /**
  61609. * Parse a new ParticleSystemSet from a serialized source
  61610. * @param data defines a JSON compatible representation of the set
  61611. * @param scene defines the hosting scene
  61612. * @param gpu defines if we want GPU particles or CPU particles
  61613. * @returns a new ParticleSystemSet
  61614. */
  61615. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  61616. }
  61617. }
  61618. declare module "babylonjs/Particles/particleHelper" {
  61619. import { Nullable } from "babylonjs/types";
  61620. import { Scene } from "babylonjs/scene";
  61621. import { Vector3 } from "babylonjs/Maths/math.vector";
  61622. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61623. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61624. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  61625. /**
  61626. * This class is made for on one-liner static method to help creating particle system set.
  61627. */
  61628. export class ParticleHelper {
  61629. /**
  61630. * Gets or sets base Assets URL
  61631. */
  61632. static BaseAssetsUrl: string;
  61633. /**
  61634. * Create a default particle system that you can tweak
  61635. * @param emitter defines the emitter to use
  61636. * @param capacity defines the system capacity (default is 500 particles)
  61637. * @param scene defines the hosting scene
  61638. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  61639. * @returns the new Particle system
  61640. */
  61641. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  61642. /**
  61643. * This is the main static method (one-liner) of this helper to create different particle systems
  61644. * @param type This string represents the type to the particle system to create
  61645. * @param scene The scene where the particle system should live
  61646. * @param gpu If the system will use gpu
  61647. * @returns the ParticleSystemSet created
  61648. */
  61649. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  61650. /**
  61651. * Static function used to export a particle system to a ParticleSystemSet variable.
  61652. * Please note that the emitter shape is not exported
  61653. * @param systems defines the particle systems to export
  61654. * @returns the created particle system set
  61655. */
  61656. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  61657. }
  61658. }
  61659. declare module "babylonjs/Particles/particleSystemComponent" {
  61660. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61661. import { Effect } from "babylonjs/Materials/effect";
  61662. import "babylonjs/Shaders/particles.vertex";
  61663. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61664. module "babylonjs/Engines/engine" {
  61665. interface Engine {
  61666. /**
  61667. * Create an effect to use with particle systems.
  61668. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  61669. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  61670. * @param uniformsNames defines a list of attribute names
  61671. * @param samplers defines an array of string used to represent textures
  61672. * @param defines defines the string containing the defines to use to compile the shaders
  61673. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  61674. * @param onCompiled defines a function to call when the effect creation is successful
  61675. * @param onError defines a function to call when the effect creation has failed
  61676. * @returns the new Effect
  61677. */
  61678. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  61679. }
  61680. }
  61681. module "babylonjs/Meshes/mesh" {
  61682. interface Mesh {
  61683. /**
  61684. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  61685. * @returns an array of IParticleSystem
  61686. */
  61687. getEmittedParticleSystems(): IParticleSystem[];
  61688. /**
  61689. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  61690. * @returns an array of IParticleSystem
  61691. */
  61692. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  61693. }
  61694. }
  61695. /**
  61696. * @hidden
  61697. */
  61698. export var _IDoNeedToBeInTheBuild: number;
  61699. }
  61700. declare module "babylonjs/Particles/pointsCloudSystem" {
  61701. import { Color4 } from "babylonjs/Maths/math";
  61702. import { Mesh } from "babylonjs/Meshes/mesh";
  61703. import { Scene, IDisposable } from "babylonjs/scene";
  61704. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  61705. /** Defines the 4 color options */
  61706. export enum PointColor {
  61707. /** color value */
  61708. Color = 2,
  61709. /** uv value */
  61710. UV = 1,
  61711. /** random value */
  61712. Random = 0,
  61713. /** stated value */
  61714. Stated = 3
  61715. }
  61716. /**
  61717. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  61718. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  61719. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  61720. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  61721. *
  61722. * Full documentation here : TO BE ENTERED
  61723. */
  61724. export class PointsCloudSystem implements IDisposable {
  61725. /**
  61726. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  61727. * Example : var p = SPS.particles[i];
  61728. */
  61729. particles: CloudPoint[];
  61730. /**
  61731. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  61732. */
  61733. nbParticles: number;
  61734. /**
  61735. * This a counter for your own usage. It's not set by any SPS functions.
  61736. */
  61737. counter: number;
  61738. /**
  61739. * The PCS name. This name is also given to the underlying mesh.
  61740. */
  61741. name: string;
  61742. /**
  61743. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  61744. */
  61745. mesh: Mesh;
  61746. /**
  61747. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  61748. * Please read :
  61749. */
  61750. vars: any;
  61751. /**
  61752. * @hidden
  61753. */
  61754. _size: number;
  61755. private _scene;
  61756. private _promises;
  61757. private _positions;
  61758. private _indices;
  61759. private _normals;
  61760. private _colors;
  61761. private _uvs;
  61762. private _indices32;
  61763. private _positions32;
  61764. private _colors32;
  61765. private _uvs32;
  61766. private _updatable;
  61767. private _isVisibilityBoxLocked;
  61768. private _alwaysVisible;
  61769. private _groups;
  61770. private _groupCounter;
  61771. private _computeParticleColor;
  61772. private _computeParticleTexture;
  61773. private _computeParticleRotation;
  61774. private _computeBoundingBox;
  61775. private _isReady;
  61776. /**
  61777. * Creates a PCS (Points Cloud System) object
  61778. * @param name (String) is the PCS name, this will be the underlying mesh name
  61779. * @param pointSize (number) is the size for each point
  61780. * @param scene (Scene) is the scene in which the PCS is added
  61781. * @param options defines the options of the PCS e.g.
  61782. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  61783. */
  61784. constructor(name: string, pointSize: number, scene: Scene, options?: {
  61785. updatable?: boolean;
  61786. });
  61787. /**
  61788. * Builds the PCS underlying mesh. Returns a standard Mesh.
  61789. * If no points were added to the PCS, the returned mesh is just a single point.
  61790. * @returns a promise for the created mesh
  61791. */
  61792. buildMeshAsync(): Promise<Mesh>;
  61793. /**
  61794. * @hidden
  61795. */
  61796. private _buildMesh;
  61797. private _addParticle;
  61798. private _randomUnitVector;
  61799. private _getColorIndicesForCoord;
  61800. private _setPointsColorOrUV;
  61801. private _colorFromTexture;
  61802. private _calculateDensity;
  61803. /**
  61804. * Adds points to the PCS in random positions within a unit sphere
  61805. * @param nb (positive integer) the number of particles to be created from this model
  61806. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  61807. * @returns the number of groups in the system
  61808. */
  61809. addPoints(nb: number, pointFunction?: any): number;
  61810. /**
  61811. * Adds points to the PCS from the surface of the model shape
  61812. * @param mesh is any Mesh object that will be used as a surface model for the points
  61813. * @param nb (positive integer) the number of particles to be created from this model
  61814. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  61815. * @param color (color3) to be used when colorWith is stated
  61816. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61817. * @returns the number of groups in the system
  61818. */
  61819. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61820. /**
  61821. * Adds points to the PCS inside the model shape
  61822. * @param mesh is any Mesh object that will be used as a surface model for the points
  61823. * @param nb (positive integer) the number of particles to be created from this model
  61824. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  61825. * @param color (color4) to be used when colorWith is stated
  61826. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  61827. * @returns the number of groups in the system
  61828. */
  61829. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  61830. /**
  61831. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  61832. * This method calls `updateParticle()` for each particle of the SPS.
  61833. * For an animated SPS, it is usually called within the render loop.
  61834. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  61835. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  61836. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  61837. * @returns the PCS.
  61838. */
  61839. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  61840. /**
  61841. * Disposes the PCS.
  61842. */
  61843. dispose(): void;
  61844. /**
  61845. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  61846. * doc :
  61847. * @returns the PCS.
  61848. */
  61849. refreshVisibleSize(): PointsCloudSystem;
  61850. /**
  61851. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  61852. * @param size the size (float) of the visibility box
  61853. * note : this doesn't lock the PCS mesh bounding box.
  61854. * doc :
  61855. */
  61856. setVisibilityBox(size: number): void;
  61857. /**
  61858. * Gets whether the PCS is always visible or not
  61859. * doc :
  61860. */
  61861. /**
  61862. * Sets the PCS as always visible or not
  61863. * doc :
  61864. */
  61865. isAlwaysVisible: boolean;
  61866. /**
  61867. * Tells to `setParticles()` to compute the particle rotations or not
  61868. * Default value : false. The PCS is faster when it's set to false
  61869. * Note : particle rotations are only applied to parent particles
  61870. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  61871. */
  61872. computeParticleRotation: boolean;
  61873. /**
  61874. * Tells to `setParticles()` to compute the particle colors or not.
  61875. * Default value : true. The PCS is faster when it's set to false.
  61876. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61877. */
  61878. /**
  61879. * Gets if `setParticles()` computes the particle colors or not.
  61880. * Default value : false. The PCS is faster when it's set to false.
  61881. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  61882. */
  61883. computeParticleColor: boolean;
  61884. /**
  61885. * Gets if `setParticles()` computes the particle textures or not.
  61886. * Default value : false. The PCS is faster when it's set to false.
  61887. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  61888. */
  61889. computeParticleTexture: boolean;
  61890. /**
  61891. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  61892. */
  61893. /**
  61894. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  61895. */
  61896. computeBoundingBox: boolean;
  61897. /**
  61898. * This function does nothing. It may be overwritten to set all the particle first values.
  61899. * The PCS doesn't call this function, you may have to call it by your own.
  61900. * doc :
  61901. */
  61902. initParticles(): void;
  61903. /**
  61904. * This function does nothing. It may be overwritten to recycle a particle
  61905. * The PCS doesn't call this function, you can to call it
  61906. * doc :
  61907. * @param particle The particle to recycle
  61908. * @returns the recycled particle
  61909. */
  61910. recycleParticle(particle: CloudPoint): CloudPoint;
  61911. /**
  61912. * Updates a particle : this function should be overwritten by the user.
  61913. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  61914. * doc :
  61915. * @example : just set a particle position or velocity and recycle conditions
  61916. * @param particle The particle to update
  61917. * @returns the updated particle
  61918. */
  61919. updateParticle(particle: CloudPoint): CloudPoint;
  61920. /**
  61921. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  61922. * This does nothing and may be overwritten by the user.
  61923. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61924. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61925. * @param update the boolean update value actually passed to setParticles()
  61926. */
  61927. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61928. /**
  61929. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  61930. * This will be passed three parameters.
  61931. * This does nothing and may be overwritten by the user.
  61932. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  61933. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  61934. * @param update the boolean update value actually passed to setParticles()
  61935. */
  61936. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  61937. }
  61938. }
  61939. declare module "babylonjs/Particles/cloudPoint" {
  61940. import { Nullable } from "babylonjs/types";
  61941. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  61942. import { Mesh } from "babylonjs/Meshes/mesh";
  61943. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  61944. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  61945. /**
  61946. * Represents one particle of a points cloud system.
  61947. */
  61948. export class CloudPoint {
  61949. /**
  61950. * particle global index
  61951. */
  61952. idx: number;
  61953. /**
  61954. * The color of the particle
  61955. */
  61956. color: Nullable<Color4>;
  61957. /**
  61958. * The world space position of the particle.
  61959. */
  61960. position: Vector3;
  61961. /**
  61962. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  61963. */
  61964. rotation: Vector3;
  61965. /**
  61966. * The world space rotation quaternion of the particle.
  61967. */
  61968. rotationQuaternion: Nullable<Quaternion>;
  61969. /**
  61970. * The uv of the particle.
  61971. */
  61972. uv: Nullable<Vector2>;
  61973. /**
  61974. * The current speed of the particle.
  61975. */
  61976. velocity: Vector3;
  61977. /**
  61978. * The pivot point in the particle local space.
  61979. */
  61980. pivot: Vector3;
  61981. /**
  61982. * Must the particle be translated from its pivot point in its local space ?
  61983. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  61984. * Default : false
  61985. */
  61986. translateFromPivot: boolean;
  61987. /**
  61988. * Index of this particle in the global "positions" array (Internal use)
  61989. * @hidden
  61990. */
  61991. _pos: number;
  61992. /**
  61993. * @hidden Index of this particle in the global "indices" array (Internal use)
  61994. */
  61995. _ind: number;
  61996. /**
  61997. * Group this particle belongs to
  61998. */
  61999. _group: PointsGroup;
  62000. /**
  62001. * Group id of this particle
  62002. */
  62003. groupId: number;
  62004. /**
  62005. * Index of the particle in its group id (Internal use)
  62006. */
  62007. idxInGroup: number;
  62008. /**
  62009. * @hidden Particle BoundingInfo object (Internal use)
  62010. */
  62011. _boundingInfo: BoundingInfo;
  62012. /**
  62013. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62014. */
  62015. _pcs: PointsCloudSystem;
  62016. /**
  62017. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62018. */
  62019. _stillInvisible: boolean;
  62020. /**
  62021. * @hidden Last computed particle rotation matrix
  62022. */
  62023. _rotationMatrix: number[];
  62024. /**
  62025. * Parent particle Id, if any.
  62026. * Default null.
  62027. */
  62028. parentId: Nullable<number>;
  62029. /**
  62030. * @hidden Internal global position in the PCS.
  62031. */
  62032. _globalPosition: Vector3;
  62033. /**
  62034. * Creates a Point Cloud object.
  62035. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62036. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62037. * @param group (PointsGroup) is the group the particle belongs to
  62038. * @param groupId (integer) is the group identifier in the PCS.
  62039. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62040. * @param pcs defines the PCS it is associated to
  62041. */
  62042. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62043. /**
  62044. * get point size
  62045. */
  62046. /**
  62047. * Set point size
  62048. */
  62049. size: Vector3;
  62050. /**
  62051. * Legacy support, changed quaternion to rotationQuaternion
  62052. */
  62053. /**
  62054. * Legacy support, changed quaternion to rotationQuaternion
  62055. */
  62056. quaternion: Nullable<Quaternion>;
  62057. /**
  62058. * Returns a boolean. True if the particle intersects a mesh, else false
  62059. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62060. * @param target is the object (point or mesh) what the intersection is computed against
  62061. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62062. * @returns true if it intersects
  62063. */
  62064. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62065. /**
  62066. * get the rotation matrix of the particle
  62067. * @hidden
  62068. */
  62069. getRotationMatrix(m: Matrix): void;
  62070. }
  62071. /**
  62072. * Represents a group of points in a points cloud system
  62073. * * PCS internal tool, don't use it manually.
  62074. */
  62075. export class PointsGroup {
  62076. /**
  62077. * The group id
  62078. * @hidden
  62079. */
  62080. groupID: number;
  62081. /**
  62082. * image data for group (internal use)
  62083. * @hidden
  62084. */
  62085. _groupImageData: Nullable<ArrayBufferView>;
  62086. /**
  62087. * Image Width (internal use)
  62088. * @hidden
  62089. */
  62090. _groupImgWidth: number;
  62091. /**
  62092. * Image Height (internal use)
  62093. * @hidden
  62094. */
  62095. _groupImgHeight: number;
  62096. /**
  62097. * Custom position function (internal use)
  62098. * @hidden
  62099. */
  62100. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62101. /**
  62102. * density per facet for surface points
  62103. * @hidden
  62104. */
  62105. _groupDensity: number[];
  62106. /**
  62107. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62108. * PCS internal tool, don't use it manually.
  62109. * @hidden
  62110. */
  62111. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62112. }
  62113. }
  62114. declare module "babylonjs/Particles/index" {
  62115. export * from "babylonjs/Particles/baseParticleSystem";
  62116. export * from "babylonjs/Particles/EmitterTypes/index";
  62117. export * from "babylonjs/Particles/gpuParticleSystem";
  62118. export * from "babylonjs/Particles/IParticleSystem";
  62119. export * from "babylonjs/Particles/particle";
  62120. export * from "babylonjs/Particles/particleHelper";
  62121. export * from "babylonjs/Particles/particleSystem";
  62122. export * from "babylonjs/Particles/particleSystemComponent";
  62123. export * from "babylonjs/Particles/particleSystemSet";
  62124. export * from "babylonjs/Particles/solidParticle";
  62125. export * from "babylonjs/Particles/solidParticleSystem";
  62126. export * from "babylonjs/Particles/cloudPoint";
  62127. export * from "babylonjs/Particles/pointsCloudSystem";
  62128. export * from "babylonjs/Particles/subEmitter";
  62129. }
  62130. declare module "babylonjs/Physics/physicsEngineComponent" {
  62131. import { Nullable } from "babylonjs/types";
  62132. import { Observable, Observer } from "babylonjs/Misc/observable";
  62133. import { Vector3 } from "babylonjs/Maths/math.vector";
  62134. import { Mesh } from "babylonjs/Meshes/mesh";
  62135. import { ISceneComponent } from "babylonjs/sceneComponent";
  62136. import { Scene } from "babylonjs/scene";
  62137. import { Node } from "babylonjs/node";
  62138. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62139. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62140. module "babylonjs/scene" {
  62141. interface Scene {
  62142. /** @hidden (Backing field) */
  62143. _physicsEngine: Nullable<IPhysicsEngine>;
  62144. /**
  62145. * Gets the current physics engine
  62146. * @returns a IPhysicsEngine or null if none attached
  62147. */
  62148. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62149. /**
  62150. * Enables physics to the current scene
  62151. * @param gravity defines the scene's gravity for the physics engine
  62152. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62153. * @return a boolean indicating if the physics engine was initialized
  62154. */
  62155. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62156. /**
  62157. * Disables and disposes the physics engine associated with the scene
  62158. */
  62159. disablePhysicsEngine(): void;
  62160. /**
  62161. * Gets a boolean indicating if there is an active physics engine
  62162. * @returns a boolean indicating if there is an active physics engine
  62163. */
  62164. isPhysicsEnabled(): boolean;
  62165. /**
  62166. * Deletes a physics compound impostor
  62167. * @param compound defines the compound to delete
  62168. */
  62169. deleteCompoundImpostor(compound: any): void;
  62170. /**
  62171. * An event triggered when physic simulation is about to be run
  62172. */
  62173. onBeforePhysicsObservable: Observable<Scene>;
  62174. /**
  62175. * An event triggered when physic simulation has been done
  62176. */
  62177. onAfterPhysicsObservable: Observable<Scene>;
  62178. }
  62179. }
  62180. module "babylonjs/Meshes/abstractMesh" {
  62181. interface AbstractMesh {
  62182. /** @hidden */
  62183. _physicsImpostor: Nullable<PhysicsImpostor>;
  62184. /**
  62185. * Gets or sets impostor used for physic simulation
  62186. * @see http://doc.babylonjs.com/features/physics_engine
  62187. */
  62188. physicsImpostor: Nullable<PhysicsImpostor>;
  62189. /**
  62190. * Gets the current physics impostor
  62191. * @see http://doc.babylonjs.com/features/physics_engine
  62192. * @returns a physics impostor or null
  62193. */
  62194. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62195. /** Apply a physic impulse to the mesh
  62196. * @param force defines the force to apply
  62197. * @param contactPoint defines where to apply the force
  62198. * @returns the current mesh
  62199. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62200. */
  62201. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62202. /**
  62203. * Creates a physic joint between two meshes
  62204. * @param otherMesh defines the other mesh to use
  62205. * @param pivot1 defines the pivot to use on this mesh
  62206. * @param pivot2 defines the pivot to use on the other mesh
  62207. * @param options defines additional options (can be plugin dependent)
  62208. * @returns the current mesh
  62209. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62210. */
  62211. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62212. /** @hidden */
  62213. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62214. }
  62215. }
  62216. /**
  62217. * Defines the physics engine scene component responsible to manage a physics engine
  62218. */
  62219. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62220. /**
  62221. * The component name helpful to identify the component in the list of scene components.
  62222. */
  62223. readonly name: string;
  62224. /**
  62225. * The scene the component belongs to.
  62226. */
  62227. scene: Scene;
  62228. /**
  62229. * Creates a new instance of the component for the given scene
  62230. * @param scene Defines the scene to register the component in
  62231. */
  62232. constructor(scene: Scene);
  62233. /**
  62234. * Registers the component in a given scene
  62235. */
  62236. register(): void;
  62237. /**
  62238. * Rebuilds the elements related to this component in case of
  62239. * context lost for instance.
  62240. */
  62241. rebuild(): void;
  62242. /**
  62243. * Disposes the component and the associated ressources
  62244. */
  62245. dispose(): void;
  62246. }
  62247. }
  62248. declare module "babylonjs/Physics/physicsHelper" {
  62249. import { Nullable } from "babylonjs/types";
  62250. import { Vector3 } from "babylonjs/Maths/math.vector";
  62251. import { Mesh } from "babylonjs/Meshes/mesh";
  62252. import { Scene } from "babylonjs/scene";
  62253. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62254. /**
  62255. * A helper for physics simulations
  62256. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62257. */
  62258. export class PhysicsHelper {
  62259. private _scene;
  62260. private _physicsEngine;
  62261. /**
  62262. * Initializes the Physics helper
  62263. * @param scene Babylon.js scene
  62264. */
  62265. constructor(scene: Scene);
  62266. /**
  62267. * Applies a radial explosion impulse
  62268. * @param origin the origin of the explosion
  62269. * @param radiusOrEventOptions the radius or the options of radial explosion
  62270. * @param strength the explosion strength
  62271. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62272. * @returns A physics radial explosion event, or null
  62273. */
  62274. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62275. /**
  62276. * Applies a radial explosion force
  62277. * @param origin the origin of the explosion
  62278. * @param radiusOrEventOptions the radius or the options of radial explosion
  62279. * @param strength the explosion strength
  62280. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62281. * @returns A physics radial explosion event, or null
  62282. */
  62283. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62284. /**
  62285. * Creates a gravitational field
  62286. * @param origin the origin of the explosion
  62287. * @param radiusOrEventOptions the radius or the options of radial explosion
  62288. * @param strength the explosion strength
  62289. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62290. * @returns A physics gravitational field event, or null
  62291. */
  62292. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62293. /**
  62294. * Creates a physics updraft event
  62295. * @param origin the origin of the updraft
  62296. * @param radiusOrEventOptions the radius or the options of the updraft
  62297. * @param strength the strength of the updraft
  62298. * @param height the height of the updraft
  62299. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62300. * @returns A physics updraft event, or null
  62301. */
  62302. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62303. /**
  62304. * Creates a physics vortex event
  62305. * @param origin the of the vortex
  62306. * @param radiusOrEventOptions the radius or the options of the vortex
  62307. * @param strength the strength of the vortex
  62308. * @param height the height of the vortex
  62309. * @returns a Physics vortex event, or null
  62310. * A physics vortex event or null
  62311. */
  62312. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62313. }
  62314. /**
  62315. * Represents a physics radial explosion event
  62316. */
  62317. class PhysicsRadialExplosionEvent {
  62318. private _scene;
  62319. private _options;
  62320. private _sphere;
  62321. private _dataFetched;
  62322. /**
  62323. * Initializes a radial explosioin event
  62324. * @param _scene BabylonJS scene
  62325. * @param _options The options for the vortex event
  62326. */
  62327. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62328. /**
  62329. * Returns the data related to the radial explosion event (sphere).
  62330. * @returns The radial explosion event data
  62331. */
  62332. getData(): PhysicsRadialExplosionEventData;
  62333. /**
  62334. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62335. * @param impostor A physics imposter
  62336. * @param origin the origin of the explosion
  62337. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62338. */
  62339. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62340. /**
  62341. * Triggers affecterd impostors callbacks
  62342. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62343. */
  62344. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62345. /**
  62346. * Disposes the sphere.
  62347. * @param force Specifies if the sphere should be disposed by force
  62348. */
  62349. dispose(force?: boolean): void;
  62350. /*** Helpers ***/
  62351. private _prepareSphere;
  62352. private _intersectsWithSphere;
  62353. }
  62354. /**
  62355. * Represents a gravitational field event
  62356. */
  62357. class PhysicsGravitationalFieldEvent {
  62358. private _physicsHelper;
  62359. private _scene;
  62360. private _origin;
  62361. private _options;
  62362. private _tickCallback;
  62363. private _sphere;
  62364. private _dataFetched;
  62365. /**
  62366. * Initializes the physics gravitational field event
  62367. * @param _physicsHelper A physics helper
  62368. * @param _scene BabylonJS scene
  62369. * @param _origin The origin position of the gravitational field event
  62370. * @param _options The options for the vortex event
  62371. */
  62372. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62373. /**
  62374. * Returns the data related to the gravitational field event (sphere).
  62375. * @returns A gravitational field event
  62376. */
  62377. getData(): PhysicsGravitationalFieldEventData;
  62378. /**
  62379. * Enables the gravitational field.
  62380. */
  62381. enable(): void;
  62382. /**
  62383. * Disables the gravitational field.
  62384. */
  62385. disable(): void;
  62386. /**
  62387. * Disposes the sphere.
  62388. * @param force The force to dispose from the gravitational field event
  62389. */
  62390. dispose(force?: boolean): void;
  62391. private _tick;
  62392. }
  62393. /**
  62394. * Represents a physics updraft event
  62395. */
  62396. class PhysicsUpdraftEvent {
  62397. private _scene;
  62398. private _origin;
  62399. private _options;
  62400. private _physicsEngine;
  62401. private _originTop;
  62402. private _originDirection;
  62403. private _tickCallback;
  62404. private _cylinder;
  62405. private _cylinderPosition;
  62406. private _dataFetched;
  62407. /**
  62408. * Initializes the physics updraft event
  62409. * @param _scene BabylonJS scene
  62410. * @param _origin The origin position of the updraft
  62411. * @param _options The options for the updraft event
  62412. */
  62413. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62414. /**
  62415. * Returns the data related to the updraft event (cylinder).
  62416. * @returns A physics updraft event
  62417. */
  62418. getData(): PhysicsUpdraftEventData;
  62419. /**
  62420. * Enables the updraft.
  62421. */
  62422. enable(): void;
  62423. /**
  62424. * Disables the updraft.
  62425. */
  62426. disable(): void;
  62427. /**
  62428. * Disposes the cylinder.
  62429. * @param force Specifies if the updraft should be disposed by force
  62430. */
  62431. dispose(force?: boolean): void;
  62432. private getImpostorHitData;
  62433. private _tick;
  62434. /*** Helpers ***/
  62435. private _prepareCylinder;
  62436. private _intersectsWithCylinder;
  62437. }
  62438. /**
  62439. * Represents a physics vortex event
  62440. */
  62441. class PhysicsVortexEvent {
  62442. private _scene;
  62443. private _origin;
  62444. private _options;
  62445. private _physicsEngine;
  62446. private _originTop;
  62447. private _tickCallback;
  62448. private _cylinder;
  62449. private _cylinderPosition;
  62450. private _dataFetched;
  62451. /**
  62452. * Initializes the physics vortex event
  62453. * @param _scene The BabylonJS scene
  62454. * @param _origin The origin position of the vortex
  62455. * @param _options The options for the vortex event
  62456. */
  62457. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  62458. /**
  62459. * Returns the data related to the vortex event (cylinder).
  62460. * @returns The physics vortex event data
  62461. */
  62462. getData(): PhysicsVortexEventData;
  62463. /**
  62464. * Enables the vortex.
  62465. */
  62466. enable(): void;
  62467. /**
  62468. * Disables the cortex.
  62469. */
  62470. disable(): void;
  62471. /**
  62472. * Disposes the sphere.
  62473. * @param force
  62474. */
  62475. dispose(force?: boolean): void;
  62476. private getImpostorHitData;
  62477. private _tick;
  62478. /*** Helpers ***/
  62479. private _prepareCylinder;
  62480. private _intersectsWithCylinder;
  62481. }
  62482. /**
  62483. * Options fot the radial explosion event
  62484. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62485. */
  62486. export class PhysicsRadialExplosionEventOptions {
  62487. /**
  62488. * The radius of the sphere for the radial explosion.
  62489. */
  62490. radius: number;
  62491. /**
  62492. * The strenth of the explosion.
  62493. */
  62494. strength: number;
  62495. /**
  62496. * The strenght of the force in correspondence to the distance of the affected object
  62497. */
  62498. falloff: PhysicsRadialImpulseFalloff;
  62499. /**
  62500. * Sphere options for the radial explosion.
  62501. */
  62502. sphere: {
  62503. segments: number;
  62504. diameter: number;
  62505. };
  62506. /**
  62507. * Sphere options for the radial explosion.
  62508. */
  62509. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  62510. }
  62511. /**
  62512. * Options fot the updraft event
  62513. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62514. */
  62515. export class PhysicsUpdraftEventOptions {
  62516. /**
  62517. * The radius of the cylinder for the vortex
  62518. */
  62519. radius: number;
  62520. /**
  62521. * The strenth of the updraft.
  62522. */
  62523. strength: number;
  62524. /**
  62525. * The height of the cylinder for the updraft.
  62526. */
  62527. height: number;
  62528. /**
  62529. * The mode for the the updraft.
  62530. */
  62531. updraftMode: PhysicsUpdraftMode;
  62532. }
  62533. /**
  62534. * Options fot the vortex event
  62535. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62536. */
  62537. export class PhysicsVortexEventOptions {
  62538. /**
  62539. * The radius of the cylinder for the vortex
  62540. */
  62541. radius: number;
  62542. /**
  62543. * The strenth of the vortex.
  62544. */
  62545. strength: number;
  62546. /**
  62547. * The height of the cylinder for the vortex.
  62548. */
  62549. height: number;
  62550. /**
  62551. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  62552. */
  62553. centripetalForceThreshold: number;
  62554. /**
  62555. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  62556. */
  62557. centripetalForceMultiplier: number;
  62558. /**
  62559. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  62560. */
  62561. centrifugalForceMultiplier: number;
  62562. /**
  62563. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  62564. */
  62565. updraftForceMultiplier: number;
  62566. }
  62567. /**
  62568. * The strenght of the force in correspondence to the distance of the affected object
  62569. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62570. */
  62571. export enum PhysicsRadialImpulseFalloff {
  62572. /** Defines that impulse is constant in strength across it's whole radius */
  62573. Constant = 0,
  62574. /** Defines that impulse gets weaker if it's further from the origin */
  62575. Linear = 1
  62576. }
  62577. /**
  62578. * The strength of the force in correspondence to the distance of the affected object
  62579. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62580. */
  62581. export enum PhysicsUpdraftMode {
  62582. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  62583. Center = 0,
  62584. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  62585. Perpendicular = 1
  62586. }
  62587. /**
  62588. * Interface for a physics hit data
  62589. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62590. */
  62591. export interface PhysicsHitData {
  62592. /**
  62593. * The force applied at the contact point
  62594. */
  62595. force: Vector3;
  62596. /**
  62597. * The contact point
  62598. */
  62599. contactPoint: Vector3;
  62600. /**
  62601. * The distance from the origin to the contact point
  62602. */
  62603. distanceFromOrigin: number;
  62604. }
  62605. /**
  62606. * Interface for radial explosion event data
  62607. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62608. */
  62609. export interface PhysicsRadialExplosionEventData {
  62610. /**
  62611. * A sphere used for the radial explosion event
  62612. */
  62613. sphere: Mesh;
  62614. }
  62615. /**
  62616. * Interface for gravitational field event data
  62617. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62618. */
  62619. export interface PhysicsGravitationalFieldEventData {
  62620. /**
  62621. * A sphere mesh used for the gravitational field event
  62622. */
  62623. sphere: Mesh;
  62624. }
  62625. /**
  62626. * Interface for updraft event data
  62627. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62628. */
  62629. export interface PhysicsUpdraftEventData {
  62630. /**
  62631. * A cylinder used for the updraft event
  62632. */
  62633. cylinder: Mesh;
  62634. }
  62635. /**
  62636. * Interface for vortex event data
  62637. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62638. */
  62639. export interface PhysicsVortexEventData {
  62640. /**
  62641. * A cylinder used for the vortex event
  62642. */
  62643. cylinder: Mesh;
  62644. }
  62645. /**
  62646. * Interface for an affected physics impostor
  62647. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62648. */
  62649. export interface PhysicsAffectedImpostorWithData {
  62650. /**
  62651. * The impostor affected by the effect
  62652. */
  62653. impostor: PhysicsImpostor;
  62654. /**
  62655. * The data about the hit/horce from the explosion
  62656. */
  62657. hitData: PhysicsHitData;
  62658. }
  62659. }
  62660. declare module "babylonjs/Physics/Plugins/index" {
  62661. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  62662. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  62663. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  62664. }
  62665. declare module "babylonjs/Physics/index" {
  62666. export * from "babylonjs/Physics/IPhysicsEngine";
  62667. export * from "babylonjs/Physics/physicsEngine";
  62668. export * from "babylonjs/Physics/physicsEngineComponent";
  62669. export * from "babylonjs/Physics/physicsHelper";
  62670. export * from "babylonjs/Physics/physicsImpostor";
  62671. export * from "babylonjs/Physics/physicsJoint";
  62672. export * from "babylonjs/Physics/Plugins/index";
  62673. }
  62674. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  62675. /** @hidden */
  62676. export var blackAndWhitePixelShader: {
  62677. name: string;
  62678. shader: string;
  62679. };
  62680. }
  62681. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  62682. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62683. import { Camera } from "babylonjs/Cameras/camera";
  62684. import { Engine } from "babylonjs/Engines/engine";
  62685. import "babylonjs/Shaders/blackAndWhite.fragment";
  62686. /**
  62687. * Post process used to render in black and white
  62688. */
  62689. export class BlackAndWhitePostProcess extends PostProcess {
  62690. /**
  62691. * Linear about to convert he result to black and white (default: 1)
  62692. */
  62693. degree: number;
  62694. /**
  62695. * Creates a black and white post process
  62696. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  62697. * @param name The name of the effect.
  62698. * @param options The required width/height ratio to downsize to before computing the render pass.
  62699. * @param camera The camera to apply the render pass to.
  62700. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62701. * @param engine The engine which the post process will be applied. (default: current engine)
  62702. * @param reusable If the post process can be reused on the same frame. (default: false)
  62703. */
  62704. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  62705. }
  62706. }
  62707. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  62708. import { Nullable } from "babylonjs/types";
  62709. import { Camera } from "babylonjs/Cameras/camera";
  62710. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62711. import { Engine } from "babylonjs/Engines/engine";
  62712. /**
  62713. * This represents a set of one or more post processes in Babylon.
  62714. * A post process can be used to apply a shader to a texture after it is rendered.
  62715. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62716. */
  62717. export class PostProcessRenderEffect {
  62718. private _postProcesses;
  62719. private _getPostProcesses;
  62720. private _singleInstance;
  62721. private _cameras;
  62722. private _indicesForCamera;
  62723. /**
  62724. * Name of the effect
  62725. * @hidden
  62726. */
  62727. _name: string;
  62728. /**
  62729. * Instantiates a post process render effect.
  62730. * A post process can be used to apply a shader to a texture after it is rendered.
  62731. * @param engine The engine the effect is tied to
  62732. * @param name The name of the effect
  62733. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  62734. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  62735. */
  62736. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  62737. /**
  62738. * Checks if all the post processes in the effect are supported.
  62739. */
  62740. readonly isSupported: boolean;
  62741. /**
  62742. * Updates the current state of the effect
  62743. * @hidden
  62744. */
  62745. _update(): void;
  62746. /**
  62747. * Attaches the effect on cameras
  62748. * @param cameras The camera to attach to.
  62749. * @hidden
  62750. */
  62751. _attachCameras(cameras: Camera): void;
  62752. /**
  62753. * Attaches the effect on cameras
  62754. * @param cameras The camera to attach to.
  62755. * @hidden
  62756. */
  62757. _attachCameras(cameras: Camera[]): void;
  62758. /**
  62759. * Detaches the effect on cameras
  62760. * @param cameras The camera to detatch from.
  62761. * @hidden
  62762. */
  62763. _detachCameras(cameras: Camera): void;
  62764. /**
  62765. * Detatches the effect on cameras
  62766. * @param cameras The camera to detatch from.
  62767. * @hidden
  62768. */
  62769. _detachCameras(cameras: Camera[]): void;
  62770. /**
  62771. * Enables the effect on given cameras
  62772. * @param cameras The camera to enable.
  62773. * @hidden
  62774. */
  62775. _enable(cameras: Camera): void;
  62776. /**
  62777. * Enables the effect on given cameras
  62778. * @param cameras The camera to enable.
  62779. * @hidden
  62780. */
  62781. _enable(cameras: Nullable<Camera[]>): void;
  62782. /**
  62783. * Disables the effect on the given cameras
  62784. * @param cameras The camera to disable.
  62785. * @hidden
  62786. */
  62787. _disable(cameras: Camera): void;
  62788. /**
  62789. * Disables the effect on the given cameras
  62790. * @param cameras The camera to disable.
  62791. * @hidden
  62792. */
  62793. _disable(cameras: Nullable<Camera[]>): void;
  62794. /**
  62795. * Gets a list of the post processes contained in the effect.
  62796. * @param camera The camera to get the post processes on.
  62797. * @returns The list of the post processes in the effect.
  62798. */
  62799. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  62800. }
  62801. }
  62802. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  62803. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62804. /** @hidden */
  62805. export var extractHighlightsPixelShader: {
  62806. name: string;
  62807. shader: string;
  62808. };
  62809. }
  62810. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  62811. import { Nullable } from "babylonjs/types";
  62812. import { Camera } from "babylonjs/Cameras/camera";
  62813. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62814. import { Engine } from "babylonjs/Engines/engine";
  62815. import "babylonjs/Shaders/extractHighlights.fragment";
  62816. /**
  62817. * 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.
  62818. */
  62819. export class ExtractHighlightsPostProcess extends PostProcess {
  62820. /**
  62821. * The luminance threshold, pixels below this value will be set to black.
  62822. */
  62823. threshold: number;
  62824. /** @hidden */
  62825. _exposure: number;
  62826. /**
  62827. * Post process which has the input texture to be used when performing highlight extraction
  62828. * @hidden
  62829. */
  62830. _inputPostProcess: Nullable<PostProcess>;
  62831. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62832. }
  62833. }
  62834. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  62835. /** @hidden */
  62836. export var bloomMergePixelShader: {
  62837. name: string;
  62838. shader: string;
  62839. };
  62840. }
  62841. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  62842. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62843. import { Nullable } from "babylonjs/types";
  62844. import { Engine } from "babylonjs/Engines/engine";
  62845. import { Camera } from "babylonjs/Cameras/camera";
  62846. import "babylonjs/Shaders/bloomMerge.fragment";
  62847. /**
  62848. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  62849. */
  62850. export class BloomMergePostProcess extends PostProcess {
  62851. /** Weight of the bloom to be added to the original input. */
  62852. weight: number;
  62853. /**
  62854. * Creates a new instance of @see BloomMergePostProcess
  62855. * @param name The name of the effect.
  62856. * @param originalFromInput Post process which's input will be used for the merge.
  62857. * @param blurred Blurred highlights post process which's output will be used.
  62858. * @param weight Weight of the bloom to be added to the original input.
  62859. * @param options The required width/height ratio to downsize to before computing the render pass.
  62860. * @param camera The camera to apply the render pass to.
  62861. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62862. * @param engine The engine which the post process will be applied. (default: current engine)
  62863. * @param reusable If the post process can be reused on the same frame. (default: false)
  62864. * @param textureType Type of textures used when performing the post process. (default: 0)
  62865. * @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)
  62866. */
  62867. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  62868. /** Weight of the bloom to be added to the original input. */
  62869. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62870. }
  62871. }
  62872. declare module "babylonjs/PostProcesses/bloomEffect" {
  62873. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62874. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62875. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62876. import { Camera } from "babylonjs/Cameras/camera";
  62877. import { Scene } from "babylonjs/scene";
  62878. /**
  62879. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  62880. */
  62881. export class BloomEffect extends PostProcessRenderEffect {
  62882. private bloomScale;
  62883. /**
  62884. * @hidden Internal
  62885. */
  62886. _effects: Array<PostProcess>;
  62887. /**
  62888. * @hidden Internal
  62889. */
  62890. _downscale: ExtractHighlightsPostProcess;
  62891. private _blurX;
  62892. private _blurY;
  62893. private _merge;
  62894. /**
  62895. * The luminance threshold to find bright areas of the image to bloom.
  62896. */
  62897. threshold: number;
  62898. /**
  62899. * The strength of the bloom.
  62900. */
  62901. weight: number;
  62902. /**
  62903. * Specifies the size of the bloom blur kernel, relative to the final output size
  62904. */
  62905. kernel: number;
  62906. /**
  62907. * Creates a new instance of @see BloomEffect
  62908. * @param scene The scene the effect belongs to.
  62909. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  62910. * @param bloomKernel The size of the kernel to be used when applying the blur.
  62911. * @param bloomWeight The the strength of bloom.
  62912. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  62913. * @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)
  62914. */
  62915. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  62916. /**
  62917. * Disposes each of the internal effects for a given camera.
  62918. * @param camera The camera to dispose the effect on.
  62919. */
  62920. disposeEffects(camera: Camera): void;
  62921. /**
  62922. * @hidden Internal
  62923. */
  62924. _updateEffects(): void;
  62925. /**
  62926. * Internal
  62927. * @returns if all the contained post processes are ready.
  62928. * @hidden
  62929. */
  62930. _isReady(): boolean;
  62931. }
  62932. }
  62933. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  62934. /** @hidden */
  62935. export var chromaticAberrationPixelShader: {
  62936. name: string;
  62937. shader: string;
  62938. };
  62939. }
  62940. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  62941. import { Vector2 } from "babylonjs/Maths/math.vector";
  62942. import { Nullable } from "babylonjs/types";
  62943. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62944. import { Camera } from "babylonjs/Cameras/camera";
  62945. import { Engine } from "babylonjs/Engines/engine";
  62946. import "babylonjs/Shaders/chromaticAberration.fragment";
  62947. /**
  62948. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  62949. */
  62950. export class ChromaticAberrationPostProcess extends PostProcess {
  62951. /**
  62952. * The amount of seperation of rgb channels (default: 30)
  62953. */
  62954. aberrationAmount: number;
  62955. /**
  62956. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  62957. */
  62958. radialIntensity: number;
  62959. /**
  62960. * 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))
  62961. */
  62962. direction: Vector2;
  62963. /**
  62964. * 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))
  62965. */
  62966. centerPosition: Vector2;
  62967. /**
  62968. * Creates a new instance ChromaticAberrationPostProcess
  62969. * @param name The name of the effect.
  62970. * @param screenWidth The width of the screen to apply the effect on.
  62971. * @param screenHeight The height of the screen to apply the effect on.
  62972. * @param options The required width/height ratio to downsize to before computing the render pass.
  62973. * @param camera The camera to apply the render pass to.
  62974. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62975. * @param engine The engine which the post process will be applied. (default: current engine)
  62976. * @param reusable If the post process can be reused on the same frame. (default: false)
  62977. * @param textureType Type of textures used when performing the post process. (default: 0)
  62978. * @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)
  62979. */
  62980. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  62981. }
  62982. }
  62983. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  62984. /** @hidden */
  62985. export var circleOfConfusionPixelShader: {
  62986. name: string;
  62987. shader: string;
  62988. };
  62989. }
  62990. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  62991. import { Nullable } from "babylonjs/types";
  62992. import { Engine } from "babylonjs/Engines/engine";
  62993. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  62994. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62995. import { Camera } from "babylonjs/Cameras/camera";
  62996. import "babylonjs/Shaders/circleOfConfusion.fragment";
  62997. /**
  62998. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  62999. */
  63000. export class CircleOfConfusionPostProcess extends PostProcess {
  63001. /**
  63002. * 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.
  63003. */
  63004. lensSize: number;
  63005. /**
  63006. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63007. */
  63008. fStop: number;
  63009. /**
  63010. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63011. */
  63012. focusDistance: number;
  63013. /**
  63014. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63015. */
  63016. focalLength: number;
  63017. private _depthTexture;
  63018. /**
  63019. * Creates a new instance CircleOfConfusionPostProcess
  63020. * @param name The name of the effect.
  63021. * @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.
  63022. * @param options The required width/height ratio to downsize to before computing the render pass.
  63023. * @param camera The camera to apply the render pass to.
  63024. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63025. * @param engine The engine which the post process will be applied. (default: current engine)
  63026. * @param reusable If the post process can be reused on the same frame. (default: false)
  63027. * @param textureType Type of textures used when performing the post process. (default: 0)
  63028. * @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)
  63029. */
  63030. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63031. /**
  63032. * 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.
  63033. */
  63034. depthTexture: RenderTargetTexture;
  63035. }
  63036. }
  63037. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63038. /** @hidden */
  63039. export var colorCorrectionPixelShader: {
  63040. name: string;
  63041. shader: string;
  63042. };
  63043. }
  63044. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63045. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63046. import { Engine } from "babylonjs/Engines/engine";
  63047. import { Camera } from "babylonjs/Cameras/camera";
  63048. import "babylonjs/Shaders/colorCorrection.fragment";
  63049. /**
  63050. *
  63051. * This post-process allows the modification of rendered colors by using
  63052. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63053. *
  63054. * The object needs to be provided an url to a texture containing the color
  63055. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63056. * Use an image editing software to tweak the LUT to match your needs.
  63057. *
  63058. * For an example of a color LUT, see here:
  63059. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63060. * For explanations on color grading, see here:
  63061. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63062. *
  63063. */
  63064. export class ColorCorrectionPostProcess extends PostProcess {
  63065. private _colorTableTexture;
  63066. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63067. }
  63068. }
  63069. declare module "babylonjs/Shaders/convolution.fragment" {
  63070. /** @hidden */
  63071. export var convolutionPixelShader: {
  63072. name: string;
  63073. shader: string;
  63074. };
  63075. }
  63076. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63077. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63078. import { Nullable } from "babylonjs/types";
  63079. import { Camera } from "babylonjs/Cameras/camera";
  63080. import { Engine } from "babylonjs/Engines/engine";
  63081. import "babylonjs/Shaders/convolution.fragment";
  63082. /**
  63083. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63084. * input texture to perform effects such as edge detection or sharpening
  63085. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63086. */
  63087. export class ConvolutionPostProcess extends PostProcess {
  63088. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63089. kernel: number[];
  63090. /**
  63091. * Creates a new instance ConvolutionPostProcess
  63092. * @param name The name of the effect.
  63093. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63094. * @param options The required width/height ratio to downsize to before computing the render pass.
  63095. * @param camera The camera to apply the render pass to.
  63096. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63097. * @param engine The engine which the post process will be applied. (default: current engine)
  63098. * @param reusable If the post process can be reused on the same frame. (default: false)
  63099. * @param textureType Type of textures used when performing the post process. (default: 0)
  63100. */
  63101. constructor(name: string,
  63102. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63103. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63104. /**
  63105. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63106. */
  63107. static EdgeDetect0Kernel: number[];
  63108. /**
  63109. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63110. */
  63111. static EdgeDetect1Kernel: number[];
  63112. /**
  63113. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63114. */
  63115. static EdgeDetect2Kernel: number[];
  63116. /**
  63117. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63118. */
  63119. static SharpenKernel: number[];
  63120. /**
  63121. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63122. */
  63123. static EmbossKernel: number[];
  63124. /**
  63125. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63126. */
  63127. static GaussianKernel: number[];
  63128. }
  63129. }
  63130. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63131. import { Nullable } from "babylonjs/types";
  63132. import { Vector2 } from "babylonjs/Maths/math.vector";
  63133. import { Camera } from "babylonjs/Cameras/camera";
  63134. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63135. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63136. import { Engine } from "babylonjs/Engines/engine";
  63137. import { Scene } from "babylonjs/scene";
  63138. /**
  63139. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63140. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63141. * based on samples that have a large difference in distance than the center pixel.
  63142. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63143. */
  63144. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63145. direction: Vector2;
  63146. /**
  63147. * Creates a new instance CircleOfConfusionPostProcess
  63148. * @param name The name of the effect.
  63149. * @param scene The scene the effect belongs to.
  63150. * @param direction The direction the blur should be applied.
  63151. * @param kernel The size of the kernel used to blur.
  63152. * @param options The required width/height ratio to downsize to before computing the render pass.
  63153. * @param camera The camera to apply the render pass to.
  63154. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63155. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63156. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63157. * @param engine The engine which the post process will be applied. (default: current engine)
  63158. * @param reusable If the post process can be reused on the same frame. (default: false)
  63159. * @param textureType Type of textures used when performing the post process. (default: 0)
  63160. * @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)
  63161. */
  63162. 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);
  63163. }
  63164. }
  63165. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63166. /** @hidden */
  63167. export var depthOfFieldMergePixelShader: {
  63168. name: string;
  63169. shader: string;
  63170. };
  63171. }
  63172. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63173. import { Nullable } from "babylonjs/types";
  63174. import { Camera } from "babylonjs/Cameras/camera";
  63175. import { Effect } from "babylonjs/Materials/effect";
  63176. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63177. import { Engine } from "babylonjs/Engines/engine";
  63178. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63179. /**
  63180. * Options to be set when merging outputs from the default pipeline.
  63181. */
  63182. export class DepthOfFieldMergePostProcessOptions {
  63183. /**
  63184. * The original image to merge on top of
  63185. */
  63186. originalFromInput: PostProcess;
  63187. /**
  63188. * Parameters to perform the merge of the depth of field effect
  63189. */
  63190. depthOfField?: {
  63191. circleOfConfusion: PostProcess;
  63192. blurSteps: Array<PostProcess>;
  63193. };
  63194. /**
  63195. * Parameters to perform the merge of bloom effect
  63196. */
  63197. bloom?: {
  63198. blurred: PostProcess;
  63199. weight: number;
  63200. };
  63201. }
  63202. /**
  63203. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63204. */
  63205. export class DepthOfFieldMergePostProcess extends PostProcess {
  63206. private blurSteps;
  63207. /**
  63208. * Creates a new instance of DepthOfFieldMergePostProcess
  63209. * @param name The name of the effect.
  63210. * @param originalFromInput Post process which's input will be used for the merge.
  63211. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63212. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63213. * @param options The required width/height ratio to downsize to before computing the render pass.
  63214. * @param camera The camera to apply the render pass to.
  63215. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63216. * @param engine The engine which the post process will be applied. (default: current engine)
  63217. * @param reusable If the post process can be reused on the same frame. (default: false)
  63218. * @param textureType Type of textures used when performing the post process. (default: 0)
  63219. * @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)
  63220. */
  63221. 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);
  63222. /**
  63223. * Updates the effect with the current post process compile time values and recompiles the shader.
  63224. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63225. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63226. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63227. * @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
  63228. * @param onCompiled Called when the shader has been compiled.
  63229. * @param onError Called if there is an error when compiling a shader.
  63230. */
  63231. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63232. }
  63233. }
  63234. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63235. import { Nullable } from "babylonjs/types";
  63236. import { Camera } from "babylonjs/Cameras/camera";
  63237. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63238. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63239. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63240. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63241. import { Scene } from "babylonjs/scene";
  63242. /**
  63243. * Specifies the level of max blur that should be applied when using the depth of field effect
  63244. */
  63245. export enum DepthOfFieldEffectBlurLevel {
  63246. /**
  63247. * Subtle blur
  63248. */
  63249. Low = 0,
  63250. /**
  63251. * Medium blur
  63252. */
  63253. Medium = 1,
  63254. /**
  63255. * Large blur
  63256. */
  63257. High = 2
  63258. }
  63259. /**
  63260. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63261. */
  63262. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63263. private _circleOfConfusion;
  63264. /**
  63265. * @hidden Internal, blurs from high to low
  63266. */
  63267. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63268. private _depthOfFieldBlurY;
  63269. private _dofMerge;
  63270. /**
  63271. * @hidden Internal post processes in depth of field effect
  63272. */
  63273. _effects: Array<PostProcess>;
  63274. /**
  63275. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63276. */
  63277. focalLength: number;
  63278. /**
  63279. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63280. */
  63281. fStop: number;
  63282. /**
  63283. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63284. */
  63285. focusDistance: number;
  63286. /**
  63287. * 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.
  63288. */
  63289. lensSize: number;
  63290. /**
  63291. * Creates a new instance DepthOfFieldEffect
  63292. * @param scene The scene the effect belongs to.
  63293. * @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.
  63294. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63295. * @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)
  63296. */
  63297. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63298. /**
  63299. * Get the current class name of the current effet
  63300. * @returns "DepthOfFieldEffect"
  63301. */
  63302. getClassName(): string;
  63303. /**
  63304. * 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.
  63305. */
  63306. depthTexture: RenderTargetTexture;
  63307. /**
  63308. * Disposes each of the internal effects for a given camera.
  63309. * @param camera The camera to dispose the effect on.
  63310. */
  63311. disposeEffects(camera: Camera): void;
  63312. /**
  63313. * @hidden Internal
  63314. */
  63315. _updateEffects(): void;
  63316. /**
  63317. * Internal
  63318. * @returns if all the contained post processes are ready.
  63319. * @hidden
  63320. */
  63321. _isReady(): boolean;
  63322. }
  63323. }
  63324. declare module "babylonjs/Shaders/displayPass.fragment" {
  63325. /** @hidden */
  63326. export var displayPassPixelShader: {
  63327. name: string;
  63328. shader: string;
  63329. };
  63330. }
  63331. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63332. import { Nullable } from "babylonjs/types";
  63333. import { Camera } from "babylonjs/Cameras/camera";
  63334. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63335. import { Engine } from "babylonjs/Engines/engine";
  63336. import "babylonjs/Shaders/displayPass.fragment";
  63337. /**
  63338. * DisplayPassPostProcess which produces an output the same as it's input
  63339. */
  63340. export class DisplayPassPostProcess extends PostProcess {
  63341. /**
  63342. * Creates the DisplayPassPostProcess
  63343. * @param name The name of the effect.
  63344. * @param options The required width/height ratio to downsize to before computing the render pass.
  63345. * @param camera The camera to apply the render pass to.
  63346. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63347. * @param engine The engine which the post process will be applied. (default: current engine)
  63348. * @param reusable If the post process can be reused on the same frame. (default: false)
  63349. */
  63350. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63351. }
  63352. }
  63353. declare module "babylonjs/Shaders/filter.fragment" {
  63354. /** @hidden */
  63355. export var filterPixelShader: {
  63356. name: string;
  63357. shader: string;
  63358. };
  63359. }
  63360. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63361. import { Nullable } from "babylonjs/types";
  63362. import { Matrix } from "babylonjs/Maths/math.vector";
  63363. import { Camera } from "babylonjs/Cameras/camera";
  63364. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63365. import { Engine } from "babylonjs/Engines/engine";
  63366. import "babylonjs/Shaders/filter.fragment";
  63367. /**
  63368. * Applies a kernel filter to the image
  63369. */
  63370. export class FilterPostProcess extends PostProcess {
  63371. /** The matrix to be applied to the image */
  63372. kernelMatrix: Matrix;
  63373. /**
  63374. *
  63375. * @param name The name of the effect.
  63376. * @param kernelMatrix The matrix to be applied to the image
  63377. * @param options The required width/height ratio to downsize to before computing the render pass.
  63378. * @param camera The camera to apply the render pass to.
  63379. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63380. * @param engine The engine which the post process will be applied. (default: current engine)
  63381. * @param reusable If the post process can be reused on the same frame. (default: false)
  63382. */
  63383. constructor(name: string,
  63384. /** The matrix to be applied to the image */
  63385. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63386. }
  63387. }
  63388. declare module "babylonjs/Shaders/fxaa.fragment" {
  63389. /** @hidden */
  63390. export var fxaaPixelShader: {
  63391. name: string;
  63392. shader: string;
  63393. };
  63394. }
  63395. declare module "babylonjs/Shaders/fxaa.vertex" {
  63396. /** @hidden */
  63397. export var fxaaVertexShader: {
  63398. name: string;
  63399. shader: string;
  63400. };
  63401. }
  63402. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63403. import { Nullable } from "babylonjs/types";
  63404. import { Camera } from "babylonjs/Cameras/camera";
  63405. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63406. import { Engine } from "babylonjs/Engines/engine";
  63407. import "babylonjs/Shaders/fxaa.fragment";
  63408. import "babylonjs/Shaders/fxaa.vertex";
  63409. /**
  63410. * Fxaa post process
  63411. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63412. */
  63413. export class FxaaPostProcess extends PostProcess {
  63414. /** @hidden */
  63415. texelWidth: number;
  63416. /** @hidden */
  63417. texelHeight: number;
  63418. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63419. private _getDefines;
  63420. }
  63421. }
  63422. declare module "babylonjs/Shaders/grain.fragment" {
  63423. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63424. /** @hidden */
  63425. export var grainPixelShader: {
  63426. name: string;
  63427. shader: string;
  63428. };
  63429. }
  63430. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63431. import { Nullable } from "babylonjs/types";
  63432. import { Camera } from "babylonjs/Cameras/camera";
  63433. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63434. import { Engine } from "babylonjs/Engines/engine";
  63435. import "babylonjs/Shaders/grain.fragment";
  63436. /**
  63437. * The GrainPostProcess adds noise to the image at mid luminance levels
  63438. */
  63439. export class GrainPostProcess extends PostProcess {
  63440. /**
  63441. * The intensity of the grain added (default: 30)
  63442. */
  63443. intensity: number;
  63444. /**
  63445. * If the grain should be randomized on every frame
  63446. */
  63447. animated: boolean;
  63448. /**
  63449. * Creates a new instance of @see GrainPostProcess
  63450. * @param name The name of the effect.
  63451. * @param options The required width/height ratio to downsize to before computing the render pass.
  63452. * @param camera The camera to apply the render pass to.
  63453. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63454. * @param engine The engine which the post process will be applied. (default: current engine)
  63455. * @param reusable If the post process can be reused on the same frame. (default: false)
  63456. * @param textureType Type of textures used when performing the post process. (default: 0)
  63457. * @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)
  63458. */
  63459. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63460. }
  63461. }
  63462. declare module "babylonjs/Shaders/highlights.fragment" {
  63463. /** @hidden */
  63464. export var highlightsPixelShader: {
  63465. name: string;
  63466. shader: string;
  63467. };
  63468. }
  63469. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  63470. import { Nullable } from "babylonjs/types";
  63471. import { Camera } from "babylonjs/Cameras/camera";
  63472. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63473. import { Engine } from "babylonjs/Engines/engine";
  63474. import "babylonjs/Shaders/highlights.fragment";
  63475. /**
  63476. * Extracts highlights from the image
  63477. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63478. */
  63479. export class HighlightsPostProcess extends PostProcess {
  63480. /**
  63481. * Extracts highlights from the image
  63482. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63483. * @param name The name of the effect.
  63484. * @param options The required width/height ratio to downsize to before computing the render pass.
  63485. * @param camera The camera to apply the render pass to.
  63486. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63487. * @param engine The engine which the post process will be applied. (default: current engine)
  63488. * @param reusable If the post process can be reused on the same frame. (default: false)
  63489. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  63490. */
  63491. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63492. }
  63493. }
  63494. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  63495. /** @hidden */
  63496. export var mrtFragmentDeclaration: {
  63497. name: string;
  63498. shader: string;
  63499. };
  63500. }
  63501. declare module "babylonjs/Shaders/geometry.fragment" {
  63502. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  63503. /** @hidden */
  63504. export var geometryPixelShader: {
  63505. name: string;
  63506. shader: string;
  63507. };
  63508. }
  63509. declare module "babylonjs/Shaders/geometry.vertex" {
  63510. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63511. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63512. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63513. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63514. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63515. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63516. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63517. /** @hidden */
  63518. export var geometryVertexShader: {
  63519. name: string;
  63520. shader: string;
  63521. };
  63522. }
  63523. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  63524. import { Matrix } from "babylonjs/Maths/math.vector";
  63525. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63526. import { Mesh } from "babylonjs/Meshes/mesh";
  63527. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  63528. import { Effect } from "babylonjs/Materials/effect";
  63529. import { Scene } from "babylonjs/scene";
  63530. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63531. import "babylonjs/Shaders/geometry.fragment";
  63532. import "babylonjs/Shaders/geometry.vertex";
  63533. /** @hidden */
  63534. interface ISavedTransformationMatrix {
  63535. world: Matrix;
  63536. viewProjection: Matrix;
  63537. }
  63538. /**
  63539. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  63540. */
  63541. export class GeometryBufferRenderer {
  63542. /**
  63543. * Constant used to retrieve the position texture index in the G-Buffer textures array
  63544. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  63545. */
  63546. static readonly POSITION_TEXTURE_TYPE: number;
  63547. /**
  63548. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  63549. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  63550. */
  63551. static readonly VELOCITY_TEXTURE_TYPE: number;
  63552. /**
  63553. * Dictionary used to store the previous transformation matrices of each rendered mesh
  63554. * in order to compute objects velocities when enableVelocity is set to "true"
  63555. * @hidden
  63556. */
  63557. _previousTransformationMatrices: {
  63558. [index: number]: ISavedTransformationMatrix;
  63559. };
  63560. /**
  63561. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  63562. * in order to compute objects velocities when enableVelocity is set to "true"
  63563. * @hidden
  63564. */
  63565. _previousBonesTransformationMatrices: {
  63566. [index: number]: Float32Array;
  63567. };
  63568. /**
  63569. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  63570. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  63571. */
  63572. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  63573. private _scene;
  63574. private _multiRenderTarget;
  63575. private _ratio;
  63576. private _enablePosition;
  63577. private _enableVelocity;
  63578. private _positionIndex;
  63579. private _velocityIndex;
  63580. protected _effect: Effect;
  63581. protected _cachedDefines: string;
  63582. /**
  63583. * Set the render list (meshes to be rendered) used in the G buffer.
  63584. */
  63585. renderList: Mesh[];
  63586. /**
  63587. * Gets wether or not G buffer are supported by the running hardware.
  63588. * This requires draw buffer supports
  63589. */
  63590. readonly isSupported: boolean;
  63591. /**
  63592. * Returns the index of the given texture type in the G-Buffer textures array
  63593. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  63594. * @returns the index of the given texture type in the G-Buffer textures array
  63595. */
  63596. getTextureIndex(textureType: number): number;
  63597. /**
  63598. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  63599. */
  63600. /**
  63601. * Sets whether or not objects positions are enabled for the G buffer.
  63602. */
  63603. enablePosition: boolean;
  63604. /**
  63605. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  63606. */
  63607. /**
  63608. * Sets wether or not objects velocities are enabled for the G buffer.
  63609. */
  63610. enableVelocity: boolean;
  63611. /**
  63612. * Gets the scene associated with the buffer.
  63613. */
  63614. readonly scene: Scene;
  63615. /**
  63616. * Gets the ratio used by the buffer during its creation.
  63617. * How big is the buffer related to the main canvas.
  63618. */
  63619. readonly ratio: number;
  63620. /** @hidden */
  63621. static _SceneComponentInitialization: (scene: Scene) => void;
  63622. /**
  63623. * Creates a new G Buffer for the scene
  63624. * @param scene The scene the buffer belongs to
  63625. * @param ratio How big is the buffer related to the main canvas.
  63626. */
  63627. constructor(scene: Scene, ratio?: number);
  63628. /**
  63629. * Checks wether everything is ready to render a submesh to the G buffer.
  63630. * @param subMesh the submesh to check readiness for
  63631. * @param useInstances is the mesh drawn using instance or not
  63632. * @returns true if ready otherwise false
  63633. */
  63634. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63635. /**
  63636. * Gets the current underlying G Buffer.
  63637. * @returns the buffer
  63638. */
  63639. getGBuffer(): MultiRenderTarget;
  63640. /**
  63641. * Gets the number of samples used to render the buffer (anti aliasing).
  63642. */
  63643. /**
  63644. * Sets the number of samples used to render the buffer (anti aliasing).
  63645. */
  63646. samples: number;
  63647. /**
  63648. * Disposes the renderer and frees up associated resources.
  63649. */
  63650. dispose(): void;
  63651. protected _createRenderTargets(): void;
  63652. private _copyBonesTransformationMatrices;
  63653. }
  63654. }
  63655. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  63656. import { Nullable } from "babylonjs/types";
  63657. import { Scene } from "babylonjs/scene";
  63658. import { ISceneComponent } from "babylonjs/sceneComponent";
  63659. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  63660. module "babylonjs/scene" {
  63661. interface Scene {
  63662. /** @hidden (Backing field) */
  63663. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63664. /**
  63665. * Gets or Sets the current geometry buffer associated to the scene.
  63666. */
  63667. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  63668. /**
  63669. * Enables a GeometryBufferRender and associates it with the scene
  63670. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  63671. * @returns the GeometryBufferRenderer
  63672. */
  63673. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  63674. /**
  63675. * Disables the GeometryBufferRender associated with the scene
  63676. */
  63677. disableGeometryBufferRenderer(): void;
  63678. }
  63679. }
  63680. /**
  63681. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  63682. * in several rendering techniques.
  63683. */
  63684. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  63685. /**
  63686. * The component name helpful to identify the component in the list of scene components.
  63687. */
  63688. readonly name: string;
  63689. /**
  63690. * The scene the component belongs to.
  63691. */
  63692. scene: Scene;
  63693. /**
  63694. * Creates a new instance of the component for the given scene
  63695. * @param scene Defines the scene to register the component in
  63696. */
  63697. constructor(scene: Scene);
  63698. /**
  63699. * Registers the component in a given scene
  63700. */
  63701. register(): void;
  63702. /**
  63703. * Rebuilds the elements related to this component in case of
  63704. * context lost for instance.
  63705. */
  63706. rebuild(): void;
  63707. /**
  63708. * Disposes the component and the associated ressources
  63709. */
  63710. dispose(): void;
  63711. private _gatherRenderTargets;
  63712. }
  63713. }
  63714. declare module "babylonjs/Shaders/motionBlur.fragment" {
  63715. /** @hidden */
  63716. export var motionBlurPixelShader: {
  63717. name: string;
  63718. shader: string;
  63719. };
  63720. }
  63721. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  63722. import { Nullable } from "babylonjs/types";
  63723. import { Camera } from "babylonjs/Cameras/camera";
  63724. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63725. import { Scene } from "babylonjs/scene";
  63726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63727. import "babylonjs/Animations/animatable";
  63728. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63729. import "babylonjs/Shaders/motionBlur.fragment";
  63730. import { Engine } from "babylonjs/Engines/engine";
  63731. /**
  63732. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  63733. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  63734. * As an example, all you have to do is to create the post-process:
  63735. * var mb = new BABYLON.MotionBlurPostProcess(
  63736. * 'mb', // The name of the effect.
  63737. * scene, // The scene containing the objects to blur according to their velocity.
  63738. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  63739. * camera // The camera to apply the render pass to.
  63740. * );
  63741. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  63742. */
  63743. export class MotionBlurPostProcess extends PostProcess {
  63744. /**
  63745. * Defines how much the image is blurred by the movement. Default value is equal to 1
  63746. */
  63747. motionStrength: number;
  63748. /**
  63749. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  63750. */
  63751. /**
  63752. * Sets the number of iterations to be used for motion blur quality
  63753. */
  63754. motionBlurSamples: number;
  63755. private _motionBlurSamples;
  63756. private _geometryBufferRenderer;
  63757. /**
  63758. * Creates a new instance MotionBlurPostProcess
  63759. * @param name The name of the effect.
  63760. * @param scene The scene containing the objects to blur according to their velocity.
  63761. * @param options The required width/height ratio to downsize to before computing the render pass.
  63762. * @param camera The camera to apply the render pass to.
  63763. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63764. * @param engine The engine which the post process will be applied. (default: current engine)
  63765. * @param reusable If the post process can be reused on the same frame. (default: false)
  63766. * @param textureType Type of textures used when performing the post process. (default: 0)
  63767. * @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)
  63768. */
  63769. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63770. /**
  63771. * Excludes the given skinned mesh from computing bones velocities.
  63772. * 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.
  63773. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  63774. */
  63775. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63776. /**
  63777. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  63778. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  63779. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  63780. */
  63781. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  63782. /**
  63783. * Disposes the post process.
  63784. * @param camera The camera to dispose the post process on.
  63785. */
  63786. dispose(camera?: Camera): void;
  63787. }
  63788. }
  63789. declare module "babylonjs/Shaders/refraction.fragment" {
  63790. /** @hidden */
  63791. export var refractionPixelShader: {
  63792. name: string;
  63793. shader: string;
  63794. };
  63795. }
  63796. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  63797. import { Color3 } from "babylonjs/Maths/math.color";
  63798. import { Camera } from "babylonjs/Cameras/camera";
  63799. import { Texture } from "babylonjs/Materials/Textures/texture";
  63800. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63801. import { Engine } from "babylonjs/Engines/engine";
  63802. import "babylonjs/Shaders/refraction.fragment";
  63803. /**
  63804. * Post process which applies a refractin texture
  63805. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63806. */
  63807. export class RefractionPostProcess extends PostProcess {
  63808. /** the base color of the refraction (used to taint the rendering) */
  63809. color: Color3;
  63810. /** simulated refraction depth */
  63811. depth: number;
  63812. /** the coefficient of the base color (0 to remove base color tainting) */
  63813. colorLevel: number;
  63814. private _refTexture;
  63815. private _ownRefractionTexture;
  63816. /**
  63817. * Gets or sets the refraction texture
  63818. * Please note that you are responsible for disposing the texture if you set it manually
  63819. */
  63820. refractionTexture: Texture;
  63821. /**
  63822. * Initializes the RefractionPostProcess
  63823. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  63824. * @param name The name of the effect.
  63825. * @param refractionTextureUrl Url of the refraction texture to use
  63826. * @param color the base color of the refraction (used to taint the rendering)
  63827. * @param depth simulated refraction depth
  63828. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  63829. * @param camera The camera to apply the render pass to.
  63830. * @param options The required width/height ratio to downsize to before computing the render pass.
  63831. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63832. * @param engine The engine which the post process will be applied. (default: current engine)
  63833. * @param reusable If the post process can be reused on the same frame. (default: false)
  63834. */
  63835. constructor(name: string, refractionTextureUrl: string,
  63836. /** the base color of the refraction (used to taint the rendering) */
  63837. color: Color3,
  63838. /** simulated refraction depth */
  63839. depth: number,
  63840. /** the coefficient of the base color (0 to remove base color tainting) */
  63841. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63842. /**
  63843. * Disposes of the post process
  63844. * @param camera Camera to dispose post process on
  63845. */
  63846. dispose(camera: Camera): void;
  63847. }
  63848. }
  63849. declare module "babylonjs/Shaders/sharpen.fragment" {
  63850. /** @hidden */
  63851. export var sharpenPixelShader: {
  63852. name: string;
  63853. shader: string;
  63854. };
  63855. }
  63856. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  63857. import { Nullable } from "babylonjs/types";
  63858. import { Camera } from "babylonjs/Cameras/camera";
  63859. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63860. import "babylonjs/Shaders/sharpen.fragment";
  63861. import { Engine } from "babylonjs/Engines/engine";
  63862. /**
  63863. * The SharpenPostProcess applies a sharpen kernel to every pixel
  63864. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63865. */
  63866. export class SharpenPostProcess extends PostProcess {
  63867. /**
  63868. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  63869. */
  63870. colorAmount: number;
  63871. /**
  63872. * How much sharpness should be applied (default: 0.3)
  63873. */
  63874. edgeAmount: number;
  63875. /**
  63876. * Creates a new instance ConvolutionPostProcess
  63877. * @param name The name of the effect.
  63878. * @param options The required width/height ratio to downsize to before computing the render pass.
  63879. * @param camera The camera to apply the render pass to.
  63880. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63881. * @param engine The engine which the post process will be applied. (default: current engine)
  63882. * @param reusable If the post process can be reused on the same frame. (default: false)
  63883. * @param textureType Type of textures used when performing the post process. (default: 0)
  63884. * @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)
  63885. */
  63886. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63887. }
  63888. }
  63889. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  63890. import { Nullable } from "babylonjs/types";
  63891. import { Camera } from "babylonjs/Cameras/camera";
  63892. import { Engine } from "babylonjs/Engines/engine";
  63893. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63894. import { IInspectable } from "babylonjs/Misc/iInspectable";
  63895. /**
  63896. * PostProcessRenderPipeline
  63897. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63898. */
  63899. export class PostProcessRenderPipeline {
  63900. private engine;
  63901. private _renderEffects;
  63902. private _renderEffectsForIsolatedPass;
  63903. /**
  63904. * List of inspectable custom properties (used by the Inspector)
  63905. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  63906. */
  63907. inspectableCustomProperties: IInspectable[];
  63908. /**
  63909. * @hidden
  63910. */
  63911. protected _cameras: Camera[];
  63912. /** @hidden */
  63913. _name: string;
  63914. /**
  63915. * Gets pipeline name
  63916. */
  63917. readonly name: string;
  63918. /**
  63919. * Initializes a PostProcessRenderPipeline
  63920. * @param engine engine to add the pipeline to
  63921. * @param name name of the pipeline
  63922. */
  63923. constructor(engine: Engine, name: string);
  63924. /**
  63925. * Gets the class name
  63926. * @returns "PostProcessRenderPipeline"
  63927. */
  63928. getClassName(): string;
  63929. /**
  63930. * If all the render effects in the pipeline are supported
  63931. */
  63932. readonly isSupported: boolean;
  63933. /**
  63934. * Adds an effect to the pipeline
  63935. * @param renderEffect the effect to add
  63936. */
  63937. addEffect(renderEffect: PostProcessRenderEffect): void;
  63938. /** @hidden */
  63939. _rebuild(): void;
  63940. /** @hidden */
  63941. _enableEffect(renderEffectName: string, cameras: Camera): void;
  63942. /** @hidden */
  63943. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  63944. /** @hidden */
  63945. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63946. /** @hidden */
  63947. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  63948. /** @hidden */
  63949. _attachCameras(cameras: Camera, unique: boolean): void;
  63950. /** @hidden */
  63951. _attachCameras(cameras: Camera[], unique: boolean): void;
  63952. /** @hidden */
  63953. _detachCameras(cameras: Camera): void;
  63954. /** @hidden */
  63955. _detachCameras(cameras: Nullable<Camera[]>): void;
  63956. /** @hidden */
  63957. _update(): void;
  63958. /** @hidden */
  63959. _reset(): void;
  63960. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  63961. /**
  63962. * Disposes of the pipeline
  63963. */
  63964. dispose(): void;
  63965. }
  63966. }
  63967. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  63968. import { Camera } from "babylonjs/Cameras/camera";
  63969. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63970. /**
  63971. * PostProcessRenderPipelineManager class
  63972. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63973. */
  63974. export class PostProcessRenderPipelineManager {
  63975. private _renderPipelines;
  63976. /**
  63977. * Initializes a PostProcessRenderPipelineManager
  63978. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63979. */
  63980. constructor();
  63981. /**
  63982. * Gets the list of supported render pipelines
  63983. */
  63984. readonly supportedPipelines: PostProcessRenderPipeline[];
  63985. /**
  63986. * Adds a pipeline to the manager
  63987. * @param renderPipeline The pipeline to add
  63988. */
  63989. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  63990. /**
  63991. * Attaches a camera to the pipeline
  63992. * @param renderPipelineName The name of the pipeline to attach to
  63993. * @param cameras the camera to attach
  63994. * @param unique if the camera can be attached multiple times to the pipeline
  63995. */
  63996. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  63997. /**
  63998. * Detaches a camera from the pipeline
  63999. * @param renderPipelineName The name of the pipeline to detach from
  64000. * @param cameras the camera to detach
  64001. */
  64002. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64003. /**
  64004. * Enables an effect by name on a pipeline
  64005. * @param renderPipelineName the name of the pipeline to enable the effect in
  64006. * @param renderEffectName the name of the effect to enable
  64007. * @param cameras the cameras that the effect should be enabled on
  64008. */
  64009. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64010. /**
  64011. * Disables an effect by name on a pipeline
  64012. * @param renderPipelineName the name of the pipeline to disable the effect in
  64013. * @param renderEffectName the name of the effect to disable
  64014. * @param cameras the cameras that the effect should be disabled on
  64015. */
  64016. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64017. /**
  64018. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64019. */
  64020. update(): void;
  64021. /** @hidden */
  64022. _rebuild(): void;
  64023. /**
  64024. * Disposes of the manager and pipelines
  64025. */
  64026. dispose(): void;
  64027. }
  64028. }
  64029. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64030. import { ISceneComponent } from "babylonjs/sceneComponent";
  64031. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64032. import { Scene } from "babylonjs/scene";
  64033. module "babylonjs/scene" {
  64034. interface Scene {
  64035. /** @hidden (Backing field) */
  64036. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64037. /**
  64038. * Gets the postprocess render pipeline manager
  64039. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64040. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64041. */
  64042. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64043. }
  64044. }
  64045. /**
  64046. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64047. */
  64048. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64049. /**
  64050. * The component name helpfull to identify the component in the list of scene components.
  64051. */
  64052. readonly name: string;
  64053. /**
  64054. * The scene the component belongs to.
  64055. */
  64056. scene: Scene;
  64057. /**
  64058. * Creates a new instance of the component for the given scene
  64059. * @param scene Defines the scene to register the component in
  64060. */
  64061. constructor(scene: Scene);
  64062. /**
  64063. * Registers the component in a given scene
  64064. */
  64065. register(): void;
  64066. /**
  64067. * Rebuilds the elements related to this component in case of
  64068. * context lost for instance.
  64069. */
  64070. rebuild(): void;
  64071. /**
  64072. * Disposes the component and the associated ressources
  64073. */
  64074. dispose(): void;
  64075. private _gatherRenderTargets;
  64076. }
  64077. }
  64078. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64079. import { Nullable } from "babylonjs/types";
  64080. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64081. import { Camera } from "babylonjs/Cameras/camera";
  64082. import { IDisposable } from "babylonjs/scene";
  64083. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64084. import { Scene } from "babylonjs/scene";
  64085. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64086. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64087. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64088. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64089. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64090. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64091. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64092. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64093. import { Animation } from "babylonjs/Animations/animation";
  64094. /**
  64095. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64096. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64097. */
  64098. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64099. private _scene;
  64100. private _camerasToBeAttached;
  64101. /**
  64102. * ID of the sharpen post process,
  64103. */
  64104. private readonly SharpenPostProcessId;
  64105. /**
  64106. * @ignore
  64107. * ID of the image processing post process;
  64108. */
  64109. readonly ImageProcessingPostProcessId: string;
  64110. /**
  64111. * @ignore
  64112. * ID of the Fast Approximate Anti-Aliasing post process;
  64113. */
  64114. readonly FxaaPostProcessId: string;
  64115. /**
  64116. * ID of the chromatic aberration post process,
  64117. */
  64118. private readonly ChromaticAberrationPostProcessId;
  64119. /**
  64120. * ID of the grain post process
  64121. */
  64122. private readonly GrainPostProcessId;
  64123. /**
  64124. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64125. */
  64126. sharpen: SharpenPostProcess;
  64127. private _sharpenEffect;
  64128. private bloom;
  64129. /**
  64130. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64131. */
  64132. depthOfField: DepthOfFieldEffect;
  64133. /**
  64134. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64135. */
  64136. fxaa: FxaaPostProcess;
  64137. /**
  64138. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64139. */
  64140. imageProcessing: ImageProcessingPostProcess;
  64141. /**
  64142. * Chromatic aberration post process which will shift rgb colors in the image
  64143. */
  64144. chromaticAberration: ChromaticAberrationPostProcess;
  64145. private _chromaticAberrationEffect;
  64146. /**
  64147. * Grain post process which add noise to the image
  64148. */
  64149. grain: GrainPostProcess;
  64150. private _grainEffect;
  64151. /**
  64152. * Glow post process which adds a glow to emissive areas of the image
  64153. */
  64154. private _glowLayer;
  64155. /**
  64156. * Animations which can be used to tweak settings over a period of time
  64157. */
  64158. animations: Animation[];
  64159. private _imageProcessingConfigurationObserver;
  64160. private _sharpenEnabled;
  64161. private _bloomEnabled;
  64162. private _depthOfFieldEnabled;
  64163. private _depthOfFieldBlurLevel;
  64164. private _fxaaEnabled;
  64165. private _imageProcessingEnabled;
  64166. private _defaultPipelineTextureType;
  64167. private _bloomScale;
  64168. private _chromaticAberrationEnabled;
  64169. private _grainEnabled;
  64170. private _buildAllowed;
  64171. /**
  64172. * Gets active scene
  64173. */
  64174. readonly scene: Scene;
  64175. /**
  64176. * Enable or disable the sharpen process from the pipeline
  64177. */
  64178. sharpenEnabled: boolean;
  64179. private _resizeObserver;
  64180. private _hardwareScaleLevel;
  64181. private _bloomKernel;
  64182. /**
  64183. * Specifies the size of the bloom blur kernel, relative to the final output size
  64184. */
  64185. bloomKernel: number;
  64186. /**
  64187. * Specifies the weight of the bloom in the final rendering
  64188. */
  64189. private _bloomWeight;
  64190. /**
  64191. * Specifies the luma threshold for the area that will be blurred by the bloom
  64192. */
  64193. private _bloomThreshold;
  64194. private _hdr;
  64195. /**
  64196. * The strength of the bloom.
  64197. */
  64198. bloomWeight: number;
  64199. /**
  64200. * The strength of the bloom.
  64201. */
  64202. bloomThreshold: number;
  64203. /**
  64204. * The scale of the bloom, lower value will provide better performance.
  64205. */
  64206. bloomScale: number;
  64207. /**
  64208. * Enable or disable the bloom from the pipeline
  64209. */
  64210. bloomEnabled: boolean;
  64211. private _rebuildBloom;
  64212. /**
  64213. * If the depth of field is enabled.
  64214. */
  64215. depthOfFieldEnabled: boolean;
  64216. /**
  64217. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64218. */
  64219. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64220. /**
  64221. * If the anti aliasing is enabled.
  64222. */
  64223. fxaaEnabled: boolean;
  64224. private _samples;
  64225. /**
  64226. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64227. */
  64228. samples: number;
  64229. /**
  64230. * If image processing is enabled.
  64231. */
  64232. imageProcessingEnabled: boolean;
  64233. /**
  64234. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64235. */
  64236. glowLayerEnabled: boolean;
  64237. /**
  64238. * Gets the glow layer (or null if not defined)
  64239. */
  64240. readonly glowLayer: Nullable<GlowLayer>;
  64241. /**
  64242. * Enable or disable the chromaticAberration process from the pipeline
  64243. */
  64244. chromaticAberrationEnabled: boolean;
  64245. /**
  64246. * Enable or disable the grain process from the pipeline
  64247. */
  64248. grainEnabled: boolean;
  64249. /**
  64250. * @constructor
  64251. * @param name - The rendering pipeline name (default: "")
  64252. * @param hdr - If high dynamic range textures should be used (default: true)
  64253. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64254. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64255. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64256. */
  64257. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64258. /**
  64259. * Get the class name
  64260. * @returns "DefaultRenderingPipeline"
  64261. */
  64262. getClassName(): string;
  64263. /**
  64264. * Force the compilation of the entire pipeline.
  64265. */
  64266. prepare(): void;
  64267. private _hasCleared;
  64268. private _prevPostProcess;
  64269. private _prevPrevPostProcess;
  64270. private _setAutoClearAndTextureSharing;
  64271. private _depthOfFieldSceneObserver;
  64272. private _buildPipeline;
  64273. private _disposePostProcesses;
  64274. /**
  64275. * Adds a camera to the pipeline
  64276. * @param camera the camera to be added
  64277. */
  64278. addCamera(camera: Camera): void;
  64279. /**
  64280. * Removes a camera from the pipeline
  64281. * @param camera the camera to remove
  64282. */
  64283. removeCamera(camera: Camera): void;
  64284. /**
  64285. * Dispose of the pipeline and stop all post processes
  64286. */
  64287. dispose(): void;
  64288. /**
  64289. * Serialize the rendering pipeline (Used when exporting)
  64290. * @returns the serialized object
  64291. */
  64292. serialize(): any;
  64293. /**
  64294. * Parse the serialized pipeline
  64295. * @param source Source pipeline.
  64296. * @param scene The scene to load the pipeline to.
  64297. * @param rootUrl The URL of the serialized pipeline.
  64298. * @returns An instantiated pipeline from the serialized object.
  64299. */
  64300. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64301. }
  64302. }
  64303. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64304. /** @hidden */
  64305. export var lensHighlightsPixelShader: {
  64306. name: string;
  64307. shader: string;
  64308. };
  64309. }
  64310. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64311. /** @hidden */
  64312. export var depthOfFieldPixelShader: {
  64313. name: string;
  64314. shader: string;
  64315. };
  64316. }
  64317. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64318. import { Camera } from "babylonjs/Cameras/camera";
  64319. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64320. import { Scene } from "babylonjs/scene";
  64321. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64322. import "babylonjs/Shaders/chromaticAberration.fragment";
  64323. import "babylonjs/Shaders/lensHighlights.fragment";
  64324. import "babylonjs/Shaders/depthOfField.fragment";
  64325. /**
  64326. * BABYLON.JS Chromatic Aberration GLSL Shader
  64327. * Author: Olivier Guyot
  64328. * Separates very slightly R, G and B colors on the edges of the screen
  64329. * Inspired by Francois Tarlier & Martins Upitis
  64330. */
  64331. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64332. /**
  64333. * @ignore
  64334. * The chromatic aberration PostProcess id in the pipeline
  64335. */
  64336. LensChromaticAberrationEffect: string;
  64337. /**
  64338. * @ignore
  64339. * The highlights enhancing PostProcess id in the pipeline
  64340. */
  64341. HighlightsEnhancingEffect: string;
  64342. /**
  64343. * @ignore
  64344. * The depth-of-field PostProcess id in the pipeline
  64345. */
  64346. LensDepthOfFieldEffect: string;
  64347. private _scene;
  64348. private _depthTexture;
  64349. private _grainTexture;
  64350. private _chromaticAberrationPostProcess;
  64351. private _highlightsPostProcess;
  64352. private _depthOfFieldPostProcess;
  64353. private _edgeBlur;
  64354. private _grainAmount;
  64355. private _chromaticAberration;
  64356. private _distortion;
  64357. private _highlightsGain;
  64358. private _highlightsThreshold;
  64359. private _dofDistance;
  64360. private _dofAperture;
  64361. private _dofDarken;
  64362. private _dofPentagon;
  64363. private _blurNoise;
  64364. /**
  64365. * @constructor
  64366. *
  64367. * Effect parameters are as follow:
  64368. * {
  64369. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64370. * edge_blur: number; // from 0 to x (1 for realism)
  64371. * distortion: number; // from 0 to x (1 for realism)
  64372. * grain_amount: number; // from 0 to 1
  64373. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64374. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64375. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64376. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64377. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64378. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64379. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64380. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64381. * }
  64382. * Note: if an effect parameter is unset, effect is disabled
  64383. *
  64384. * @param name The rendering pipeline name
  64385. * @param parameters - An object containing all parameters (see above)
  64386. * @param scene The scene linked to this pipeline
  64387. * @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)
  64388. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64389. */
  64390. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64391. /**
  64392. * Get the class name
  64393. * @returns "LensRenderingPipeline"
  64394. */
  64395. getClassName(): string;
  64396. /**
  64397. * Gets associated scene
  64398. */
  64399. readonly scene: Scene;
  64400. /**
  64401. * Gets or sets the edge blur
  64402. */
  64403. edgeBlur: number;
  64404. /**
  64405. * Gets or sets the grain amount
  64406. */
  64407. grainAmount: number;
  64408. /**
  64409. * Gets or sets the chromatic aberration amount
  64410. */
  64411. chromaticAberration: number;
  64412. /**
  64413. * Gets or sets the depth of field aperture
  64414. */
  64415. dofAperture: number;
  64416. /**
  64417. * Gets or sets the edge distortion
  64418. */
  64419. edgeDistortion: number;
  64420. /**
  64421. * Gets or sets the depth of field distortion
  64422. */
  64423. dofDistortion: number;
  64424. /**
  64425. * Gets or sets the darken out of focus amount
  64426. */
  64427. darkenOutOfFocus: number;
  64428. /**
  64429. * Gets or sets a boolean indicating if blur noise is enabled
  64430. */
  64431. blurNoise: boolean;
  64432. /**
  64433. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64434. */
  64435. pentagonBokeh: boolean;
  64436. /**
  64437. * Gets or sets the highlight grain amount
  64438. */
  64439. highlightsGain: number;
  64440. /**
  64441. * Gets or sets the highlight threshold
  64442. */
  64443. highlightsThreshold: number;
  64444. /**
  64445. * Sets the amount of blur at the edges
  64446. * @param amount blur amount
  64447. */
  64448. setEdgeBlur(amount: number): void;
  64449. /**
  64450. * Sets edge blur to 0
  64451. */
  64452. disableEdgeBlur(): void;
  64453. /**
  64454. * Sets the amout of grain
  64455. * @param amount Amount of grain
  64456. */
  64457. setGrainAmount(amount: number): void;
  64458. /**
  64459. * Set grain amount to 0
  64460. */
  64461. disableGrain(): void;
  64462. /**
  64463. * Sets the chromatic aberration amount
  64464. * @param amount amount of chromatic aberration
  64465. */
  64466. setChromaticAberration(amount: number): void;
  64467. /**
  64468. * Sets chromatic aberration amount to 0
  64469. */
  64470. disableChromaticAberration(): void;
  64471. /**
  64472. * Sets the EdgeDistortion amount
  64473. * @param amount amount of EdgeDistortion
  64474. */
  64475. setEdgeDistortion(amount: number): void;
  64476. /**
  64477. * Sets edge distortion to 0
  64478. */
  64479. disableEdgeDistortion(): void;
  64480. /**
  64481. * Sets the FocusDistance amount
  64482. * @param amount amount of FocusDistance
  64483. */
  64484. setFocusDistance(amount: number): void;
  64485. /**
  64486. * Disables depth of field
  64487. */
  64488. disableDepthOfField(): void;
  64489. /**
  64490. * Sets the Aperture amount
  64491. * @param amount amount of Aperture
  64492. */
  64493. setAperture(amount: number): void;
  64494. /**
  64495. * Sets the DarkenOutOfFocus amount
  64496. * @param amount amount of DarkenOutOfFocus
  64497. */
  64498. setDarkenOutOfFocus(amount: number): void;
  64499. private _pentagonBokehIsEnabled;
  64500. /**
  64501. * Creates a pentagon bokeh effect
  64502. */
  64503. enablePentagonBokeh(): void;
  64504. /**
  64505. * Disables the pentagon bokeh effect
  64506. */
  64507. disablePentagonBokeh(): void;
  64508. /**
  64509. * Enables noise blur
  64510. */
  64511. enableNoiseBlur(): void;
  64512. /**
  64513. * Disables noise blur
  64514. */
  64515. disableNoiseBlur(): void;
  64516. /**
  64517. * Sets the HighlightsGain amount
  64518. * @param amount amount of HighlightsGain
  64519. */
  64520. setHighlightsGain(amount: number): void;
  64521. /**
  64522. * Sets the HighlightsThreshold amount
  64523. * @param amount amount of HighlightsThreshold
  64524. */
  64525. setHighlightsThreshold(amount: number): void;
  64526. /**
  64527. * Disables highlights
  64528. */
  64529. disableHighlights(): void;
  64530. /**
  64531. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  64532. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  64533. */
  64534. dispose(disableDepthRender?: boolean): void;
  64535. private _createChromaticAberrationPostProcess;
  64536. private _createHighlightsPostProcess;
  64537. private _createDepthOfFieldPostProcess;
  64538. private _createGrainTexture;
  64539. }
  64540. }
  64541. declare module "babylonjs/Shaders/ssao2.fragment" {
  64542. /** @hidden */
  64543. export var ssao2PixelShader: {
  64544. name: string;
  64545. shader: string;
  64546. };
  64547. }
  64548. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  64549. /** @hidden */
  64550. export var ssaoCombinePixelShader: {
  64551. name: string;
  64552. shader: string;
  64553. };
  64554. }
  64555. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  64556. import { Camera } from "babylonjs/Cameras/camera";
  64557. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64558. import { Scene } from "babylonjs/scene";
  64559. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64560. import "babylonjs/Shaders/ssao2.fragment";
  64561. import "babylonjs/Shaders/ssaoCombine.fragment";
  64562. /**
  64563. * Render pipeline to produce ssao effect
  64564. */
  64565. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  64566. /**
  64567. * @ignore
  64568. * The PassPostProcess id in the pipeline that contains the original scene color
  64569. */
  64570. SSAOOriginalSceneColorEffect: string;
  64571. /**
  64572. * @ignore
  64573. * The SSAO PostProcess id in the pipeline
  64574. */
  64575. SSAORenderEffect: string;
  64576. /**
  64577. * @ignore
  64578. * The horizontal blur PostProcess id in the pipeline
  64579. */
  64580. SSAOBlurHRenderEffect: string;
  64581. /**
  64582. * @ignore
  64583. * The vertical blur PostProcess id in the pipeline
  64584. */
  64585. SSAOBlurVRenderEffect: string;
  64586. /**
  64587. * @ignore
  64588. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64589. */
  64590. SSAOCombineRenderEffect: string;
  64591. /**
  64592. * The output strength of the SSAO post-process. Default value is 1.0.
  64593. */
  64594. totalStrength: number;
  64595. /**
  64596. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  64597. */
  64598. maxZ: number;
  64599. /**
  64600. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  64601. */
  64602. minZAspect: number;
  64603. private _samples;
  64604. /**
  64605. * Number of samples used for the SSAO calculations. Default value is 8
  64606. */
  64607. samples: number;
  64608. private _textureSamples;
  64609. /**
  64610. * Number of samples to use for antialiasing
  64611. */
  64612. textureSamples: number;
  64613. /**
  64614. * Ratio object used for SSAO ratio and blur ratio
  64615. */
  64616. private _ratio;
  64617. /**
  64618. * Dynamically generated sphere sampler.
  64619. */
  64620. private _sampleSphere;
  64621. /**
  64622. * Blur filter offsets
  64623. */
  64624. private _samplerOffsets;
  64625. private _expensiveBlur;
  64626. /**
  64627. * If bilateral blur should be used
  64628. */
  64629. expensiveBlur: boolean;
  64630. /**
  64631. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  64632. */
  64633. radius: number;
  64634. /**
  64635. * The base color of the SSAO post-process
  64636. * The final result is "base + ssao" between [0, 1]
  64637. */
  64638. base: number;
  64639. /**
  64640. * Support test.
  64641. */
  64642. static readonly IsSupported: boolean;
  64643. private _scene;
  64644. private _depthTexture;
  64645. private _normalTexture;
  64646. private _randomTexture;
  64647. private _originalColorPostProcess;
  64648. private _ssaoPostProcess;
  64649. private _blurHPostProcess;
  64650. private _blurVPostProcess;
  64651. private _ssaoCombinePostProcess;
  64652. private _firstUpdate;
  64653. /**
  64654. * Gets active scene
  64655. */
  64656. readonly scene: Scene;
  64657. /**
  64658. * @constructor
  64659. * @param name The rendering pipeline name
  64660. * @param scene The scene linked to this pipeline
  64661. * @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 }
  64662. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64663. */
  64664. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64665. /**
  64666. * Get the class name
  64667. * @returns "SSAO2RenderingPipeline"
  64668. */
  64669. getClassName(): string;
  64670. /**
  64671. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64672. */
  64673. dispose(disableGeometryBufferRenderer?: boolean): void;
  64674. private _createBlurPostProcess;
  64675. /** @hidden */
  64676. _rebuild(): void;
  64677. private _bits;
  64678. private _radicalInverse_VdC;
  64679. private _hammersley;
  64680. private _hemisphereSample_uniform;
  64681. private _generateHemisphere;
  64682. private _createSSAOPostProcess;
  64683. private _createSSAOCombinePostProcess;
  64684. private _createRandomTexture;
  64685. /**
  64686. * Serialize the rendering pipeline (Used when exporting)
  64687. * @returns the serialized object
  64688. */
  64689. serialize(): any;
  64690. /**
  64691. * Parse the serialized pipeline
  64692. * @param source Source pipeline.
  64693. * @param scene The scene to load the pipeline to.
  64694. * @param rootUrl The URL of the serialized pipeline.
  64695. * @returns An instantiated pipeline from the serialized object.
  64696. */
  64697. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  64698. }
  64699. }
  64700. declare module "babylonjs/Shaders/ssao.fragment" {
  64701. /** @hidden */
  64702. export var ssaoPixelShader: {
  64703. name: string;
  64704. shader: string;
  64705. };
  64706. }
  64707. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  64708. import { Camera } from "babylonjs/Cameras/camera";
  64709. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64710. import { Scene } from "babylonjs/scene";
  64711. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64712. import "babylonjs/Shaders/ssao.fragment";
  64713. import "babylonjs/Shaders/ssaoCombine.fragment";
  64714. /**
  64715. * Render pipeline to produce ssao effect
  64716. */
  64717. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  64718. /**
  64719. * @ignore
  64720. * The PassPostProcess id in the pipeline that contains the original scene color
  64721. */
  64722. SSAOOriginalSceneColorEffect: string;
  64723. /**
  64724. * @ignore
  64725. * The SSAO PostProcess id in the pipeline
  64726. */
  64727. SSAORenderEffect: string;
  64728. /**
  64729. * @ignore
  64730. * The horizontal blur PostProcess id in the pipeline
  64731. */
  64732. SSAOBlurHRenderEffect: string;
  64733. /**
  64734. * @ignore
  64735. * The vertical blur PostProcess id in the pipeline
  64736. */
  64737. SSAOBlurVRenderEffect: string;
  64738. /**
  64739. * @ignore
  64740. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64741. */
  64742. SSAOCombineRenderEffect: string;
  64743. /**
  64744. * The output strength of the SSAO post-process. Default value is 1.0.
  64745. */
  64746. totalStrength: number;
  64747. /**
  64748. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  64749. */
  64750. radius: number;
  64751. /**
  64752. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  64753. * Must not be equal to fallOff and superior to fallOff.
  64754. * Default value is 0.0075
  64755. */
  64756. area: number;
  64757. /**
  64758. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  64759. * Must not be equal to area and inferior to area.
  64760. * Default value is 0.000001
  64761. */
  64762. fallOff: number;
  64763. /**
  64764. * The base color of the SSAO post-process
  64765. * The final result is "base + ssao" between [0, 1]
  64766. */
  64767. base: number;
  64768. private _scene;
  64769. private _depthTexture;
  64770. private _randomTexture;
  64771. private _originalColorPostProcess;
  64772. private _ssaoPostProcess;
  64773. private _blurHPostProcess;
  64774. private _blurVPostProcess;
  64775. private _ssaoCombinePostProcess;
  64776. private _firstUpdate;
  64777. /**
  64778. * Gets active scene
  64779. */
  64780. readonly scene: Scene;
  64781. /**
  64782. * @constructor
  64783. * @param name - The rendering pipeline name
  64784. * @param scene - The scene linked to this pipeline
  64785. * @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 }
  64786. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  64787. */
  64788. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  64789. /**
  64790. * Get the class name
  64791. * @returns "SSAORenderingPipeline"
  64792. */
  64793. getClassName(): string;
  64794. /**
  64795. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  64796. */
  64797. dispose(disableDepthRender?: boolean): void;
  64798. private _createBlurPostProcess;
  64799. /** @hidden */
  64800. _rebuild(): void;
  64801. private _createSSAOPostProcess;
  64802. private _createSSAOCombinePostProcess;
  64803. private _createRandomTexture;
  64804. }
  64805. }
  64806. declare module "babylonjs/Shaders/standard.fragment" {
  64807. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  64808. /** @hidden */
  64809. export var standardPixelShader: {
  64810. name: string;
  64811. shader: string;
  64812. };
  64813. }
  64814. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  64815. import { Nullable } from "babylonjs/types";
  64816. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64817. import { Camera } from "babylonjs/Cameras/camera";
  64818. import { Texture } from "babylonjs/Materials/Textures/texture";
  64819. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  64820. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64821. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  64822. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64823. import { IDisposable } from "babylonjs/scene";
  64824. import { SpotLight } from "babylonjs/Lights/spotLight";
  64825. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  64826. import { Scene } from "babylonjs/scene";
  64827. import { Animation } from "babylonjs/Animations/animation";
  64828. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64829. import "babylonjs/Shaders/standard.fragment";
  64830. /**
  64831. * Standard rendering pipeline
  64832. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  64833. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  64834. */
  64835. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64836. /**
  64837. * Public members
  64838. */
  64839. /**
  64840. * Post-process which contains the original scene color before the pipeline applies all the effects
  64841. */
  64842. originalPostProcess: Nullable<PostProcess>;
  64843. /**
  64844. * Post-process used to down scale an image x4
  64845. */
  64846. downSampleX4PostProcess: Nullable<PostProcess>;
  64847. /**
  64848. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  64849. */
  64850. brightPassPostProcess: Nullable<PostProcess>;
  64851. /**
  64852. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  64853. */
  64854. blurHPostProcesses: PostProcess[];
  64855. /**
  64856. * Post-process array storing all the vertical blur post-processes used by the pipeline
  64857. */
  64858. blurVPostProcesses: PostProcess[];
  64859. /**
  64860. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  64861. */
  64862. textureAdderPostProcess: Nullable<PostProcess>;
  64863. /**
  64864. * Post-process used to create volumetric lighting effect
  64865. */
  64866. volumetricLightPostProcess: Nullable<PostProcess>;
  64867. /**
  64868. * Post-process used to smooth the previous volumetric light post-process on the X axis
  64869. */
  64870. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  64871. /**
  64872. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  64873. */
  64874. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  64875. /**
  64876. * Post-process used to merge the volumetric light effect and the real scene color
  64877. */
  64878. volumetricLightMergePostProces: Nullable<PostProcess>;
  64879. /**
  64880. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  64881. */
  64882. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  64883. /**
  64884. * Base post-process used to calculate the average luminance of the final image for HDR
  64885. */
  64886. luminancePostProcess: Nullable<PostProcess>;
  64887. /**
  64888. * Post-processes used to create down sample post-processes in order to get
  64889. * the average luminance of the final image for HDR
  64890. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  64891. */
  64892. luminanceDownSamplePostProcesses: PostProcess[];
  64893. /**
  64894. * Post-process used to create a HDR effect (light adaptation)
  64895. */
  64896. hdrPostProcess: Nullable<PostProcess>;
  64897. /**
  64898. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  64899. */
  64900. textureAdderFinalPostProcess: Nullable<PostProcess>;
  64901. /**
  64902. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  64903. */
  64904. lensFlareFinalPostProcess: Nullable<PostProcess>;
  64905. /**
  64906. * Post-process used to merge the final HDR post-process and the real scene color
  64907. */
  64908. hdrFinalPostProcess: Nullable<PostProcess>;
  64909. /**
  64910. * Post-process used to create a lens flare effect
  64911. */
  64912. lensFlarePostProcess: Nullable<PostProcess>;
  64913. /**
  64914. * Post-process that merges the result of the lens flare post-process and the real scene color
  64915. */
  64916. lensFlareComposePostProcess: Nullable<PostProcess>;
  64917. /**
  64918. * Post-process used to create a motion blur effect
  64919. */
  64920. motionBlurPostProcess: Nullable<PostProcess>;
  64921. /**
  64922. * Post-process used to create a depth of field effect
  64923. */
  64924. depthOfFieldPostProcess: Nullable<PostProcess>;
  64925. /**
  64926. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64927. */
  64928. fxaaPostProcess: Nullable<FxaaPostProcess>;
  64929. /**
  64930. * Represents the brightness threshold in order to configure the illuminated surfaces
  64931. */
  64932. brightThreshold: number;
  64933. /**
  64934. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  64935. */
  64936. blurWidth: number;
  64937. /**
  64938. * Sets if the blur for highlighted surfaces must be only horizontal
  64939. */
  64940. horizontalBlur: boolean;
  64941. /**
  64942. * Gets the overall exposure used by the pipeline
  64943. */
  64944. /**
  64945. * Sets the overall exposure used by the pipeline
  64946. */
  64947. exposure: number;
  64948. /**
  64949. * Texture used typically to simulate "dirty" on camera lens
  64950. */
  64951. lensTexture: Nullable<Texture>;
  64952. /**
  64953. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  64954. */
  64955. volumetricLightCoefficient: number;
  64956. /**
  64957. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  64958. */
  64959. volumetricLightPower: number;
  64960. /**
  64961. * Used the set the blur intensity to smooth the volumetric lights
  64962. */
  64963. volumetricLightBlurScale: number;
  64964. /**
  64965. * Light (spot or directional) used to generate the volumetric lights rays
  64966. * The source light must have a shadow generate so the pipeline can get its
  64967. * depth map
  64968. */
  64969. sourceLight: Nullable<SpotLight | DirectionalLight>;
  64970. /**
  64971. * For eye adaptation, represents the minimum luminance the eye can see
  64972. */
  64973. hdrMinimumLuminance: number;
  64974. /**
  64975. * For eye adaptation, represents the decrease luminance speed
  64976. */
  64977. hdrDecreaseRate: number;
  64978. /**
  64979. * For eye adaptation, represents the increase luminance speed
  64980. */
  64981. hdrIncreaseRate: number;
  64982. /**
  64983. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  64984. */
  64985. /**
  64986. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  64987. */
  64988. hdrAutoExposure: boolean;
  64989. /**
  64990. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  64991. */
  64992. lensColorTexture: Nullable<Texture>;
  64993. /**
  64994. * The overall strengh for the lens flare effect
  64995. */
  64996. lensFlareStrength: number;
  64997. /**
  64998. * Dispersion coefficient for lens flare ghosts
  64999. */
  65000. lensFlareGhostDispersal: number;
  65001. /**
  65002. * Main lens flare halo width
  65003. */
  65004. lensFlareHaloWidth: number;
  65005. /**
  65006. * Based on the lens distortion effect, defines how much the lens flare result
  65007. * is distorted
  65008. */
  65009. lensFlareDistortionStrength: number;
  65010. /**
  65011. * Configures the blur intensity used for for lens flare (halo)
  65012. */
  65013. lensFlareBlurWidth: number;
  65014. /**
  65015. * Lens star texture must be used to simulate rays on the flares and is available
  65016. * in the documentation
  65017. */
  65018. lensStarTexture: Nullable<Texture>;
  65019. /**
  65020. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65021. * flare effect by taking account of the dirt texture
  65022. */
  65023. lensFlareDirtTexture: Nullable<Texture>;
  65024. /**
  65025. * Represents the focal length for the depth of field effect
  65026. */
  65027. depthOfFieldDistance: number;
  65028. /**
  65029. * Represents the blur intensity for the blurred part of the depth of field effect
  65030. */
  65031. depthOfFieldBlurWidth: number;
  65032. /**
  65033. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65034. */
  65035. /**
  65036. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65037. */
  65038. motionStrength: number;
  65039. /**
  65040. * Gets wether or not the motion blur post-process is object based or screen based.
  65041. */
  65042. /**
  65043. * Sets wether or not the motion blur post-process should be object based or screen based
  65044. */
  65045. objectBasedMotionBlur: boolean;
  65046. /**
  65047. * List of animations for the pipeline (IAnimatable implementation)
  65048. */
  65049. animations: Animation[];
  65050. /**
  65051. * Private members
  65052. */
  65053. private _scene;
  65054. private _currentDepthOfFieldSource;
  65055. private _basePostProcess;
  65056. private _fixedExposure;
  65057. private _currentExposure;
  65058. private _hdrAutoExposure;
  65059. private _hdrCurrentLuminance;
  65060. private _motionStrength;
  65061. private _isObjectBasedMotionBlur;
  65062. private _floatTextureType;
  65063. private _camerasToBeAttached;
  65064. private _ratio;
  65065. private _bloomEnabled;
  65066. private _depthOfFieldEnabled;
  65067. private _vlsEnabled;
  65068. private _lensFlareEnabled;
  65069. private _hdrEnabled;
  65070. private _motionBlurEnabled;
  65071. private _fxaaEnabled;
  65072. private _motionBlurSamples;
  65073. private _volumetricLightStepsCount;
  65074. private _samples;
  65075. /**
  65076. * @ignore
  65077. * Specifies if the bloom pipeline is enabled
  65078. */
  65079. BloomEnabled: boolean;
  65080. /**
  65081. * @ignore
  65082. * Specifies if the depth of field pipeline is enabed
  65083. */
  65084. DepthOfFieldEnabled: boolean;
  65085. /**
  65086. * @ignore
  65087. * Specifies if the lens flare pipeline is enabed
  65088. */
  65089. LensFlareEnabled: boolean;
  65090. /**
  65091. * @ignore
  65092. * Specifies if the HDR pipeline is enabled
  65093. */
  65094. HDREnabled: boolean;
  65095. /**
  65096. * @ignore
  65097. * Specifies if the volumetric lights scattering effect is enabled
  65098. */
  65099. VLSEnabled: boolean;
  65100. /**
  65101. * @ignore
  65102. * Specifies if the motion blur effect is enabled
  65103. */
  65104. MotionBlurEnabled: boolean;
  65105. /**
  65106. * Specifies if anti-aliasing is enabled
  65107. */
  65108. fxaaEnabled: boolean;
  65109. /**
  65110. * Specifies the number of steps used to calculate the volumetric lights
  65111. * Typically in interval [50, 200]
  65112. */
  65113. volumetricLightStepsCount: number;
  65114. /**
  65115. * Specifies the number of samples used for the motion blur effect
  65116. * Typically in interval [16, 64]
  65117. */
  65118. motionBlurSamples: number;
  65119. /**
  65120. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65121. */
  65122. samples: number;
  65123. /**
  65124. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65125. * @constructor
  65126. * @param name The rendering pipeline name
  65127. * @param scene The scene linked to this pipeline
  65128. * @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)
  65129. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65130. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65131. */
  65132. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65133. private _buildPipeline;
  65134. private _createDownSampleX4PostProcess;
  65135. private _createBrightPassPostProcess;
  65136. private _createBlurPostProcesses;
  65137. private _createTextureAdderPostProcess;
  65138. private _createVolumetricLightPostProcess;
  65139. private _createLuminancePostProcesses;
  65140. private _createHdrPostProcess;
  65141. private _createLensFlarePostProcess;
  65142. private _createDepthOfFieldPostProcess;
  65143. private _createMotionBlurPostProcess;
  65144. private _getDepthTexture;
  65145. private _disposePostProcesses;
  65146. /**
  65147. * Dispose of the pipeline and stop all post processes
  65148. */
  65149. dispose(): void;
  65150. /**
  65151. * Serialize the rendering pipeline (Used when exporting)
  65152. * @returns the serialized object
  65153. */
  65154. serialize(): any;
  65155. /**
  65156. * Parse the serialized pipeline
  65157. * @param source Source pipeline.
  65158. * @param scene The scene to load the pipeline to.
  65159. * @param rootUrl The URL of the serialized pipeline.
  65160. * @returns An instantiated pipeline from the serialized object.
  65161. */
  65162. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65163. /**
  65164. * Luminance steps
  65165. */
  65166. static LuminanceSteps: number;
  65167. }
  65168. }
  65169. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65170. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65171. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65172. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65173. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65174. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65175. }
  65176. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65177. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65178. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65179. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65180. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65181. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65182. }
  65183. declare module "babylonjs/Shaders/tonemap.fragment" {
  65184. /** @hidden */
  65185. export var tonemapPixelShader: {
  65186. name: string;
  65187. shader: string;
  65188. };
  65189. }
  65190. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65191. import { Camera } from "babylonjs/Cameras/camera";
  65192. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65193. import "babylonjs/Shaders/tonemap.fragment";
  65194. import { Engine } from "babylonjs/Engines/engine";
  65195. /** Defines operator used for tonemapping */
  65196. export enum TonemappingOperator {
  65197. /** Hable */
  65198. Hable = 0,
  65199. /** Reinhard */
  65200. Reinhard = 1,
  65201. /** HejiDawson */
  65202. HejiDawson = 2,
  65203. /** Photographic */
  65204. Photographic = 3
  65205. }
  65206. /**
  65207. * Defines a post process to apply tone mapping
  65208. */
  65209. export class TonemapPostProcess extends PostProcess {
  65210. private _operator;
  65211. /** Defines the required exposure adjustement */
  65212. exposureAdjustment: number;
  65213. /**
  65214. * Creates a new TonemapPostProcess
  65215. * @param name defines the name of the postprocess
  65216. * @param _operator defines the operator to use
  65217. * @param exposureAdjustment defines the required exposure adjustement
  65218. * @param camera defines the camera to use (can be null)
  65219. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65220. * @param engine defines the hosting engine (can be ignore if camera is set)
  65221. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65222. */
  65223. constructor(name: string, _operator: TonemappingOperator,
  65224. /** Defines the required exposure adjustement */
  65225. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65226. }
  65227. }
  65228. declare module "babylonjs/Shaders/depth.vertex" {
  65229. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65230. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65231. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65232. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65233. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65234. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65235. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65236. /** @hidden */
  65237. export var depthVertexShader: {
  65238. name: string;
  65239. shader: string;
  65240. };
  65241. }
  65242. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65243. /** @hidden */
  65244. export var volumetricLightScatteringPixelShader: {
  65245. name: string;
  65246. shader: string;
  65247. };
  65248. }
  65249. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65250. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65251. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65252. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65253. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65254. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65255. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65256. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65257. /** @hidden */
  65258. export var volumetricLightScatteringPassVertexShader: {
  65259. name: string;
  65260. shader: string;
  65261. };
  65262. }
  65263. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65264. /** @hidden */
  65265. export var volumetricLightScatteringPassPixelShader: {
  65266. name: string;
  65267. shader: string;
  65268. };
  65269. }
  65270. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65271. import { Vector3 } from "babylonjs/Maths/math.vector";
  65272. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65273. import { Mesh } from "babylonjs/Meshes/mesh";
  65274. import { Camera } from "babylonjs/Cameras/camera";
  65275. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65276. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65277. import { Scene } from "babylonjs/scene";
  65278. import "babylonjs/Meshes/Builders/planeBuilder";
  65279. import "babylonjs/Shaders/depth.vertex";
  65280. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65281. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65282. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65283. import { Engine } from "babylonjs/Engines/engine";
  65284. /**
  65285. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65286. */
  65287. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65288. private _volumetricLightScatteringPass;
  65289. private _volumetricLightScatteringRTT;
  65290. private _viewPort;
  65291. private _screenCoordinates;
  65292. private _cachedDefines;
  65293. /**
  65294. * If not undefined, the mesh position is computed from the attached node position
  65295. */
  65296. attachedNode: {
  65297. position: Vector3;
  65298. };
  65299. /**
  65300. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65301. */
  65302. customMeshPosition: Vector3;
  65303. /**
  65304. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65305. */
  65306. useCustomMeshPosition: boolean;
  65307. /**
  65308. * If the post-process should inverse the light scattering direction
  65309. */
  65310. invert: boolean;
  65311. /**
  65312. * The internal mesh used by the post-process
  65313. */
  65314. mesh: Mesh;
  65315. /**
  65316. * @hidden
  65317. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65318. */
  65319. useDiffuseColor: boolean;
  65320. /**
  65321. * Array containing the excluded meshes not rendered in the internal pass
  65322. */
  65323. excludedMeshes: AbstractMesh[];
  65324. /**
  65325. * Controls the overall intensity of the post-process
  65326. */
  65327. exposure: number;
  65328. /**
  65329. * Dissipates each sample's contribution in range [0, 1]
  65330. */
  65331. decay: number;
  65332. /**
  65333. * Controls the overall intensity of each sample
  65334. */
  65335. weight: number;
  65336. /**
  65337. * Controls the density of each sample
  65338. */
  65339. density: number;
  65340. /**
  65341. * @constructor
  65342. * @param name The post-process name
  65343. * @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)
  65344. * @param camera The camera that the post-process will be attached to
  65345. * @param mesh The mesh used to create the light scattering
  65346. * @param samples The post-process quality, default 100
  65347. * @param samplingModeThe post-process filtering mode
  65348. * @param engine The babylon engine
  65349. * @param reusable If the post-process is reusable
  65350. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65351. */
  65352. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65353. /**
  65354. * Returns the string "VolumetricLightScatteringPostProcess"
  65355. * @returns "VolumetricLightScatteringPostProcess"
  65356. */
  65357. getClassName(): string;
  65358. private _isReady;
  65359. /**
  65360. * Sets the new light position for light scattering effect
  65361. * @param position The new custom light position
  65362. */
  65363. setCustomMeshPosition(position: Vector3): void;
  65364. /**
  65365. * Returns the light position for light scattering effect
  65366. * @return Vector3 The custom light position
  65367. */
  65368. getCustomMeshPosition(): Vector3;
  65369. /**
  65370. * Disposes the internal assets and detaches the post-process from the camera
  65371. */
  65372. dispose(camera: Camera): void;
  65373. /**
  65374. * Returns the render target texture used by the post-process
  65375. * @return the render target texture used by the post-process
  65376. */
  65377. getPass(): RenderTargetTexture;
  65378. private _meshExcluded;
  65379. private _createPass;
  65380. private _updateMeshScreenCoordinates;
  65381. /**
  65382. * Creates a default mesh for the Volumeric Light Scattering post-process
  65383. * @param name The mesh name
  65384. * @param scene The scene where to create the mesh
  65385. * @return the default mesh
  65386. */
  65387. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65388. }
  65389. }
  65390. declare module "babylonjs/PostProcesses/index" {
  65391. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65392. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65393. export * from "babylonjs/PostProcesses/bloomEffect";
  65394. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65395. export * from "babylonjs/PostProcesses/blurPostProcess";
  65396. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65397. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65398. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65399. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65400. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65401. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65402. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65403. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65404. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65405. export * from "babylonjs/PostProcesses/filterPostProcess";
  65406. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65407. export * from "babylonjs/PostProcesses/grainPostProcess";
  65408. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65409. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65410. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65411. export * from "babylonjs/PostProcesses/passPostProcess";
  65412. export * from "babylonjs/PostProcesses/postProcess";
  65413. export * from "babylonjs/PostProcesses/postProcessManager";
  65414. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65415. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65416. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65417. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65418. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65419. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65420. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65421. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65422. }
  65423. declare module "babylonjs/Probes/index" {
  65424. export * from "babylonjs/Probes/reflectionProbe";
  65425. }
  65426. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65427. import { Scene } from "babylonjs/scene";
  65428. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65429. import { SmartArray } from "babylonjs/Misc/smartArray";
  65430. import { ISceneComponent } from "babylonjs/sceneComponent";
  65431. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65432. import "babylonjs/Meshes/Builders/boxBuilder";
  65433. import "babylonjs/Shaders/color.fragment";
  65434. import "babylonjs/Shaders/color.vertex";
  65435. import { Color3 } from "babylonjs/Maths/math.color";
  65436. module "babylonjs/scene" {
  65437. interface Scene {
  65438. /** @hidden (Backing field) */
  65439. _boundingBoxRenderer: BoundingBoxRenderer;
  65440. /** @hidden (Backing field) */
  65441. _forceShowBoundingBoxes: boolean;
  65442. /**
  65443. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  65444. */
  65445. forceShowBoundingBoxes: boolean;
  65446. /**
  65447. * Gets the bounding box renderer associated with the scene
  65448. * @returns a BoundingBoxRenderer
  65449. */
  65450. getBoundingBoxRenderer(): BoundingBoxRenderer;
  65451. }
  65452. }
  65453. module "babylonjs/Meshes/abstractMesh" {
  65454. interface AbstractMesh {
  65455. /** @hidden (Backing field) */
  65456. _showBoundingBox: boolean;
  65457. /**
  65458. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  65459. */
  65460. showBoundingBox: boolean;
  65461. }
  65462. }
  65463. /**
  65464. * Component responsible of rendering the bounding box of the meshes in a scene.
  65465. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65466. */
  65467. export class BoundingBoxRenderer implements ISceneComponent {
  65468. /**
  65469. * The component name helpfull to identify the component in the list of scene components.
  65470. */
  65471. readonly name: string;
  65472. /**
  65473. * The scene the component belongs to.
  65474. */
  65475. scene: Scene;
  65476. /**
  65477. * Color of the bounding box lines placed in front of an object
  65478. */
  65479. frontColor: Color3;
  65480. /**
  65481. * Color of the bounding box lines placed behind an object
  65482. */
  65483. backColor: Color3;
  65484. /**
  65485. * Defines if the renderer should show the back lines or not
  65486. */
  65487. showBackLines: boolean;
  65488. /**
  65489. * @hidden
  65490. */
  65491. renderList: SmartArray<BoundingBox>;
  65492. private _colorShader;
  65493. private _vertexBuffers;
  65494. private _indexBuffer;
  65495. private _fillIndexBuffer;
  65496. private _fillIndexData;
  65497. /**
  65498. * Instantiates a new bounding box renderer in a scene.
  65499. * @param scene the scene the renderer renders in
  65500. */
  65501. constructor(scene: Scene);
  65502. /**
  65503. * Registers the component in a given scene
  65504. */
  65505. register(): void;
  65506. private _evaluateSubMesh;
  65507. private _activeMesh;
  65508. private _prepareRessources;
  65509. private _createIndexBuffer;
  65510. /**
  65511. * Rebuilds the elements related to this component in case of
  65512. * context lost for instance.
  65513. */
  65514. rebuild(): void;
  65515. /**
  65516. * @hidden
  65517. */
  65518. reset(): void;
  65519. /**
  65520. * Render the bounding boxes of a specific rendering group
  65521. * @param renderingGroupId defines the rendering group to render
  65522. */
  65523. render(renderingGroupId: number): void;
  65524. /**
  65525. * In case of occlusion queries, we can render the occlusion bounding box through this method
  65526. * @param mesh Define the mesh to render the occlusion bounding box for
  65527. */
  65528. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  65529. /**
  65530. * Dispose and release the resources attached to this renderer.
  65531. */
  65532. dispose(): void;
  65533. }
  65534. }
  65535. declare module "babylonjs/Shaders/depth.fragment" {
  65536. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65537. /** @hidden */
  65538. export var depthPixelShader: {
  65539. name: string;
  65540. shader: string;
  65541. };
  65542. }
  65543. declare module "babylonjs/Rendering/depthRenderer" {
  65544. import { Nullable } from "babylonjs/types";
  65545. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65546. import { Scene } from "babylonjs/scene";
  65547. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65548. import { Camera } from "babylonjs/Cameras/camera";
  65549. import "babylonjs/Shaders/depth.fragment";
  65550. import "babylonjs/Shaders/depth.vertex";
  65551. /**
  65552. * This represents a depth renderer in Babylon.
  65553. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  65554. */
  65555. export class DepthRenderer {
  65556. private _scene;
  65557. private _depthMap;
  65558. private _effect;
  65559. private readonly _storeNonLinearDepth;
  65560. private readonly _clearColor;
  65561. /** Get if the depth renderer is using packed depth or not */
  65562. readonly isPacked: boolean;
  65563. private _cachedDefines;
  65564. private _camera;
  65565. /**
  65566. * Specifiess that the depth renderer will only be used within
  65567. * the camera it is created for.
  65568. * This can help forcing its rendering during the camera processing.
  65569. */
  65570. useOnlyInActiveCamera: boolean;
  65571. /** @hidden */
  65572. static _SceneComponentInitialization: (scene: Scene) => void;
  65573. /**
  65574. * Instantiates a depth renderer
  65575. * @param scene The scene the renderer belongs to
  65576. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  65577. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  65578. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65579. */
  65580. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  65581. /**
  65582. * Creates the depth rendering effect and checks if the effect is ready.
  65583. * @param subMesh The submesh to be used to render the depth map of
  65584. * @param useInstances If multiple world instances should be used
  65585. * @returns if the depth renderer is ready to render the depth map
  65586. */
  65587. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65588. /**
  65589. * Gets the texture which the depth map will be written to.
  65590. * @returns The depth map texture
  65591. */
  65592. getDepthMap(): RenderTargetTexture;
  65593. /**
  65594. * Disposes of the depth renderer.
  65595. */
  65596. dispose(): void;
  65597. }
  65598. }
  65599. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  65600. import { Nullable } from "babylonjs/types";
  65601. import { Scene } from "babylonjs/scene";
  65602. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  65603. import { Camera } from "babylonjs/Cameras/camera";
  65604. import { ISceneComponent } from "babylonjs/sceneComponent";
  65605. module "babylonjs/scene" {
  65606. interface Scene {
  65607. /** @hidden (Backing field) */
  65608. _depthRenderer: {
  65609. [id: string]: DepthRenderer;
  65610. };
  65611. /**
  65612. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  65613. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  65614. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65615. * @returns the created depth renderer
  65616. */
  65617. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  65618. /**
  65619. * Disables a depth renderer for a given camera
  65620. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  65621. */
  65622. disableDepthRenderer(camera?: Nullable<Camera>): void;
  65623. }
  65624. }
  65625. /**
  65626. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  65627. * in several rendering techniques.
  65628. */
  65629. export class DepthRendererSceneComponent implements ISceneComponent {
  65630. /**
  65631. * The component name helpfull to identify the component in the list of scene components.
  65632. */
  65633. readonly name: string;
  65634. /**
  65635. * The scene the component belongs to.
  65636. */
  65637. scene: Scene;
  65638. /**
  65639. * Creates a new instance of the component for the given scene
  65640. * @param scene Defines the scene to register the component in
  65641. */
  65642. constructor(scene: Scene);
  65643. /**
  65644. * Registers the component in a given scene
  65645. */
  65646. register(): void;
  65647. /**
  65648. * Rebuilds the elements related to this component in case of
  65649. * context lost for instance.
  65650. */
  65651. rebuild(): void;
  65652. /**
  65653. * Disposes the component and the associated ressources
  65654. */
  65655. dispose(): void;
  65656. private _gatherRenderTargets;
  65657. private _gatherActiveCameraRenderTargets;
  65658. }
  65659. }
  65660. declare module "babylonjs/Shaders/outline.fragment" {
  65661. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65662. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  65663. /** @hidden */
  65664. export var outlinePixelShader: {
  65665. name: string;
  65666. shader: string;
  65667. };
  65668. }
  65669. declare module "babylonjs/Shaders/outline.vertex" {
  65670. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65671. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65672. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65673. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65674. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  65675. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65676. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65677. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65678. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  65679. /** @hidden */
  65680. export var outlineVertexShader: {
  65681. name: string;
  65682. shader: string;
  65683. };
  65684. }
  65685. declare module "babylonjs/Rendering/outlineRenderer" {
  65686. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65687. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  65688. import { Scene } from "babylonjs/scene";
  65689. import { ISceneComponent } from "babylonjs/sceneComponent";
  65690. import "babylonjs/Shaders/outline.fragment";
  65691. import "babylonjs/Shaders/outline.vertex";
  65692. module "babylonjs/scene" {
  65693. interface Scene {
  65694. /** @hidden */
  65695. _outlineRenderer: OutlineRenderer;
  65696. /**
  65697. * Gets the outline renderer associated with the scene
  65698. * @returns a OutlineRenderer
  65699. */
  65700. getOutlineRenderer(): OutlineRenderer;
  65701. }
  65702. }
  65703. module "babylonjs/Meshes/abstractMesh" {
  65704. interface AbstractMesh {
  65705. /** @hidden (Backing field) */
  65706. _renderOutline: boolean;
  65707. /**
  65708. * Gets or sets a boolean indicating if the outline must be rendered as well
  65709. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  65710. */
  65711. renderOutline: boolean;
  65712. /** @hidden (Backing field) */
  65713. _renderOverlay: boolean;
  65714. /**
  65715. * Gets or sets a boolean indicating if the overlay must be rendered as well
  65716. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  65717. */
  65718. renderOverlay: boolean;
  65719. }
  65720. }
  65721. /**
  65722. * This class is responsible to draw bothe outline/overlay of meshes.
  65723. * It should not be used directly but through the available method on mesh.
  65724. */
  65725. export class OutlineRenderer implements ISceneComponent {
  65726. /**
  65727. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  65728. */
  65729. private static _StencilReference;
  65730. /**
  65731. * The name of the component. Each component must have a unique name.
  65732. */
  65733. name: string;
  65734. /**
  65735. * The scene the component belongs to.
  65736. */
  65737. scene: Scene;
  65738. /**
  65739. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  65740. */
  65741. zOffset: number;
  65742. private _engine;
  65743. private _effect;
  65744. private _cachedDefines;
  65745. private _savedDepthWrite;
  65746. /**
  65747. * Instantiates a new outline renderer. (There could be only one per scene).
  65748. * @param scene Defines the scene it belongs to
  65749. */
  65750. constructor(scene: Scene);
  65751. /**
  65752. * Register the component to one instance of a scene.
  65753. */
  65754. register(): void;
  65755. /**
  65756. * Rebuilds the elements related to this component in case of
  65757. * context lost for instance.
  65758. */
  65759. rebuild(): void;
  65760. /**
  65761. * Disposes the component and the associated ressources.
  65762. */
  65763. dispose(): void;
  65764. /**
  65765. * Renders the outline in the canvas.
  65766. * @param subMesh Defines the sumesh to render
  65767. * @param batch Defines the batch of meshes in case of instances
  65768. * @param useOverlay Defines if the rendering is for the overlay or the outline
  65769. */
  65770. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  65771. /**
  65772. * Returns whether or not the outline renderer is ready for a given submesh.
  65773. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  65774. * @param subMesh Defines the submesh to check readyness for
  65775. * @param useInstances Defines wheter wee are trying to render instances or not
  65776. * @returns true if ready otherwise false
  65777. */
  65778. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65779. private _beforeRenderingMesh;
  65780. private _afterRenderingMesh;
  65781. }
  65782. }
  65783. declare module "babylonjs/Rendering/index" {
  65784. export * from "babylonjs/Rendering/boundingBoxRenderer";
  65785. export * from "babylonjs/Rendering/depthRenderer";
  65786. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  65787. export * from "babylonjs/Rendering/edgesRenderer";
  65788. export * from "babylonjs/Rendering/geometryBufferRenderer";
  65789. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  65790. export * from "babylonjs/Rendering/outlineRenderer";
  65791. export * from "babylonjs/Rendering/renderingGroup";
  65792. export * from "babylonjs/Rendering/renderingManager";
  65793. export * from "babylonjs/Rendering/utilityLayerRenderer";
  65794. }
  65795. declare module "babylonjs/Sprites/spritePackedManager" {
  65796. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  65797. import { Scene } from "babylonjs/scene";
  65798. /**
  65799. * Class used to manage multiple sprites of different sizes on the same spritesheet
  65800. * @see http://doc.babylonjs.com/babylon101/sprites
  65801. */
  65802. export class SpritePackedManager extends SpriteManager {
  65803. /** defines the packed manager's name */
  65804. name: string;
  65805. /**
  65806. * Creates a new sprite manager from a packed sprite sheet
  65807. * @param name defines the manager's name
  65808. * @param imgUrl defines the sprite sheet url
  65809. * @param capacity defines the maximum allowed number of sprites
  65810. * @param scene defines the hosting scene
  65811. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  65812. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  65813. * @param samplingMode defines the smapling mode to use with spritesheet
  65814. * @param fromPacked set to true; do not alter
  65815. */
  65816. constructor(
  65817. /** defines the packed manager's name */
  65818. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  65819. }
  65820. }
  65821. declare module "babylonjs/Sprites/index" {
  65822. export * from "babylonjs/Sprites/sprite";
  65823. export * from "babylonjs/Sprites/spriteManager";
  65824. export * from "babylonjs/Sprites/spritePackedManager";
  65825. export * from "babylonjs/Sprites/spriteSceneComponent";
  65826. }
  65827. declare module "babylonjs/States/index" {
  65828. export * from "babylonjs/States/alphaCullingState";
  65829. export * from "babylonjs/States/depthCullingState";
  65830. export * from "babylonjs/States/stencilState";
  65831. }
  65832. declare module "babylonjs/Misc/assetsManager" {
  65833. import { Scene } from "babylonjs/scene";
  65834. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65835. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  65836. import { Skeleton } from "babylonjs/Bones/skeleton";
  65837. import { Observable } from "babylonjs/Misc/observable";
  65838. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  65839. import { Texture } from "babylonjs/Materials/Textures/texture";
  65840. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  65841. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  65842. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  65843. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  65844. /**
  65845. * Defines the list of states available for a task inside a AssetsManager
  65846. */
  65847. export enum AssetTaskState {
  65848. /**
  65849. * Initialization
  65850. */
  65851. INIT = 0,
  65852. /**
  65853. * Running
  65854. */
  65855. RUNNING = 1,
  65856. /**
  65857. * Done
  65858. */
  65859. DONE = 2,
  65860. /**
  65861. * Error
  65862. */
  65863. ERROR = 3
  65864. }
  65865. /**
  65866. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  65867. */
  65868. export abstract class AbstractAssetTask {
  65869. /**
  65870. * Task name
  65871. */ name: string;
  65872. /**
  65873. * Callback called when the task is successful
  65874. */
  65875. onSuccess: (task: any) => void;
  65876. /**
  65877. * Callback called when the task is not successful
  65878. */
  65879. onError: (task: any, message?: string, exception?: any) => void;
  65880. /**
  65881. * Creates a new AssetsManager
  65882. * @param name defines the name of the task
  65883. */
  65884. constructor(
  65885. /**
  65886. * Task name
  65887. */ name: string);
  65888. private _isCompleted;
  65889. private _taskState;
  65890. private _errorObject;
  65891. /**
  65892. * Get if the task is completed
  65893. */
  65894. readonly isCompleted: boolean;
  65895. /**
  65896. * Gets the current state of the task
  65897. */
  65898. readonly taskState: AssetTaskState;
  65899. /**
  65900. * Gets the current error object (if task is in error)
  65901. */
  65902. readonly errorObject: {
  65903. message?: string;
  65904. exception?: any;
  65905. };
  65906. /**
  65907. * Internal only
  65908. * @hidden
  65909. */
  65910. _setErrorObject(message?: string, exception?: any): void;
  65911. /**
  65912. * Execute the current task
  65913. * @param scene defines the scene where you want your assets to be loaded
  65914. * @param onSuccess is a callback called when the task is successfully executed
  65915. * @param onError is a callback called if an error occurs
  65916. */
  65917. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65918. /**
  65919. * Execute the current task
  65920. * @param scene defines the scene where you want your assets to be loaded
  65921. * @param onSuccess is a callback called when the task is successfully executed
  65922. * @param onError is a callback called if an error occurs
  65923. */
  65924. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  65925. /**
  65926. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  65927. * This can be used with failed tasks that have the reason for failure fixed.
  65928. */
  65929. reset(): void;
  65930. private onErrorCallback;
  65931. private onDoneCallback;
  65932. }
  65933. /**
  65934. * Define the interface used by progress events raised during assets loading
  65935. */
  65936. export interface IAssetsProgressEvent {
  65937. /**
  65938. * Defines the number of remaining tasks to process
  65939. */
  65940. remainingCount: number;
  65941. /**
  65942. * Defines the total number of tasks
  65943. */
  65944. totalCount: number;
  65945. /**
  65946. * Defines the task that was just processed
  65947. */
  65948. task: AbstractAssetTask;
  65949. }
  65950. /**
  65951. * Class used to share progress information about assets loading
  65952. */
  65953. export class AssetsProgressEvent implements IAssetsProgressEvent {
  65954. /**
  65955. * Defines the number of remaining tasks to process
  65956. */
  65957. remainingCount: number;
  65958. /**
  65959. * Defines the total number of tasks
  65960. */
  65961. totalCount: number;
  65962. /**
  65963. * Defines the task that was just processed
  65964. */
  65965. task: AbstractAssetTask;
  65966. /**
  65967. * Creates a AssetsProgressEvent
  65968. * @param remainingCount defines the number of remaining tasks to process
  65969. * @param totalCount defines the total number of tasks
  65970. * @param task defines the task that was just processed
  65971. */
  65972. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  65973. }
  65974. /**
  65975. * Define a task used by AssetsManager to load meshes
  65976. */
  65977. export class MeshAssetTask extends AbstractAssetTask {
  65978. /**
  65979. * Defines the name of the task
  65980. */
  65981. name: string;
  65982. /**
  65983. * Defines the list of mesh's names you want to load
  65984. */
  65985. meshesNames: any;
  65986. /**
  65987. * Defines the root url to use as a base to load your meshes and associated resources
  65988. */
  65989. rootUrl: string;
  65990. /**
  65991. * Defines the filename of the scene to load from
  65992. */
  65993. sceneFilename: string;
  65994. /**
  65995. * Gets the list of loaded meshes
  65996. */
  65997. loadedMeshes: Array<AbstractMesh>;
  65998. /**
  65999. * Gets the list of loaded particle systems
  66000. */
  66001. loadedParticleSystems: Array<IParticleSystem>;
  66002. /**
  66003. * Gets the list of loaded skeletons
  66004. */
  66005. loadedSkeletons: Array<Skeleton>;
  66006. /**
  66007. * Gets the list of loaded animation groups
  66008. */
  66009. loadedAnimationGroups: Array<AnimationGroup>;
  66010. /**
  66011. * Callback called when the task is successful
  66012. */
  66013. onSuccess: (task: MeshAssetTask) => void;
  66014. /**
  66015. * Callback called when the task is successful
  66016. */
  66017. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66018. /**
  66019. * Creates a new MeshAssetTask
  66020. * @param name defines the name of the task
  66021. * @param meshesNames defines the list of mesh's names you want to load
  66022. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66023. * @param sceneFilename defines the filename of the scene to load from
  66024. */
  66025. constructor(
  66026. /**
  66027. * Defines the name of the task
  66028. */
  66029. name: string,
  66030. /**
  66031. * Defines the list of mesh's names you want to load
  66032. */
  66033. meshesNames: any,
  66034. /**
  66035. * Defines the root url to use as a base to load your meshes and associated resources
  66036. */
  66037. rootUrl: string,
  66038. /**
  66039. * Defines the filename of the scene to load from
  66040. */
  66041. sceneFilename: string);
  66042. /**
  66043. * Execute the current task
  66044. * @param scene defines the scene where you want your assets to be loaded
  66045. * @param onSuccess is a callback called when the task is successfully executed
  66046. * @param onError is a callback called if an error occurs
  66047. */
  66048. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66049. }
  66050. /**
  66051. * Define a task used by AssetsManager to load text content
  66052. */
  66053. export class TextFileAssetTask extends AbstractAssetTask {
  66054. /**
  66055. * Defines the name of the task
  66056. */
  66057. name: string;
  66058. /**
  66059. * Defines the location of the file to load
  66060. */
  66061. url: string;
  66062. /**
  66063. * Gets the loaded text string
  66064. */
  66065. text: string;
  66066. /**
  66067. * Callback called when the task is successful
  66068. */
  66069. onSuccess: (task: TextFileAssetTask) => void;
  66070. /**
  66071. * Callback called when the task is successful
  66072. */
  66073. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66074. /**
  66075. * Creates a new TextFileAssetTask object
  66076. * @param name defines the name of the task
  66077. * @param url defines the location of the file to load
  66078. */
  66079. constructor(
  66080. /**
  66081. * Defines the name of the task
  66082. */
  66083. name: string,
  66084. /**
  66085. * Defines the location of the file to load
  66086. */
  66087. url: string);
  66088. /**
  66089. * Execute the current task
  66090. * @param scene defines the scene where you want your assets to be loaded
  66091. * @param onSuccess is a callback called when the task is successfully executed
  66092. * @param onError is a callback called if an error occurs
  66093. */
  66094. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66095. }
  66096. /**
  66097. * Define a task used by AssetsManager to load binary data
  66098. */
  66099. export class BinaryFileAssetTask extends AbstractAssetTask {
  66100. /**
  66101. * Defines the name of the task
  66102. */
  66103. name: string;
  66104. /**
  66105. * Defines the location of the file to load
  66106. */
  66107. url: string;
  66108. /**
  66109. * Gets the lodaded data (as an array buffer)
  66110. */
  66111. data: ArrayBuffer;
  66112. /**
  66113. * Callback called when the task is successful
  66114. */
  66115. onSuccess: (task: BinaryFileAssetTask) => void;
  66116. /**
  66117. * Callback called when the task is successful
  66118. */
  66119. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66120. /**
  66121. * Creates a new BinaryFileAssetTask object
  66122. * @param name defines the name of the new task
  66123. * @param url defines the location of the file to load
  66124. */
  66125. constructor(
  66126. /**
  66127. * Defines the name of the task
  66128. */
  66129. name: string,
  66130. /**
  66131. * Defines the location of the file to load
  66132. */
  66133. url: string);
  66134. /**
  66135. * Execute the current task
  66136. * @param scene defines the scene where you want your assets to be loaded
  66137. * @param onSuccess is a callback called when the task is successfully executed
  66138. * @param onError is a callback called if an error occurs
  66139. */
  66140. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66141. }
  66142. /**
  66143. * Define a task used by AssetsManager to load images
  66144. */
  66145. export class ImageAssetTask extends AbstractAssetTask {
  66146. /**
  66147. * Defines the name of the task
  66148. */
  66149. name: string;
  66150. /**
  66151. * Defines the location of the image to load
  66152. */
  66153. url: string;
  66154. /**
  66155. * Gets the loaded images
  66156. */
  66157. image: HTMLImageElement;
  66158. /**
  66159. * Callback called when the task is successful
  66160. */
  66161. onSuccess: (task: ImageAssetTask) => void;
  66162. /**
  66163. * Callback called when the task is successful
  66164. */
  66165. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66166. /**
  66167. * Creates a new ImageAssetTask
  66168. * @param name defines the name of the task
  66169. * @param url defines the location of the image to load
  66170. */
  66171. constructor(
  66172. /**
  66173. * Defines the name of the task
  66174. */
  66175. name: string,
  66176. /**
  66177. * Defines the location of the image to load
  66178. */
  66179. url: string);
  66180. /**
  66181. * Execute the current task
  66182. * @param scene defines the scene where you want your assets to be loaded
  66183. * @param onSuccess is a callback called when the task is successfully executed
  66184. * @param onError is a callback called if an error occurs
  66185. */
  66186. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66187. }
  66188. /**
  66189. * Defines the interface used by texture loading tasks
  66190. */
  66191. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66192. /**
  66193. * Gets the loaded texture
  66194. */
  66195. texture: TEX;
  66196. }
  66197. /**
  66198. * Define a task used by AssetsManager to load 2D textures
  66199. */
  66200. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66201. /**
  66202. * Defines the name of the task
  66203. */
  66204. name: string;
  66205. /**
  66206. * Defines the location of the file to load
  66207. */
  66208. url: string;
  66209. /**
  66210. * Defines if mipmap should not be generated (default is false)
  66211. */
  66212. noMipmap?: boolean | undefined;
  66213. /**
  66214. * Defines if texture must be inverted on Y axis (default is false)
  66215. */
  66216. invertY?: boolean | undefined;
  66217. /**
  66218. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66219. */
  66220. samplingMode: number;
  66221. /**
  66222. * Gets the loaded texture
  66223. */
  66224. texture: Texture;
  66225. /**
  66226. * Callback called when the task is successful
  66227. */
  66228. onSuccess: (task: TextureAssetTask) => void;
  66229. /**
  66230. * Callback called when the task is successful
  66231. */
  66232. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66233. /**
  66234. * Creates a new TextureAssetTask object
  66235. * @param name defines the name of the task
  66236. * @param url defines the location of the file to load
  66237. * @param noMipmap defines if mipmap should not be generated (default is false)
  66238. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66239. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66240. */
  66241. constructor(
  66242. /**
  66243. * Defines the name of the task
  66244. */
  66245. name: string,
  66246. /**
  66247. * Defines the location of the file to load
  66248. */
  66249. url: string,
  66250. /**
  66251. * Defines if mipmap should not be generated (default is false)
  66252. */
  66253. noMipmap?: boolean | undefined,
  66254. /**
  66255. * Defines if texture must be inverted on Y axis (default is false)
  66256. */
  66257. invertY?: boolean | undefined,
  66258. /**
  66259. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66260. */
  66261. samplingMode?: number);
  66262. /**
  66263. * Execute the current task
  66264. * @param scene defines the scene where you want your assets to be loaded
  66265. * @param onSuccess is a callback called when the task is successfully executed
  66266. * @param onError is a callback called if an error occurs
  66267. */
  66268. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66269. }
  66270. /**
  66271. * Define a task used by AssetsManager to load cube textures
  66272. */
  66273. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66274. /**
  66275. * Defines the name of the task
  66276. */
  66277. name: string;
  66278. /**
  66279. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66280. */
  66281. url: string;
  66282. /**
  66283. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66284. */
  66285. extensions?: string[] | undefined;
  66286. /**
  66287. * Defines if mipmaps should not be generated (default is false)
  66288. */
  66289. noMipmap?: boolean | undefined;
  66290. /**
  66291. * Defines the explicit list of files (undefined by default)
  66292. */
  66293. files?: string[] | undefined;
  66294. /**
  66295. * Gets the loaded texture
  66296. */
  66297. texture: CubeTexture;
  66298. /**
  66299. * Callback called when the task is successful
  66300. */
  66301. onSuccess: (task: CubeTextureAssetTask) => void;
  66302. /**
  66303. * Callback called when the task is successful
  66304. */
  66305. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66306. /**
  66307. * Creates a new CubeTextureAssetTask
  66308. * @param name defines the name of the task
  66309. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66310. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66311. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66312. * @param files defines the explicit list of files (undefined by default)
  66313. */
  66314. constructor(
  66315. /**
  66316. * Defines the name of the task
  66317. */
  66318. name: string,
  66319. /**
  66320. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66321. */
  66322. url: string,
  66323. /**
  66324. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66325. */
  66326. extensions?: string[] | undefined,
  66327. /**
  66328. * Defines if mipmaps should not be generated (default is false)
  66329. */
  66330. noMipmap?: boolean | undefined,
  66331. /**
  66332. * Defines the explicit list of files (undefined by default)
  66333. */
  66334. files?: string[] | undefined);
  66335. /**
  66336. * Execute the current task
  66337. * @param scene defines the scene where you want your assets to be loaded
  66338. * @param onSuccess is a callback called when the task is successfully executed
  66339. * @param onError is a callback called if an error occurs
  66340. */
  66341. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66342. }
  66343. /**
  66344. * Define a task used by AssetsManager to load HDR cube textures
  66345. */
  66346. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66347. /**
  66348. * Defines the name of the task
  66349. */
  66350. name: string;
  66351. /**
  66352. * Defines the location of the file to load
  66353. */
  66354. url: string;
  66355. /**
  66356. * Defines the desired size (the more it increases the longer the generation will be)
  66357. */
  66358. size: number;
  66359. /**
  66360. * Defines if mipmaps should not be generated (default is false)
  66361. */
  66362. noMipmap: boolean;
  66363. /**
  66364. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66365. */
  66366. generateHarmonics: boolean;
  66367. /**
  66368. * 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)
  66369. */
  66370. gammaSpace: boolean;
  66371. /**
  66372. * Internal Use Only
  66373. */
  66374. reserved: boolean;
  66375. /**
  66376. * Gets the loaded texture
  66377. */
  66378. texture: HDRCubeTexture;
  66379. /**
  66380. * Callback called when the task is successful
  66381. */
  66382. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66383. /**
  66384. * Callback called when the task is successful
  66385. */
  66386. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66387. /**
  66388. * Creates a new HDRCubeTextureAssetTask object
  66389. * @param name defines the name of the task
  66390. * @param url defines the location of the file to load
  66391. * @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.
  66392. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66393. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66394. * @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)
  66395. * @param reserved Internal use only
  66396. */
  66397. constructor(
  66398. /**
  66399. * Defines the name of the task
  66400. */
  66401. name: string,
  66402. /**
  66403. * Defines the location of the file to load
  66404. */
  66405. url: string,
  66406. /**
  66407. * Defines the desired size (the more it increases the longer the generation will be)
  66408. */
  66409. size: number,
  66410. /**
  66411. * Defines if mipmaps should not be generated (default is false)
  66412. */
  66413. noMipmap?: boolean,
  66414. /**
  66415. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66416. */
  66417. generateHarmonics?: boolean,
  66418. /**
  66419. * 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)
  66420. */
  66421. gammaSpace?: boolean,
  66422. /**
  66423. * Internal Use Only
  66424. */
  66425. reserved?: boolean);
  66426. /**
  66427. * Execute the current task
  66428. * @param scene defines the scene where you want your assets to be loaded
  66429. * @param onSuccess is a callback called when the task is successfully executed
  66430. * @param onError is a callback called if an error occurs
  66431. */
  66432. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66433. }
  66434. /**
  66435. * Define a task used by AssetsManager to load Equirectangular cube textures
  66436. */
  66437. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  66438. /**
  66439. * Defines the name of the task
  66440. */
  66441. name: string;
  66442. /**
  66443. * Defines the location of the file to load
  66444. */
  66445. url: string;
  66446. /**
  66447. * Defines the desired size (the more it increases the longer the generation will be)
  66448. */
  66449. size: number;
  66450. /**
  66451. * Defines if mipmaps should not be generated (default is false)
  66452. */
  66453. noMipmap: boolean;
  66454. /**
  66455. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66456. * but the standard material would require them in Gamma space) (default is true)
  66457. */
  66458. gammaSpace: boolean;
  66459. /**
  66460. * Gets the loaded texture
  66461. */
  66462. texture: EquiRectangularCubeTexture;
  66463. /**
  66464. * Callback called when the task is successful
  66465. */
  66466. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  66467. /**
  66468. * Callback called when the task is successful
  66469. */
  66470. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  66471. /**
  66472. * Creates a new EquiRectangularCubeTextureAssetTask object
  66473. * @param name defines the name of the task
  66474. * @param url defines the location of the file to load
  66475. * @param size defines the desired size (the more it increases the longer the generation will be)
  66476. * If the size is omitted this implies you are using a preprocessed cubemap.
  66477. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66478. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  66479. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  66480. * (default is true)
  66481. */
  66482. constructor(
  66483. /**
  66484. * Defines the name of the task
  66485. */
  66486. name: string,
  66487. /**
  66488. * Defines the location of the file to load
  66489. */
  66490. url: string,
  66491. /**
  66492. * Defines the desired size (the more it increases the longer the generation will be)
  66493. */
  66494. size: number,
  66495. /**
  66496. * Defines if mipmaps should not be generated (default is false)
  66497. */
  66498. noMipmap?: boolean,
  66499. /**
  66500. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66501. * but the standard material would require them in Gamma space) (default is true)
  66502. */
  66503. gammaSpace?: boolean);
  66504. /**
  66505. * Execute the current task
  66506. * @param scene defines the scene where you want your assets to be loaded
  66507. * @param onSuccess is a callback called when the task is successfully executed
  66508. * @param onError is a callback called if an error occurs
  66509. */
  66510. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66511. }
  66512. /**
  66513. * This class can be used to easily import assets into a scene
  66514. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  66515. */
  66516. export class AssetsManager {
  66517. private _scene;
  66518. private _isLoading;
  66519. protected _tasks: AbstractAssetTask[];
  66520. protected _waitingTasksCount: number;
  66521. protected _totalTasksCount: number;
  66522. /**
  66523. * Callback called when all tasks are processed
  66524. */
  66525. onFinish: (tasks: AbstractAssetTask[]) => void;
  66526. /**
  66527. * Callback called when a task is successful
  66528. */
  66529. onTaskSuccess: (task: AbstractAssetTask) => void;
  66530. /**
  66531. * Callback called when a task had an error
  66532. */
  66533. onTaskError: (task: AbstractAssetTask) => void;
  66534. /**
  66535. * Callback called when a task is done (whatever the result is)
  66536. */
  66537. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  66538. /**
  66539. * Observable called when all tasks are processed
  66540. */
  66541. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  66542. /**
  66543. * Observable called when a task had an error
  66544. */
  66545. onTaskErrorObservable: Observable<AbstractAssetTask>;
  66546. /**
  66547. * Observable called when all tasks were executed
  66548. */
  66549. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  66550. /**
  66551. * Observable called when a task is done (whatever the result is)
  66552. */
  66553. onProgressObservable: Observable<IAssetsProgressEvent>;
  66554. /**
  66555. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  66556. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  66557. */
  66558. useDefaultLoadingScreen: boolean;
  66559. /**
  66560. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  66561. * when all assets have been downloaded.
  66562. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  66563. */
  66564. autoHideLoadingUI: boolean;
  66565. /**
  66566. * Creates a new AssetsManager
  66567. * @param scene defines the scene to work on
  66568. */
  66569. constructor(scene: Scene);
  66570. /**
  66571. * Add a MeshAssetTask to the list of active tasks
  66572. * @param taskName defines the name of the new task
  66573. * @param meshesNames defines the name of meshes to load
  66574. * @param rootUrl defines the root url to use to locate files
  66575. * @param sceneFilename defines the filename of the scene file
  66576. * @returns a new MeshAssetTask object
  66577. */
  66578. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  66579. /**
  66580. * Add a TextFileAssetTask to the list of active tasks
  66581. * @param taskName defines the name of the new task
  66582. * @param url defines the url of the file to load
  66583. * @returns a new TextFileAssetTask object
  66584. */
  66585. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  66586. /**
  66587. * Add a BinaryFileAssetTask to the list of active tasks
  66588. * @param taskName defines the name of the new task
  66589. * @param url defines the url of the file to load
  66590. * @returns a new BinaryFileAssetTask object
  66591. */
  66592. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  66593. /**
  66594. * Add a ImageAssetTask to the list of active tasks
  66595. * @param taskName defines the name of the new task
  66596. * @param url defines the url of the file to load
  66597. * @returns a new ImageAssetTask object
  66598. */
  66599. addImageTask(taskName: string, url: string): ImageAssetTask;
  66600. /**
  66601. * Add a TextureAssetTask to the list of active tasks
  66602. * @param taskName defines the name of the new task
  66603. * @param url defines the url of the file to load
  66604. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66605. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  66606. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  66607. * @returns a new TextureAssetTask object
  66608. */
  66609. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  66610. /**
  66611. * Add a CubeTextureAssetTask to the list of active tasks
  66612. * @param taskName defines the name of the new task
  66613. * @param url defines the url of the file to load
  66614. * @param extensions defines the extension to use to load the cube map (can be null)
  66615. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66616. * @param files defines the list of files to load (can be null)
  66617. * @returns a new CubeTextureAssetTask object
  66618. */
  66619. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  66620. /**
  66621. *
  66622. * Add a HDRCubeTextureAssetTask to the list of active tasks
  66623. * @param taskName defines the name of the new task
  66624. * @param url defines the url of the file to load
  66625. * @param size defines the size you want for the cubemap (can be null)
  66626. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66627. * @param generateHarmonics defines if you want to automatically generate (true by default)
  66628. * @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)
  66629. * @param reserved Internal use only
  66630. * @returns a new HDRCubeTextureAssetTask object
  66631. */
  66632. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  66633. /**
  66634. *
  66635. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  66636. * @param taskName defines the name of the new task
  66637. * @param url defines the url of the file to load
  66638. * @param size defines the size you want for the cubemap (can be null)
  66639. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66640. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  66641. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  66642. * @returns a new EquiRectangularCubeTextureAssetTask object
  66643. */
  66644. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  66645. /**
  66646. * Remove a task from the assets manager.
  66647. * @param task the task to remove
  66648. */
  66649. removeTask(task: AbstractAssetTask): void;
  66650. private _decreaseWaitingTasksCount;
  66651. private _runTask;
  66652. /**
  66653. * Reset the AssetsManager and remove all tasks
  66654. * @return the current instance of the AssetsManager
  66655. */
  66656. reset(): AssetsManager;
  66657. /**
  66658. * Start the loading process
  66659. * @return the current instance of the AssetsManager
  66660. */
  66661. load(): AssetsManager;
  66662. /**
  66663. * Start the loading process as an async operation
  66664. * @return a promise returning the list of failed tasks
  66665. */
  66666. loadAsync(): Promise<void>;
  66667. }
  66668. }
  66669. declare module "babylonjs/Misc/deferred" {
  66670. /**
  66671. * Wrapper class for promise with external resolve and reject.
  66672. */
  66673. export class Deferred<T> {
  66674. /**
  66675. * The promise associated with this deferred object.
  66676. */
  66677. readonly promise: Promise<T>;
  66678. private _resolve;
  66679. private _reject;
  66680. /**
  66681. * The resolve method of the promise associated with this deferred object.
  66682. */
  66683. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  66684. /**
  66685. * The reject method of the promise associated with this deferred object.
  66686. */
  66687. readonly reject: (reason?: any) => void;
  66688. /**
  66689. * Constructor for this deferred object.
  66690. */
  66691. constructor();
  66692. }
  66693. }
  66694. declare module "babylonjs/Misc/meshExploder" {
  66695. import { Mesh } from "babylonjs/Meshes/mesh";
  66696. /**
  66697. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  66698. */
  66699. export class MeshExploder {
  66700. private _centerMesh;
  66701. private _meshes;
  66702. private _meshesOrigins;
  66703. private _toCenterVectors;
  66704. private _scaledDirection;
  66705. private _newPosition;
  66706. private _centerPosition;
  66707. /**
  66708. * Explodes meshes from a center mesh.
  66709. * @param meshes The meshes to explode.
  66710. * @param centerMesh The mesh to be center of explosion.
  66711. */
  66712. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  66713. private _setCenterMesh;
  66714. /**
  66715. * Get class name
  66716. * @returns "MeshExploder"
  66717. */
  66718. getClassName(): string;
  66719. /**
  66720. * "Exploded meshes"
  66721. * @returns Array of meshes with the centerMesh at index 0.
  66722. */
  66723. getMeshes(): Array<Mesh>;
  66724. /**
  66725. * Explodes meshes giving a specific direction
  66726. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  66727. */
  66728. explode(direction?: number): void;
  66729. }
  66730. }
  66731. declare module "babylonjs/Misc/filesInput" {
  66732. import { Engine } from "babylonjs/Engines/engine";
  66733. import { Scene } from "babylonjs/scene";
  66734. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  66735. /**
  66736. * Class used to help managing file picking and drag'n'drop
  66737. */
  66738. export class FilesInput {
  66739. /**
  66740. * List of files ready to be loaded
  66741. */
  66742. static readonly FilesToLoad: {
  66743. [key: string]: File;
  66744. };
  66745. /**
  66746. * Callback called when a file is processed
  66747. */
  66748. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  66749. private _engine;
  66750. private _currentScene;
  66751. private _sceneLoadedCallback;
  66752. private _progressCallback;
  66753. private _additionalRenderLoopLogicCallback;
  66754. private _textureLoadingCallback;
  66755. private _startingProcessingFilesCallback;
  66756. private _onReloadCallback;
  66757. private _errorCallback;
  66758. private _elementToMonitor;
  66759. private _sceneFileToLoad;
  66760. private _filesToLoad;
  66761. /**
  66762. * Creates a new FilesInput
  66763. * @param engine defines the rendering engine
  66764. * @param scene defines the hosting scene
  66765. * @param sceneLoadedCallback callback called when scene is loaded
  66766. * @param progressCallback callback called to track progress
  66767. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  66768. * @param textureLoadingCallback callback called when a texture is loading
  66769. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  66770. * @param onReloadCallback callback called when a reload is requested
  66771. * @param errorCallback callback call if an error occurs
  66772. */
  66773. 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);
  66774. private _dragEnterHandler;
  66775. private _dragOverHandler;
  66776. private _dropHandler;
  66777. /**
  66778. * Calls this function to listen to drag'n'drop events on a specific DOM element
  66779. * @param elementToMonitor defines the DOM element to track
  66780. */
  66781. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  66782. /**
  66783. * Release all associated resources
  66784. */
  66785. dispose(): void;
  66786. private renderFunction;
  66787. private drag;
  66788. private drop;
  66789. private _traverseFolder;
  66790. private _processFiles;
  66791. /**
  66792. * Load files from a drop event
  66793. * @param event defines the drop event to use as source
  66794. */
  66795. loadFiles(event: any): void;
  66796. private _processReload;
  66797. /**
  66798. * Reload the current scene from the loaded files
  66799. */
  66800. reload(): void;
  66801. }
  66802. }
  66803. declare module "babylonjs/Misc/HighDynamicRange/index" {
  66804. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  66805. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  66806. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  66807. }
  66808. declare module "babylonjs/Misc/sceneOptimizer" {
  66809. import { Scene, IDisposable } from "babylonjs/scene";
  66810. import { Observable } from "babylonjs/Misc/observable";
  66811. /**
  66812. * Defines the root class used to create scene optimization to use with SceneOptimizer
  66813. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66814. */
  66815. export class SceneOptimization {
  66816. /**
  66817. * Defines the priority of this optimization (0 by default which means first in the list)
  66818. */
  66819. priority: number;
  66820. /**
  66821. * Gets a string describing the action executed by the current optimization
  66822. * @returns description string
  66823. */
  66824. getDescription(): string;
  66825. /**
  66826. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66827. * @param scene defines the current scene where to apply this optimization
  66828. * @param optimizer defines the current optimizer
  66829. * @returns true if everything that can be done was applied
  66830. */
  66831. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66832. /**
  66833. * Creates the SceneOptimization object
  66834. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66835. * @param desc defines the description associated with the optimization
  66836. */
  66837. constructor(
  66838. /**
  66839. * Defines the priority of this optimization (0 by default which means first in the list)
  66840. */
  66841. priority?: number);
  66842. }
  66843. /**
  66844. * Defines an optimization used to reduce the size of render target textures
  66845. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66846. */
  66847. export class TextureOptimization extends SceneOptimization {
  66848. /**
  66849. * Defines the priority of this optimization (0 by default which means first in the list)
  66850. */
  66851. priority: number;
  66852. /**
  66853. * 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
  66854. */
  66855. maximumSize: number;
  66856. /**
  66857. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66858. */
  66859. step: number;
  66860. /**
  66861. * Gets a string describing the action executed by the current optimization
  66862. * @returns description string
  66863. */
  66864. getDescription(): string;
  66865. /**
  66866. * Creates the TextureOptimization object
  66867. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66868. * @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
  66869. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66870. */
  66871. constructor(
  66872. /**
  66873. * Defines the priority of this optimization (0 by default which means first in the list)
  66874. */
  66875. priority?: number,
  66876. /**
  66877. * 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
  66878. */
  66879. maximumSize?: number,
  66880. /**
  66881. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  66882. */
  66883. step?: number);
  66884. /**
  66885. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66886. * @param scene defines the current scene where to apply this optimization
  66887. * @param optimizer defines the current optimizer
  66888. * @returns true if everything that can be done was applied
  66889. */
  66890. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66891. }
  66892. /**
  66893. * Defines an optimization used to increase or decrease the rendering resolution
  66894. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66895. */
  66896. export class HardwareScalingOptimization extends SceneOptimization {
  66897. /**
  66898. * Defines the priority of this optimization (0 by default which means first in the list)
  66899. */
  66900. priority: number;
  66901. /**
  66902. * Defines the maximum scale to use (2 by default)
  66903. */
  66904. maximumScale: number;
  66905. /**
  66906. * Defines the step to use between two passes (0.5 by default)
  66907. */
  66908. step: number;
  66909. private _currentScale;
  66910. private _directionOffset;
  66911. /**
  66912. * Gets a string describing the action executed by the current optimization
  66913. * @return description string
  66914. */
  66915. getDescription(): string;
  66916. /**
  66917. * Creates the HardwareScalingOptimization object
  66918. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  66919. * @param maximumScale defines the maximum scale to use (2 by default)
  66920. * @param step defines the step to use between two passes (0.5 by default)
  66921. */
  66922. constructor(
  66923. /**
  66924. * Defines the priority of this optimization (0 by default which means first in the list)
  66925. */
  66926. priority?: number,
  66927. /**
  66928. * Defines the maximum scale to use (2 by default)
  66929. */
  66930. maximumScale?: number,
  66931. /**
  66932. * Defines the step to use between two passes (0.5 by default)
  66933. */
  66934. step?: number);
  66935. /**
  66936. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66937. * @param scene defines the current scene where to apply this optimization
  66938. * @param optimizer defines the current optimizer
  66939. * @returns true if everything that can be done was applied
  66940. */
  66941. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66942. }
  66943. /**
  66944. * Defines an optimization used to remove shadows
  66945. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66946. */
  66947. export class ShadowsOptimization extends SceneOptimization {
  66948. /**
  66949. * Gets a string describing the action executed by the current optimization
  66950. * @return description string
  66951. */
  66952. getDescription(): string;
  66953. /**
  66954. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66955. * @param scene defines the current scene where to apply this optimization
  66956. * @param optimizer defines the current optimizer
  66957. * @returns true if everything that can be done was applied
  66958. */
  66959. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66960. }
  66961. /**
  66962. * Defines an optimization used to turn post-processes off
  66963. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66964. */
  66965. export class PostProcessesOptimization extends SceneOptimization {
  66966. /**
  66967. * Gets a string describing the action executed by the current optimization
  66968. * @return description string
  66969. */
  66970. getDescription(): string;
  66971. /**
  66972. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66973. * @param scene defines the current scene where to apply this optimization
  66974. * @param optimizer defines the current optimizer
  66975. * @returns true if everything that can be done was applied
  66976. */
  66977. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66978. }
  66979. /**
  66980. * Defines an optimization used to turn lens flares off
  66981. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  66982. */
  66983. export class LensFlaresOptimization extends SceneOptimization {
  66984. /**
  66985. * Gets a string describing the action executed by the current optimization
  66986. * @return description string
  66987. */
  66988. getDescription(): string;
  66989. /**
  66990. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  66991. * @param scene defines the current scene where to apply this optimization
  66992. * @param optimizer defines the current optimizer
  66993. * @returns true if everything that can be done was applied
  66994. */
  66995. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  66996. }
  66997. /**
  66998. * Defines an optimization based on user defined callback.
  66999. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67000. */
  67001. export class CustomOptimization extends SceneOptimization {
  67002. /**
  67003. * Callback called to apply the custom optimization.
  67004. */
  67005. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67006. /**
  67007. * Callback called to get custom description
  67008. */
  67009. onGetDescription: () => string;
  67010. /**
  67011. * Gets a string describing the action executed by the current optimization
  67012. * @returns description string
  67013. */
  67014. getDescription(): string;
  67015. /**
  67016. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67017. * @param scene defines the current scene where to apply this optimization
  67018. * @param optimizer defines the current optimizer
  67019. * @returns true if everything that can be done was applied
  67020. */
  67021. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67022. }
  67023. /**
  67024. * Defines an optimization used to turn particles off
  67025. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67026. */
  67027. export class ParticlesOptimization extends SceneOptimization {
  67028. /**
  67029. * Gets a string describing the action executed by the current optimization
  67030. * @return description string
  67031. */
  67032. getDescription(): string;
  67033. /**
  67034. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67035. * @param scene defines the current scene where to apply this optimization
  67036. * @param optimizer defines the current optimizer
  67037. * @returns true if everything that can be done was applied
  67038. */
  67039. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67040. }
  67041. /**
  67042. * Defines an optimization used to turn render targets off
  67043. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67044. */
  67045. export class RenderTargetsOptimization extends SceneOptimization {
  67046. /**
  67047. * Gets a string describing the action executed by the current optimization
  67048. * @return description string
  67049. */
  67050. getDescription(): string;
  67051. /**
  67052. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67053. * @param scene defines the current scene where to apply this optimization
  67054. * @param optimizer defines the current optimizer
  67055. * @returns true if everything that can be done was applied
  67056. */
  67057. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67058. }
  67059. /**
  67060. * Defines an optimization used to merge meshes with compatible materials
  67061. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67062. */
  67063. export class MergeMeshesOptimization extends SceneOptimization {
  67064. private static _UpdateSelectionTree;
  67065. /**
  67066. * Gets or sets a boolean which defines if optimization octree has to be updated
  67067. */
  67068. /**
  67069. * Gets or sets a boolean which defines if optimization octree has to be updated
  67070. */
  67071. static UpdateSelectionTree: boolean;
  67072. /**
  67073. * Gets a string describing the action executed by the current optimization
  67074. * @return description string
  67075. */
  67076. getDescription(): string;
  67077. private _canBeMerged;
  67078. /**
  67079. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67080. * @param scene defines the current scene where to apply this optimization
  67081. * @param optimizer defines the current optimizer
  67082. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67083. * @returns true if everything that can be done was applied
  67084. */
  67085. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67086. }
  67087. /**
  67088. * Defines a list of options used by SceneOptimizer
  67089. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67090. */
  67091. export class SceneOptimizerOptions {
  67092. /**
  67093. * Defines the target frame rate to reach (60 by default)
  67094. */
  67095. targetFrameRate: number;
  67096. /**
  67097. * Defines the interval between two checkes (2000ms by default)
  67098. */
  67099. trackerDuration: number;
  67100. /**
  67101. * Gets the list of optimizations to apply
  67102. */
  67103. optimizations: SceneOptimization[];
  67104. /**
  67105. * Creates a new list of options used by SceneOptimizer
  67106. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67107. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67108. */
  67109. constructor(
  67110. /**
  67111. * Defines the target frame rate to reach (60 by default)
  67112. */
  67113. targetFrameRate?: number,
  67114. /**
  67115. * Defines the interval between two checkes (2000ms by default)
  67116. */
  67117. trackerDuration?: number);
  67118. /**
  67119. * Add a new optimization
  67120. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67121. * @returns the current SceneOptimizerOptions
  67122. */
  67123. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67124. /**
  67125. * Add a new custom optimization
  67126. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67127. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67128. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67129. * @returns the current SceneOptimizerOptions
  67130. */
  67131. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67132. /**
  67133. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67134. * @param targetFrameRate defines the target frame rate (60 by default)
  67135. * @returns a SceneOptimizerOptions object
  67136. */
  67137. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67138. /**
  67139. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67140. * @param targetFrameRate defines the target frame rate (60 by default)
  67141. * @returns a SceneOptimizerOptions object
  67142. */
  67143. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67144. /**
  67145. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67146. * @param targetFrameRate defines the target frame rate (60 by default)
  67147. * @returns a SceneOptimizerOptions object
  67148. */
  67149. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67150. }
  67151. /**
  67152. * Class used to run optimizations in order to reach a target frame rate
  67153. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67154. */
  67155. export class SceneOptimizer implements IDisposable {
  67156. private _isRunning;
  67157. private _options;
  67158. private _scene;
  67159. private _currentPriorityLevel;
  67160. private _targetFrameRate;
  67161. private _trackerDuration;
  67162. private _currentFrameRate;
  67163. private _sceneDisposeObserver;
  67164. private _improvementMode;
  67165. /**
  67166. * Defines an observable called when the optimizer reaches the target frame rate
  67167. */
  67168. onSuccessObservable: Observable<SceneOptimizer>;
  67169. /**
  67170. * Defines an observable called when the optimizer enables an optimization
  67171. */
  67172. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67173. /**
  67174. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67175. */
  67176. onFailureObservable: Observable<SceneOptimizer>;
  67177. /**
  67178. * Gets a boolean indicating if the optimizer is in improvement mode
  67179. */
  67180. readonly isInImprovementMode: boolean;
  67181. /**
  67182. * Gets the current priority level (0 at start)
  67183. */
  67184. readonly currentPriorityLevel: number;
  67185. /**
  67186. * Gets the current frame rate checked by the SceneOptimizer
  67187. */
  67188. readonly currentFrameRate: number;
  67189. /**
  67190. * Gets or sets the current target frame rate (60 by default)
  67191. */
  67192. /**
  67193. * Gets or sets the current target frame rate (60 by default)
  67194. */
  67195. targetFrameRate: number;
  67196. /**
  67197. * Gets or sets the current interval between two checks (every 2000ms by default)
  67198. */
  67199. /**
  67200. * Gets or sets the current interval between two checks (every 2000ms by default)
  67201. */
  67202. trackerDuration: number;
  67203. /**
  67204. * Gets the list of active optimizations
  67205. */
  67206. readonly optimizations: SceneOptimization[];
  67207. /**
  67208. * Creates a new SceneOptimizer
  67209. * @param scene defines the scene to work on
  67210. * @param options defines the options to use with the SceneOptimizer
  67211. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67212. * @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)
  67213. */
  67214. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67215. /**
  67216. * Stops the current optimizer
  67217. */
  67218. stop(): void;
  67219. /**
  67220. * Reset the optimizer to initial step (current priority level = 0)
  67221. */
  67222. reset(): void;
  67223. /**
  67224. * Start the optimizer. By default it will try to reach a specific framerate
  67225. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67226. */
  67227. start(): void;
  67228. private _checkCurrentState;
  67229. /**
  67230. * Release all resources
  67231. */
  67232. dispose(): void;
  67233. /**
  67234. * Helper function to create a SceneOptimizer with one single line of code
  67235. * @param scene defines the scene to work on
  67236. * @param options defines the options to use with the SceneOptimizer
  67237. * @param onSuccess defines a callback to call on success
  67238. * @param onFailure defines a callback to call on failure
  67239. * @returns the new SceneOptimizer object
  67240. */
  67241. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67242. }
  67243. }
  67244. declare module "babylonjs/Misc/sceneSerializer" {
  67245. import { Scene } from "babylonjs/scene";
  67246. /**
  67247. * Class used to serialize a scene into a string
  67248. */
  67249. export class SceneSerializer {
  67250. /**
  67251. * Clear cache used by a previous serialization
  67252. */
  67253. static ClearCache(): void;
  67254. /**
  67255. * Serialize a scene into a JSON compatible object
  67256. * @param scene defines the scene to serialize
  67257. * @returns a JSON compatible object
  67258. */
  67259. static Serialize(scene: Scene): any;
  67260. /**
  67261. * Serialize a mesh into a JSON compatible object
  67262. * @param toSerialize defines the mesh to serialize
  67263. * @param withParents defines if parents must be serialized as well
  67264. * @param withChildren defines if children must be serialized as well
  67265. * @returns a JSON compatible object
  67266. */
  67267. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67268. }
  67269. }
  67270. declare module "babylonjs/Misc/textureTools" {
  67271. import { Texture } from "babylonjs/Materials/Textures/texture";
  67272. /**
  67273. * Class used to host texture specific utilities
  67274. */
  67275. export class TextureTools {
  67276. /**
  67277. * Uses the GPU to create a copy texture rescaled at a given size
  67278. * @param texture Texture to copy from
  67279. * @param width defines the desired width
  67280. * @param height defines the desired height
  67281. * @param useBilinearMode defines if bilinear mode has to be used
  67282. * @return the generated texture
  67283. */
  67284. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67285. }
  67286. }
  67287. declare module "babylonjs/Misc/videoRecorder" {
  67288. import { Nullable } from "babylonjs/types";
  67289. import { Engine } from "babylonjs/Engines/engine";
  67290. /**
  67291. * This represents the different options available for the video capture.
  67292. */
  67293. export interface VideoRecorderOptions {
  67294. /** Defines the mime type of the video. */
  67295. mimeType: string;
  67296. /** Defines the FPS the video should be recorded at. */
  67297. fps: number;
  67298. /** Defines the chunk size for the recording data. */
  67299. recordChunckSize: number;
  67300. /** The audio tracks to attach to the recording. */
  67301. audioTracks?: MediaStreamTrack[];
  67302. }
  67303. /**
  67304. * This can help with recording videos from BabylonJS.
  67305. * This is based on the available WebRTC functionalities of the browser.
  67306. *
  67307. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67308. */
  67309. export class VideoRecorder {
  67310. private static readonly _defaultOptions;
  67311. /**
  67312. * Returns whether or not the VideoRecorder is available in your browser.
  67313. * @param engine Defines the Babylon Engine.
  67314. * @returns true if supported otherwise false.
  67315. */
  67316. static IsSupported(engine: Engine): boolean;
  67317. private readonly _options;
  67318. private _canvas;
  67319. private _mediaRecorder;
  67320. private _recordedChunks;
  67321. private _fileName;
  67322. private _resolve;
  67323. private _reject;
  67324. /**
  67325. * True when a recording is already in progress.
  67326. */
  67327. readonly isRecording: boolean;
  67328. /**
  67329. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67330. * @param engine Defines the BabylonJS Engine you wish to record.
  67331. * @param options Defines options that can be used to customize the capture.
  67332. */
  67333. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67334. /**
  67335. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67336. */
  67337. stopRecording(): void;
  67338. /**
  67339. * Starts recording the canvas for a max duration specified in parameters.
  67340. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67341. * If null no automatic download will start and you can rely on the promise to get the data back.
  67342. * @param maxDuration Defines the maximum recording time in seconds.
  67343. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67344. * @return A promise callback at the end of the recording with the video data in Blob.
  67345. */
  67346. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67347. /**
  67348. * Releases internal resources used during the recording.
  67349. */
  67350. dispose(): void;
  67351. private _handleDataAvailable;
  67352. private _handleError;
  67353. private _handleStop;
  67354. }
  67355. }
  67356. declare module "babylonjs/Misc/screenshotTools" {
  67357. import { Camera } from "babylonjs/Cameras/camera";
  67358. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67359. import { Engine } from "babylonjs/Engines/engine";
  67360. /**
  67361. * Class containing a set of static utilities functions for screenshots
  67362. */
  67363. export class ScreenshotTools {
  67364. /**
  67365. * Captures a screenshot of the current rendering
  67366. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67367. * @param engine defines the rendering engine
  67368. * @param camera defines the source camera
  67369. * @param size This parameter can be set to a single number or to an object with the
  67370. * following (optional) properties: precision, width, height. If a single number is passed,
  67371. * it will be used for both width and height. If an object is passed, the screenshot size
  67372. * will be derived from the parameters. The precision property is a multiplier allowing
  67373. * rendering at a higher or lower resolution
  67374. * @param successCallback defines the callback receives a single parameter which contains the
  67375. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67376. * src parameter of an <img> to display it
  67377. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67378. * Check your browser for supported MIME types
  67379. */
  67380. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67381. /**
  67382. * Captures a screenshot of the current rendering
  67383. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67384. * @param engine defines the rendering engine
  67385. * @param camera defines the source camera
  67386. * @param size This parameter can be set to a single number or to an object with the
  67387. * following (optional) properties: precision, width, height. If a single number is passed,
  67388. * it will be used for both width and height. If an object is passed, the screenshot size
  67389. * will be derived from the parameters. The precision property is a multiplier allowing
  67390. * rendering at a higher or lower resolution
  67391. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67392. * Check your browser for supported MIME types
  67393. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67394. * to the src parameter of an <img> to display it
  67395. */
  67396. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67397. /**
  67398. * Generates an image screenshot from the specified camera.
  67399. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67400. * @param engine The engine to use for rendering
  67401. * @param camera The camera to use for rendering
  67402. * @param size This parameter can be set to a single number or to an object with the
  67403. * following (optional) properties: precision, width, height. If a single number is passed,
  67404. * it will be used for both width and height. If an object is passed, the screenshot size
  67405. * will be derived from the parameters. The precision property is a multiplier allowing
  67406. * rendering at a higher or lower resolution
  67407. * @param successCallback The callback receives a single parameter which contains the
  67408. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67409. * src parameter of an <img> to display it
  67410. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67411. * Check your browser for supported MIME types
  67412. * @param samples Texture samples (default: 1)
  67413. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67414. * @param fileName A name for for the downloaded file.
  67415. */
  67416. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67417. /**
  67418. * Generates an image screenshot from the specified camera.
  67419. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67420. * @param engine The engine to use for rendering
  67421. * @param camera The camera to use for rendering
  67422. * @param size This parameter can be set to a single number or to an object with the
  67423. * following (optional) properties: precision, width, height. If a single number is passed,
  67424. * it will be used for both width and height. If an object is passed, the screenshot size
  67425. * will be derived from the parameters. The precision property is a multiplier allowing
  67426. * rendering at a higher or lower resolution
  67427. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67428. * Check your browser for supported MIME types
  67429. * @param samples Texture samples (default: 1)
  67430. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67431. * @param fileName A name for for the downloaded file.
  67432. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67433. * to the src parameter of an <img> to display it
  67434. */
  67435. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67436. /**
  67437. * Gets height and width for screenshot size
  67438. * @private
  67439. */
  67440. private static _getScreenshotSize;
  67441. }
  67442. }
  67443. declare module "babylonjs/Misc/dataReader" {
  67444. /**
  67445. * Interface for a data buffer
  67446. */
  67447. export interface IDataBuffer {
  67448. /**
  67449. * Reads bytes from the data buffer.
  67450. * @param byteOffset The byte offset to read
  67451. * @param byteLength The byte length to read
  67452. * @returns A promise that resolves when the bytes are read
  67453. */
  67454. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  67455. /**
  67456. * The byte length of the buffer.
  67457. */
  67458. readonly byteLength: number;
  67459. }
  67460. /**
  67461. * Utility class for reading from a data buffer
  67462. */
  67463. export class DataReader {
  67464. /**
  67465. * The data buffer associated with this data reader.
  67466. */
  67467. readonly buffer: IDataBuffer;
  67468. /**
  67469. * The current byte offset from the beginning of the data buffer.
  67470. */
  67471. byteOffset: number;
  67472. private _dataView;
  67473. private _dataByteOffset;
  67474. /**
  67475. * Constructor
  67476. * @param buffer The buffer to read
  67477. */
  67478. constructor(buffer: IDataBuffer);
  67479. /**
  67480. * Loads the given byte length.
  67481. * @param byteLength The byte length to load
  67482. * @returns A promise that resolves when the load is complete
  67483. */
  67484. loadAsync(byteLength: number): Promise<void>;
  67485. /**
  67486. * Read a unsigned 32-bit integer from the currently loaded data range.
  67487. * @returns The 32-bit integer read
  67488. */
  67489. readUint32(): number;
  67490. /**
  67491. * Read a byte array from the currently loaded data range.
  67492. * @param byteLength The byte length to read
  67493. * @returns The byte array read
  67494. */
  67495. readUint8Array(byteLength: number): Uint8Array;
  67496. /**
  67497. * Read a string from the currently loaded data range.
  67498. * @param byteLength The byte length to read
  67499. * @returns The string read
  67500. */
  67501. readString(byteLength: number): string;
  67502. /**
  67503. * Skips the given byte length the currently loaded data range.
  67504. * @param byteLength The byte length to skip
  67505. */
  67506. skipBytes(byteLength: number): void;
  67507. }
  67508. }
  67509. declare module "babylonjs/Misc/index" {
  67510. export * from "babylonjs/Misc/andOrNotEvaluator";
  67511. export * from "babylonjs/Misc/assetsManager";
  67512. export * from "babylonjs/Misc/dds";
  67513. export * from "babylonjs/Misc/decorators";
  67514. export * from "babylonjs/Misc/deferred";
  67515. export * from "babylonjs/Misc/environmentTextureTools";
  67516. export * from "babylonjs/Misc/meshExploder";
  67517. export * from "babylonjs/Misc/filesInput";
  67518. export * from "babylonjs/Misc/HighDynamicRange/index";
  67519. export * from "babylonjs/Misc/khronosTextureContainer";
  67520. export * from "babylonjs/Misc/observable";
  67521. export * from "babylonjs/Misc/performanceMonitor";
  67522. export * from "babylonjs/Misc/promise";
  67523. export * from "babylonjs/Misc/sceneOptimizer";
  67524. export * from "babylonjs/Misc/sceneSerializer";
  67525. export * from "babylonjs/Misc/smartArray";
  67526. export * from "babylonjs/Misc/stringDictionary";
  67527. export * from "babylonjs/Misc/tags";
  67528. export * from "babylonjs/Misc/textureTools";
  67529. export * from "babylonjs/Misc/tga";
  67530. export * from "babylonjs/Misc/tools";
  67531. export * from "babylonjs/Misc/videoRecorder";
  67532. export * from "babylonjs/Misc/virtualJoystick";
  67533. export * from "babylonjs/Misc/workerPool";
  67534. export * from "babylonjs/Misc/logger";
  67535. export * from "babylonjs/Misc/typeStore";
  67536. export * from "babylonjs/Misc/filesInputStore";
  67537. export * from "babylonjs/Misc/deepCopier";
  67538. export * from "babylonjs/Misc/pivotTools";
  67539. export * from "babylonjs/Misc/precisionDate";
  67540. export * from "babylonjs/Misc/screenshotTools";
  67541. export * from "babylonjs/Misc/typeStore";
  67542. export * from "babylonjs/Misc/webRequest";
  67543. export * from "babylonjs/Misc/iInspectable";
  67544. export * from "babylonjs/Misc/brdfTextureTools";
  67545. export * from "babylonjs/Misc/rgbdTextureTools";
  67546. export * from "babylonjs/Misc/gradients";
  67547. export * from "babylonjs/Misc/perfCounter";
  67548. export * from "babylonjs/Misc/fileRequest";
  67549. export * from "babylonjs/Misc/customAnimationFrameRequester";
  67550. export * from "babylonjs/Misc/retryStrategy";
  67551. export * from "babylonjs/Misc/interfaces/screenshotSize";
  67552. export * from "babylonjs/Misc/canvasGenerator";
  67553. export * from "babylonjs/Misc/fileTools";
  67554. export * from "babylonjs/Misc/stringTools";
  67555. export * from "babylonjs/Misc/dataReader";
  67556. }
  67557. declare module "babylonjs/index" {
  67558. export * from "babylonjs/abstractScene";
  67559. export * from "babylonjs/Actions/index";
  67560. export * from "babylonjs/Animations/index";
  67561. export * from "babylonjs/assetContainer";
  67562. export * from "babylonjs/Audio/index";
  67563. export * from "babylonjs/Behaviors/index";
  67564. export * from "babylonjs/Bones/index";
  67565. export * from "babylonjs/Cameras/index";
  67566. export * from "babylonjs/Collisions/index";
  67567. export * from "babylonjs/Culling/index";
  67568. export * from "babylonjs/Debug/index";
  67569. export * from "babylonjs/Engines/index";
  67570. export * from "babylonjs/Events/index";
  67571. export * from "babylonjs/Gamepads/index";
  67572. export * from "babylonjs/Gizmos/index";
  67573. export * from "babylonjs/Helpers/index";
  67574. export * from "babylonjs/Instrumentation/index";
  67575. export * from "babylonjs/Layers/index";
  67576. export * from "babylonjs/LensFlares/index";
  67577. export * from "babylonjs/Lights/index";
  67578. export * from "babylonjs/Loading/index";
  67579. export * from "babylonjs/Materials/index";
  67580. export * from "babylonjs/Maths/index";
  67581. export * from "babylonjs/Meshes/index";
  67582. export * from "babylonjs/Morph/index";
  67583. export * from "babylonjs/Navigation/index";
  67584. export * from "babylonjs/node";
  67585. export * from "babylonjs/Offline/index";
  67586. export * from "babylonjs/Particles/index";
  67587. export * from "babylonjs/Physics/index";
  67588. export * from "babylonjs/PostProcesses/index";
  67589. export * from "babylonjs/Probes/index";
  67590. export * from "babylonjs/Rendering/index";
  67591. export * from "babylonjs/scene";
  67592. export * from "babylonjs/sceneComponent";
  67593. export * from "babylonjs/Sprites/index";
  67594. export * from "babylonjs/States/index";
  67595. export * from "babylonjs/Misc/index";
  67596. export * from "babylonjs/types";
  67597. }
  67598. declare module "babylonjs/Animations/pathCursor" {
  67599. import { Vector3 } from "babylonjs/Maths/math.vector";
  67600. import { Path2 } from "babylonjs/Maths/math.path";
  67601. /**
  67602. * A cursor which tracks a point on a path
  67603. */
  67604. export class PathCursor {
  67605. private path;
  67606. /**
  67607. * Stores path cursor callbacks for when an onchange event is triggered
  67608. */
  67609. private _onchange;
  67610. /**
  67611. * The value of the path cursor
  67612. */
  67613. value: number;
  67614. /**
  67615. * The animation array of the path cursor
  67616. */
  67617. animations: Animation[];
  67618. /**
  67619. * Initializes the path cursor
  67620. * @param path The path to track
  67621. */
  67622. constructor(path: Path2);
  67623. /**
  67624. * Gets the cursor point on the path
  67625. * @returns A point on the path cursor at the cursor location
  67626. */
  67627. getPoint(): Vector3;
  67628. /**
  67629. * Moves the cursor ahead by the step amount
  67630. * @param step The amount to move the cursor forward
  67631. * @returns This path cursor
  67632. */
  67633. moveAhead(step?: number): PathCursor;
  67634. /**
  67635. * Moves the cursor behind by the step amount
  67636. * @param step The amount to move the cursor back
  67637. * @returns This path cursor
  67638. */
  67639. moveBack(step?: number): PathCursor;
  67640. /**
  67641. * Moves the cursor by the step amount
  67642. * If the step amount is greater than one, an exception is thrown
  67643. * @param step The amount to move the cursor
  67644. * @returns This path cursor
  67645. */
  67646. move(step: number): PathCursor;
  67647. /**
  67648. * Ensures that the value is limited between zero and one
  67649. * @returns This path cursor
  67650. */
  67651. private ensureLimits;
  67652. /**
  67653. * Runs onchange callbacks on change (used by the animation engine)
  67654. * @returns This path cursor
  67655. */
  67656. private raiseOnChange;
  67657. /**
  67658. * Executes a function on change
  67659. * @param f A path cursor onchange callback
  67660. * @returns This path cursor
  67661. */
  67662. onchange(f: (cursor: PathCursor) => void): PathCursor;
  67663. }
  67664. }
  67665. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  67666. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  67667. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  67668. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  67669. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  67670. }
  67671. declare module "babylonjs/Engines/Processors/Expressions/index" {
  67672. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  67673. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  67674. }
  67675. declare module "babylonjs/Engines/Processors/index" {
  67676. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  67677. export * from "babylonjs/Engines/Processors/Expressions/index";
  67678. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  67679. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  67680. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  67681. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  67682. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  67683. export * from "babylonjs/Engines/Processors/shaderProcessor";
  67684. }
  67685. declare module "babylonjs/Legacy/legacy" {
  67686. import * as Babylon from "babylonjs/index";
  67687. export * from "babylonjs/index";
  67688. }
  67689. declare module "babylonjs/Shaders/blur.fragment" {
  67690. /** @hidden */
  67691. export var blurPixelShader: {
  67692. name: string;
  67693. shader: string;
  67694. };
  67695. }
  67696. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  67697. /** @hidden */
  67698. export var pointCloudVertexDeclaration: {
  67699. name: string;
  67700. shader: string;
  67701. };
  67702. }
  67703. declare module "babylonjs" {
  67704. export * from "babylonjs/Legacy/legacy";
  67705. }
  67706. declare module BABYLON {
  67707. /** Alias type for value that can be null */
  67708. export type Nullable<T> = T | null;
  67709. /**
  67710. * Alias type for number that are floats
  67711. * @ignorenaming
  67712. */
  67713. export type float = number;
  67714. /**
  67715. * Alias type for number that are doubles.
  67716. * @ignorenaming
  67717. */
  67718. export type double = number;
  67719. /**
  67720. * Alias type for number that are integer
  67721. * @ignorenaming
  67722. */
  67723. export type int = number;
  67724. /** Alias type for number array or Float32Array */
  67725. export type FloatArray = number[] | Float32Array;
  67726. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  67727. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  67728. /**
  67729. * Alias for types that can be used by a Buffer or VertexBuffer.
  67730. */
  67731. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  67732. /**
  67733. * Alias type for primitive types
  67734. * @ignorenaming
  67735. */
  67736. type Primitive = undefined | null | boolean | string | number | Function;
  67737. /**
  67738. * Type modifier to make all the properties of an object Readonly
  67739. */
  67740. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  67741. /**
  67742. * Type modifier to make all the properties of an object Readonly recursively
  67743. */
  67744. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  67745. /**
  67746. * Type modifier to make object properties readonly.
  67747. */
  67748. export type DeepImmutableObject<T> = {
  67749. readonly [K in keyof T]: DeepImmutable<T[K]>;
  67750. };
  67751. /** @hidden */
  67752. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  67753. }
  67754. }
  67755. declare module BABYLON {
  67756. /**
  67757. * A class serves as a medium between the observable and its observers
  67758. */
  67759. export class EventState {
  67760. /**
  67761. * Create a new EventState
  67762. * @param mask defines the mask associated with this state
  67763. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67764. * @param target defines the original target of the state
  67765. * @param currentTarget defines the current target of the state
  67766. */
  67767. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  67768. /**
  67769. * Initialize the current event state
  67770. * @param mask defines the mask associated with this state
  67771. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67772. * @param target defines the original target of the state
  67773. * @param currentTarget defines the current target of the state
  67774. * @returns the current event state
  67775. */
  67776. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  67777. /**
  67778. * An Observer can set this property to true to prevent subsequent observers of being notified
  67779. */
  67780. skipNextObservers: boolean;
  67781. /**
  67782. * Get the mask value that were used to trigger the event corresponding to this EventState object
  67783. */
  67784. mask: number;
  67785. /**
  67786. * The object that originally notified the event
  67787. */
  67788. target?: any;
  67789. /**
  67790. * The current object in the bubbling phase
  67791. */
  67792. currentTarget?: any;
  67793. /**
  67794. * This will be populated with the return value of the last function that was executed.
  67795. * If it is the first function in the callback chain it will be the event data.
  67796. */
  67797. lastReturnValue?: any;
  67798. }
  67799. /**
  67800. * Represent an Observer registered to a given Observable object.
  67801. */
  67802. export class Observer<T> {
  67803. /**
  67804. * Defines the callback to call when the observer is notified
  67805. */
  67806. callback: (eventData: T, eventState: EventState) => void;
  67807. /**
  67808. * Defines the mask of the observer (used to filter notifications)
  67809. */
  67810. mask: number;
  67811. /**
  67812. * Defines the current scope used to restore the JS context
  67813. */
  67814. scope: any;
  67815. /** @hidden */
  67816. _willBeUnregistered: boolean;
  67817. /**
  67818. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  67819. */
  67820. unregisterOnNextCall: boolean;
  67821. /**
  67822. * Creates a new observer
  67823. * @param callback defines the callback to call when the observer is notified
  67824. * @param mask defines the mask of the observer (used to filter notifications)
  67825. * @param scope defines the current scope used to restore the JS context
  67826. */
  67827. constructor(
  67828. /**
  67829. * Defines the callback to call when the observer is notified
  67830. */
  67831. callback: (eventData: T, eventState: EventState) => void,
  67832. /**
  67833. * Defines the mask of the observer (used to filter notifications)
  67834. */
  67835. mask: number,
  67836. /**
  67837. * Defines the current scope used to restore the JS context
  67838. */
  67839. scope?: any);
  67840. }
  67841. /**
  67842. * Represent a list of observers registered to multiple Observables object.
  67843. */
  67844. export class MultiObserver<T> {
  67845. private _observers;
  67846. private _observables;
  67847. /**
  67848. * Release associated resources
  67849. */
  67850. dispose(): void;
  67851. /**
  67852. * Raise a callback when one of the observable will notify
  67853. * @param observables defines a list of observables to watch
  67854. * @param callback defines the callback to call on notification
  67855. * @param mask defines the mask used to filter notifications
  67856. * @param scope defines the current scope used to restore the JS context
  67857. * @returns the new MultiObserver
  67858. */
  67859. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  67860. }
  67861. /**
  67862. * The Observable class is a simple implementation of the Observable pattern.
  67863. *
  67864. * 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.
  67865. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  67866. * 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).
  67867. * 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.
  67868. */
  67869. export class Observable<T> {
  67870. private _observers;
  67871. private _eventState;
  67872. private _onObserverAdded;
  67873. /**
  67874. * Gets the list of observers
  67875. */
  67876. readonly observers: Array<Observer<T>>;
  67877. /**
  67878. * Creates a new observable
  67879. * @param onObserverAdded defines a callback to call when a new observer is added
  67880. */
  67881. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  67882. /**
  67883. * Create a new Observer with the specified callback
  67884. * @param callback the callback that will be executed for that Observer
  67885. * @param mask the mask used to filter observers
  67886. * @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.
  67887. * @param scope optional scope for the callback to be called from
  67888. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  67889. * @returns the new observer created for the callback
  67890. */
  67891. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  67892. /**
  67893. * Create a new Observer with the specified callback and unregisters after the next notification
  67894. * @param callback the callback that will be executed for that Observer
  67895. * @returns the new observer created for the callback
  67896. */
  67897. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  67898. /**
  67899. * Remove an Observer from the Observable object
  67900. * @param observer the instance of the Observer to remove
  67901. * @returns false if it doesn't belong to this Observable
  67902. */
  67903. remove(observer: Nullable<Observer<T>>): boolean;
  67904. /**
  67905. * Remove a callback from the Observable object
  67906. * @param callback the callback to remove
  67907. * @param scope optional scope. If used only the callbacks with this scope will be removed
  67908. * @returns false if it doesn't belong to this Observable
  67909. */
  67910. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  67911. private _deferUnregister;
  67912. private _remove;
  67913. /**
  67914. * Moves the observable to the top of the observer list making it get called first when notified
  67915. * @param observer the observer to move
  67916. */
  67917. makeObserverTopPriority(observer: Observer<T>): void;
  67918. /**
  67919. * Moves the observable to the bottom of the observer list making it get called last when notified
  67920. * @param observer the observer to move
  67921. */
  67922. makeObserverBottomPriority(observer: Observer<T>): void;
  67923. /**
  67924. * Notify all Observers by calling their respective callback with the given data
  67925. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  67926. * @param eventData defines the data to send to all observers
  67927. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  67928. * @param target defines the original target of the state
  67929. * @param currentTarget defines the current target of the state
  67930. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  67931. */
  67932. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  67933. /**
  67934. * Calling this will execute each callback, expecting it to be a promise or return a value.
  67935. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  67936. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  67937. * and it is crucial that all callbacks will be executed.
  67938. * The order of the callbacks is kept, callbacks are not executed parallel.
  67939. *
  67940. * @param eventData The data to be sent to each callback
  67941. * @param mask is used to filter observers defaults to -1
  67942. * @param target defines the callback target (see EventState)
  67943. * @param currentTarget defines he current object in the bubbling phase
  67944. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  67945. */
  67946. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  67947. /**
  67948. * Notify a specific observer
  67949. * @param observer defines the observer to notify
  67950. * @param eventData defines the data to be sent to each callback
  67951. * @param mask is used to filter observers defaults to -1
  67952. */
  67953. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  67954. /**
  67955. * Gets a boolean indicating if the observable has at least one observer
  67956. * @returns true is the Observable has at least one Observer registered
  67957. */
  67958. hasObservers(): boolean;
  67959. /**
  67960. * Clear the list of observers
  67961. */
  67962. clear(): void;
  67963. /**
  67964. * Clone the current observable
  67965. * @returns a new observable
  67966. */
  67967. clone(): Observable<T>;
  67968. /**
  67969. * Does this observable handles observer registered with a given mask
  67970. * @param mask defines the mask to be tested
  67971. * @return whether or not one observer registered with the given mask is handeled
  67972. **/
  67973. hasSpecificMask(mask?: number): boolean;
  67974. }
  67975. }
  67976. declare module BABYLON {
  67977. /**
  67978. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  67979. * Babylon.js
  67980. */
  67981. export class DomManagement {
  67982. /**
  67983. * Checks if the window object exists
  67984. * @returns true if the window object exists
  67985. */
  67986. static IsWindowObjectExist(): boolean;
  67987. /**
  67988. * Checks if the navigator object exists
  67989. * @returns true if the navigator object exists
  67990. */
  67991. static IsNavigatorAvailable(): boolean;
  67992. /**
  67993. * Extracts text content from a DOM element hierarchy
  67994. * @param element defines the root element
  67995. * @returns a string
  67996. */
  67997. static GetDOMTextContent(element: HTMLElement): string;
  67998. }
  67999. }
  68000. declare module BABYLON {
  68001. /**
  68002. * Logger used througouht the application to allow configuration of
  68003. * the log level required for the messages.
  68004. */
  68005. export class Logger {
  68006. /**
  68007. * No log
  68008. */
  68009. static readonly NoneLogLevel: number;
  68010. /**
  68011. * Only message logs
  68012. */
  68013. static readonly MessageLogLevel: number;
  68014. /**
  68015. * Only warning logs
  68016. */
  68017. static readonly WarningLogLevel: number;
  68018. /**
  68019. * Only error logs
  68020. */
  68021. static readonly ErrorLogLevel: number;
  68022. /**
  68023. * All logs
  68024. */
  68025. static readonly AllLogLevel: number;
  68026. private static _LogCache;
  68027. /**
  68028. * Gets a value indicating the number of loading errors
  68029. * @ignorenaming
  68030. */
  68031. static errorsCount: number;
  68032. /**
  68033. * Callback called when a new log is added
  68034. */
  68035. static OnNewCacheEntry: (entry: string) => void;
  68036. private static _AddLogEntry;
  68037. private static _FormatMessage;
  68038. private static _LogDisabled;
  68039. private static _LogEnabled;
  68040. private static _WarnDisabled;
  68041. private static _WarnEnabled;
  68042. private static _ErrorDisabled;
  68043. private static _ErrorEnabled;
  68044. /**
  68045. * Log a message to the console
  68046. */
  68047. static Log: (message: string) => void;
  68048. /**
  68049. * Write a warning message to the console
  68050. */
  68051. static Warn: (message: string) => void;
  68052. /**
  68053. * Write an error message to the console
  68054. */
  68055. static Error: (message: string) => void;
  68056. /**
  68057. * Gets current log cache (list of logs)
  68058. */
  68059. static readonly LogCache: string;
  68060. /**
  68061. * Clears the log cache
  68062. */
  68063. static ClearLogCache(): void;
  68064. /**
  68065. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68066. */
  68067. static LogLevels: number;
  68068. }
  68069. }
  68070. declare module BABYLON {
  68071. /** @hidden */
  68072. export class _TypeStore {
  68073. /** @hidden */
  68074. static RegisteredTypes: {
  68075. [key: string]: Object;
  68076. };
  68077. /** @hidden */
  68078. static GetClass(fqdn: string): any;
  68079. }
  68080. }
  68081. declare module BABYLON {
  68082. /**
  68083. * Helper to manipulate strings
  68084. */
  68085. export class StringTools {
  68086. /**
  68087. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68088. * @param str Source string
  68089. * @param suffix Suffix to search for in the source string
  68090. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68091. */
  68092. static EndsWith(str: string, suffix: string): boolean;
  68093. /**
  68094. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68095. * @param str Source string
  68096. * @param suffix Suffix to search for in the source string
  68097. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68098. */
  68099. static StartsWith(str: string, suffix: string): boolean;
  68100. /**
  68101. * Decodes a buffer into a string
  68102. * @param buffer The buffer to decode
  68103. * @returns The decoded string
  68104. */
  68105. static Decode(buffer: Uint8Array | Uint16Array): string;
  68106. /**
  68107. * Encode a buffer to a base64 string
  68108. * @param buffer defines the buffer to encode
  68109. * @returns the encoded string
  68110. */
  68111. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68112. }
  68113. }
  68114. declare module BABYLON {
  68115. /**
  68116. * Class containing a set of static utilities functions for deep copy.
  68117. */
  68118. export class DeepCopier {
  68119. /**
  68120. * Tries to copy an object by duplicating every property
  68121. * @param source defines the source object
  68122. * @param destination defines the target object
  68123. * @param doNotCopyList defines a list of properties to avoid
  68124. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68125. */
  68126. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68127. }
  68128. }
  68129. declare module BABYLON {
  68130. /**
  68131. * Class containing a set of static utilities functions for precision date
  68132. */
  68133. export class PrecisionDate {
  68134. /**
  68135. * Gets either window.performance.now() if supported or Date.now() else
  68136. */
  68137. static readonly Now: number;
  68138. }
  68139. }
  68140. declare module BABYLON {
  68141. /** @hidden */
  68142. export class _DevTools {
  68143. static WarnImport(name: string): string;
  68144. }
  68145. }
  68146. declare module BABYLON {
  68147. /**
  68148. * Interface used to define the mechanism to get data from the network
  68149. */
  68150. export interface IWebRequest {
  68151. /**
  68152. * Returns client's response url
  68153. */
  68154. responseURL: string;
  68155. /**
  68156. * Returns client's status
  68157. */
  68158. status: number;
  68159. /**
  68160. * Returns client's status as a text
  68161. */
  68162. statusText: string;
  68163. }
  68164. }
  68165. declare module BABYLON {
  68166. /**
  68167. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68168. */
  68169. export class WebRequest implements IWebRequest {
  68170. private _xhr;
  68171. /**
  68172. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68173. * i.e. when loading files, where the server/service expects an Authorization header
  68174. */
  68175. static CustomRequestHeaders: {
  68176. [key: string]: string;
  68177. };
  68178. /**
  68179. * Add callback functions in this array to update all the requests before they get sent to the network
  68180. */
  68181. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68182. private _injectCustomRequestHeaders;
  68183. /**
  68184. * Gets or sets a function to be called when loading progress changes
  68185. */
  68186. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68187. /**
  68188. * Returns client's state
  68189. */
  68190. readonly readyState: number;
  68191. /**
  68192. * Returns client's status
  68193. */
  68194. readonly status: number;
  68195. /**
  68196. * Returns client's status as a text
  68197. */
  68198. readonly statusText: string;
  68199. /**
  68200. * Returns client's response
  68201. */
  68202. readonly response: any;
  68203. /**
  68204. * Returns client's response url
  68205. */
  68206. readonly responseURL: string;
  68207. /**
  68208. * Returns client's response as text
  68209. */
  68210. readonly responseText: string;
  68211. /**
  68212. * Gets or sets the expected response type
  68213. */
  68214. responseType: XMLHttpRequestResponseType;
  68215. /** @hidden */
  68216. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68217. /** @hidden */
  68218. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68219. /**
  68220. * Cancels any network activity
  68221. */
  68222. abort(): void;
  68223. /**
  68224. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68225. * @param body defines an optional request body
  68226. */
  68227. send(body?: Document | BodyInit | null): void;
  68228. /**
  68229. * Sets the request method, request URL
  68230. * @param method defines the method to use (GET, POST, etc..)
  68231. * @param url defines the url to connect with
  68232. */
  68233. open(method: string, url: string): void;
  68234. /**
  68235. * Sets the value of a request header.
  68236. * @param name The name of the header whose value is to be set
  68237. * @param value The value to set as the body of the header
  68238. */
  68239. setRequestHeader(name: string, value: string): void;
  68240. /**
  68241. * Get the string containing the text of a particular header's value.
  68242. * @param name The name of the header
  68243. * @returns The string containing the text of the given header name
  68244. */
  68245. getResponseHeader(name: string): Nullable<string>;
  68246. }
  68247. }
  68248. declare module BABYLON {
  68249. /**
  68250. * File request interface
  68251. */
  68252. export interface IFileRequest {
  68253. /**
  68254. * Raised when the request is complete (success or error).
  68255. */
  68256. onCompleteObservable: Observable<IFileRequest>;
  68257. /**
  68258. * Aborts the request for a file.
  68259. */
  68260. abort: () => void;
  68261. }
  68262. }
  68263. declare module BABYLON {
  68264. /**
  68265. * Define options used to create a render target texture
  68266. */
  68267. export class RenderTargetCreationOptions {
  68268. /**
  68269. * Specifies is mipmaps must be generated
  68270. */
  68271. generateMipMaps?: boolean;
  68272. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68273. generateDepthBuffer?: boolean;
  68274. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68275. generateStencilBuffer?: boolean;
  68276. /** Defines texture type (int by default) */
  68277. type?: number;
  68278. /** Defines sampling mode (trilinear by default) */
  68279. samplingMode?: number;
  68280. /** Defines format (RGBA by default) */
  68281. format?: number;
  68282. }
  68283. }
  68284. declare module BABYLON {
  68285. /**
  68286. * @hidden
  68287. **/
  68288. export class _TimeToken {
  68289. _startTimeQuery: Nullable<WebGLQuery>;
  68290. _endTimeQuery: Nullable<WebGLQuery>;
  68291. _timeElapsedQuery: Nullable<WebGLQuery>;
  68292. _timeElapsedQueryEnded: boolean;
  68293. }
  68294. }
  68295. declare module BABYLON {
  68296. /** Defines the cross module used constants to avoid circular dependncies */
  68297. export class Constants {
  68298. /** Defines that alpha blending is disabled */
  68299. static readonly ALPHA_DISABLE: number;
  68300. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68301. static readonly ALPHA_ADD: number;
  68302. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68303. static readonly ALPHA_COMBINE: number;
  68304. /** Defines that alpha blending to DEST - SRC * DEST */
  68305. static readonly ALPHA_SUBTRACT: number;
  68306. /** Defines that alpha blending to SRC * DEST */
  68307. static readonly ALPHA_MULTIPLY: number;
  68308. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68309. static readonly ALPHA_MAXIMIZED: number;
  68310. /** Defines that alpha blending to SRC + DEST */
  68311. static readonly ALPHA_ONEONE: number;
  68312. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68313. static readonly ALPHA_PREMULTIPLIED: number;
  68314. /**
  68315. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68316. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68317. */
  68318. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68319. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68320. static readonly ALPHA_INTERPOLATE: number;
  68321. /**
  68322. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68323. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68324. */
  68325. static readonly ALPHA_SCREENMODE: number;
  68326. /**
  68327. * Defines that alpha blending to SRC + DST
  68328. * Alpha will be set to SRC ALPHA + DST ALPHA
  68329. */
  68330. static readonly ALPHA_ONEONE_ONEONE: number;
  68331. /**
  68332. * Defines that alpha blending to SRC * DST ALPHA + DST
  68333. * Alpha will be set to 0
  68334. */
  68335. static readonly ALPHA_ALPHATOCOLOR: number;
  68336. /**
  68337. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68338. */
  68339. static readonly ALPHA_REVERSEONEMINUS: number;
  68340. /**
  68341. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68342. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68343. */
  68344. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68345. /**
  68346. * Defines that alpha blending to SRC + DST
  68347. * Alpha will be set to SRC ALPHA
  68348. */
  68349. static readonly ALPHA_ONEONE_ONEZERO: number;
  68350. /** Defines that alpha blending equation a SUM */
  68351. static readonly ALPHA_EQUATION_ADD: number;
  68352. /** Defines that alpha blending equation a SUBSTRACTION */
  68353. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68354. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68355. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68356. /** Defines that alpha blending equation a MAX operation */
  68357. static readonly ALPHA_EQUATION_MAX: number;
  68358. /** Defines that alpha blending equation a MIN operation */
  68359. static readonly ALPHA_EQUATION_MIN: number;
  68360. /**
  68361. * Defines that alpha blending equation a DARKEN operation:
  68362. * It takes the min of the src and sums the alpha channels.
  68363. */
  68364. static readonly ALPHA_EQUATION_DARKEN: number;
  68365. /** Defines that the ressource is not delayed*/
  68366. static readonly DELAYLOADSTATE_NONE: number;
  68367. /** Defines that the ressource was successfully delay loaded */
  68368. static readonly DELAYLOADSTATE_LOADED: number;
  68369. /** Defines that the ressource is currently delay loading */
  68370. static readonly DELAYLOADSTATE_LOADING: number;
  68371. /** Defines that the ressource is delayed and has not started loading */
  68372. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68373. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68374. static readonly NEVER: number;
  68375. /** 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 */
  68376. static readonly ALWAYS: number;
  68377. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68378. static readonly LESS: number;
  68379. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68380. static readonly EQUAL: number;
  68381. /** 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 */
  68382. static readonly LEQUAL: number;
  68383. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68384. static readonly GREATER: number;
  68385. /** 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 */
  68386. static readonly GEQUAL: number;
  68387. /** 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 */
  68388. static readonly NOTEQUAL: number;
  68389. /** Passed to stencilOperation to specify that stencil value must be kept */
  68390. static readonly KEEP: number;
  68391. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68392. static readonly REPLACE: number;
  68393. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68394. static readonly INCR: number;
  68395. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68396. static readonly DECR: number;
  68397. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68398. static readonly INVERT: number;
  68399. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68400. static readonly INCR_WRAP: number;
  68401. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68402. static readonly DECR_WRAP: number;
  68403. /** Texture is not repeating outside of 0..1 UVs */
  68404. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68405. /** Texture is repeating outside of 0..1 UVs */
  68406. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68407. /** Texture is repeating and mirrored */
  68408. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68409. /** ALPHA */
  68410. static readonly TEXTUREFORMAT_ALPHA: number;
  68411. /** LUMINANCE */
  68412. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68413. /** LUMINANCE_ALPHA */
  68414. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68415. /** RGB */
  68416. static readonly TEXTUREFORMAT_RGB: number;
  68417. /** RGBA */
  68418. static readonly TEXTUREFORMAT_RGBA: number;
  68419. /** RED */
  68420. static readonly TEXTUREFORMAT_RED: number;
  68421. /** RED (2nd reference) */
  68422. static readonly TEXTUREFORMAT_R: number;
  68423. /** RG */
  68424. static readonly TEXTUREFORMAT_RG: number;
  68425. /** RED_INTEGER */
  68426. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68427. /** RED_INTEGER (2nd reference) */
  68428. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68429. /** RG_INTEGER */
  68430. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68431. /** RGB_INTEGER */
  68432. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68433. /** RGBA_INTEGER */
  68434. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68435. /** UNSIGNED_BYTE */
  68436. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68437. /** UNSIGNED_BYTE (2nd reference) */
  68438. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68439. /** FLOAT */
  68440. static readonly TEXTURETYPE_FLOAT: number;
  68441. /** HALF_FLOAT */
  68442. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68443. /** BYTE */
  68444. static readonly TEXTURETYPE_BYTE: number;
  68445. /** SHORT */
  68446. static readonly TEXTURETYPE_SHORT: number;
  68447. /** UNSIGNED_SHORT */
  68448. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68449. /** INT */
  68450. static readonly TEXTURETYPE_INT: number;
  68451. /** UNSIGNED_INT */
  68452. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68453. /** UNSIGNED_SHORT_4_4_4_4 */
  68454. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68455. /** UNSIGNED_SHORT_5_5_5_1 */
  68456. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68457. /** UNSIGNED_SHORT_5_6_5 */
  68458. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68459. /** UNSIGNED_INT_2_10_10_10_REV */
  68460. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68461. /** UNSIGNED_INT_24_8 */
  68462. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68463. /** UNSIGNED_INT_10F_11F_11F_REV */
  68464. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68465. /** UNSIGNED_INT_5_9_9_9_REV */
  68466. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68467. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68468. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68469. /** nearest is mag = nearest and min = nearest and mip = linear */
  68470. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68471. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68472. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68473. /** Trilinear is mag = linear and min = linear and mip = linear */
  68474. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68475. /** nearest is mag = nearest and min = nearest and mip = linear */
  68476. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68477. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68478. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68479. /** Trilinear is mag = linear and min = linear and mip = linear */
  68480. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68481. /** mag = nearest and min = nearest and mip = nearest */
  68482. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68483. /** mag = nearest and min = linear and mip = nearest */
  68484. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68485. /** mag = nearest and min = linear and mip = linear */
  68486. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68487. /** mag = nearest and min = linear and mip = none */
  68488. static readonly TEXTURE_NEAREST_LINEAR: number;
  68489. /** mag = nearest and min = nearest and mip = none */
  68490. static readonly TEXTURE_NEAREST_NEAREST: number;
  68491. /** mag = linear and min = nearest and mip = nearest */
  68492. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68493. /** mag = linear and min = nearest and mip = linear */
  68494. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68495. /** mag = linear and min = linear and mip = none */
  68496. static readonly TEXTURE_LINEAR_LINEAR: number;
  68497. /** mag = linear and min = nearest and mip = none */
  68498. static readonly TEXTURE_LINEAR_NEAREST: number;
  68499. /** Explicit coordinates mode */
  68500. static readonly TEXTURE_EXPLICIT_MODE: number;
  68501. /** Spherical coordinates mode */
  68502. static readonly TEXTURE_SPHERICAL_MODE: number;
  68503. /** Planar coordinates mode */
  68504. static readonly TEXTURE_PLANAR_MODE: number;
  68505. /** Cubic coordinates mode */
  68506. static readonly TEXTURE_CUBIC_MODE: number;
  68507. /** Projection coordinates mode */
  68508. static readonly TEXTURE_PROJECTION_MODE: number;
  68509. /** Skybox coordinates mode */
  68510. static readonly TEXTURE_SKYBOX_MODE: number;
  68511. /** Inverse Cubic coordinates mode */
  68512. static readonly TEXTURE_INVCUBIC_MODE: number;
  68513. /** Equirectangular coordinates mode */
  68514. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68515. /** Equirectangular Fixed coordinates mode */
  68516. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68517. /** Equirectangular Fixed Mirrored coordinates mode */
  68518. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68519. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68520. static readonly SCALEMODE_FLOOR: number;
  68521. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68522. static readonly SCALEMODE_NEAREST: number;
  68523. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68524. static readonly SCALEMODE_CEILING: number;
  68525. /**
  68526. * The dirty texture flag value
  68527. */
  68528. static readonly MATERIAL_TextureDirtyFlag: number;
  68529. /**
  68530. * The dirty light flag value
  68531. */
  68532. static readonly MATERIAL_LightDirtyFlag: number;
  68533. /**
  68534. * The dirty fresnel flag value
  68535. */
  68536. static readonly MATERIAL_FresnelDirtyFlag: number;
  68537. /**
  68538. * The dirty attribute flag value
  68539. */
  68540. static readonly MATERIAL_AttributesDirtyFlag: number;
  68541. /**
  68542. * The dirty misc flag value
  68543. */
  68544. static readonly MATERIAL_MiscDirtyFlag: number;
  68545. /**
  68546. * The all dirty flag value
  68547. */
  68548. static readonly MATERIAL_AllDirtyFlag: number;
  68549. /**
  68550. * Returns the triangle fill mode
  68551. */
  68552. static readonly MATERIAL_TriangleFillMode: number;
  68553. /**
  68554. * Returns the wireframe mode
  68555. */
  68556. static readonly MATERIAL_WireFrameFillMode: number;
  68557. /**
  68558. * Returns the point fill mode
  68559. */
  68560. static readonly MATERIAL_PointFillMode: number;
  68561. /**
  68562. * Returns the point list draw mode
  68563. */
  68564. static readonly MATERIAL_PointListDrawMode: number;
  68565. /**
  68566. * Returns the line list draw mode
  68567. */
  68568. static readonly MATERIAL_LineListDrawMode: number;
  68569. /**
  68570. * Returns the line loop draw mode
  68571. */
  68572. static readonly MATERIAL_LineLoopDrawMode: number;
  68573. /**
  68574. * Returns the line strip draw mode
  68575. */
  68576. static readonly MATERIAL_LineStripDrawMode: number;
  68577. /**
  68578. * Returns the triangle strip draw mode
  68579. */
  68580. static readonly MATERIAL_TriangleStripDrawMode: number;
  68581. /**
  68582. * Returns the triangle fan draw mode
  68583. */
  68584. static readonly MATERIAL_TriangleFanDrawMode: number;
  68585. /**
  68586. * Stores the clock-wise side orientation
  68587. */
  68588. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68589. /**
  68590. * Stores the counter clock-wise side orientation
  68591. */
  68592. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68593. /**
  68594. * Nothing
  68595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68596. */
  68597. static readonly ACTION_NothingTrigger: number;
  68598. /**
  68599. * On pick
  68600. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68601. */
  68602. static readonly ACTION_OnPickTrigger: number;
  68603. /**
  68604. * On left pick
  68605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68606. */
  68607. static readonly ACTION_OnLeftPickTrigger: number;
  68608. /**
  68609. * On right pick
  68610. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68611. */
  68612. static readonly ACTION_OnRightPickTrigger: number;
  68613. /**
  68614. * On center pick
  68615. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68616. */
  68617. static readonly ACTION_OnCenterPickTrigger: number;
  68618. /**
  68619. * On pick down
  68620. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68621. */
  68622. static readonly ACTION_OnPickDownTrigger: number;
  68623. /**
  68624. * On double pick
  68625. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68626. */
  68627. static readonly ACTION_OnDoublePickTrigger: number;
  68628. /**
  68629. * On pick up
  68630. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68631. */
  68632. static readonly ACTION_OnPickUpTrigger: number;
  68633. /**
  68634. * On pick out.
  68635. * This trigger will only be raised if you also declared a OnPickDown
  68636. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68637. */
  68638. static readonly ACTION_OnPickOutTrigger: number;
  68639. /**
  68640. * On long press
  68641. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68642. */
  68643. static readonly ACTION_OnLongPressTrigger: number;
  68644. /**
  68645. * On pointer over
  68646. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68647. */
  68648. static readonly ACTION_OnPointerOverTrigger: number;
  68649. /**
  68650. * On pointer out
  68651. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68652. */
  68653. static readonly ACTION_OnPointerOutTrigger: number;
  68654. /**
  68655. * On every frame
  68656. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68657. */
  68658. static readonly ACTION_OnEveryFrameTrigger: number;
  68659. /**
  68660. * On intersection enter
  68661. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68662. */
  68663. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68664. /**
  68665. * On intersection exit
  68666. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68667. */
  68668. static readonly ACTION_OnIntersectionExitTrigger: number;
  68669. /**
  68670. * On key down
  68671. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68672. */
  68673. static readonly ACTION_OnKeyDownTrigger: number;
  68674. /**
  68675. * On key up
  68676. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68677. */
  68678. static readonly ACTION_OnKeyUpTrigger: number;
  68679. /**
  68680. * Billboard mode will only apply to Y axis
  68681. */
  68682. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68683. /**
  68684. * Billboard mode will apply to all axes
  68685. */
  68686. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68687. /**
  68688. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68689. */
  68690. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68691. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68692. * Test order :
  68693. * Is the bounding sphere outside the frustum ?
  68694. * If not, are the bounding box vertices outside the frustum ?
  68695. * It not, then the cullable object is in the frustum.
  68696. */
  68697. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68698. /** Culling strategy : Bounding Sphere Only.
  68699. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68700. * It's also less accurate than the standard because some not visible objects can still be selected.
  68701. * Test : is the bounding sphere outside the frustum ?
  68702. * If not, then the cullable object is in the frustum.
  68703. */
  68704. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68705. /** Culling strategy : Optimistic Inclusion.
  68706. * This in an inclusion test first, then the standard exclusion test.
  68707. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68708. * 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.
  68709. * Anyway, it's as accurate as the standard strategy.
  68710. * Test :
  68711. * Is the cullable object bounding sphere center in the frustum ?
  68712. * If not, apply the default culling strategy.
  68713. */
  68714. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68715. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68716. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68717. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68718. * 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.
  68719. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68720. * Test :
  68721. * Is the cullable object bounding sphere center in the frustum ?
  68722. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68723. */
  68724. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68725. /**
  68726. * No logging while loading
  68727. */
  68728. static readonly SCENELOADER_NO_LOGGING: number;
  68729. /**
  68730. * Minimal logging while loading
  68731. */
  68732. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68733. /**
  68734. * Summary logging while loading
  68735. */
  68736. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68737. /**
  68738. * Detailled logging while loading
  68739. */
  68740. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68741. }
  68742. }
  68743. declare module BABYLON {
  68744. /**
  68745. * This represents the required contract to create a new type of texture loader.
  68746. */
  68747. export interface IInternalTextureLoader {
  68748. /**
  68749. * Defines wether the loader supports cascade loading the different faces.
  68750. */
  68751. supportCascades: boolean;
  68752. /**
  68753. * This returns if the loader support the current file information.
  68754. * @param extension defines the file extension of the file being loaded
  68755. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68756. * @param fallback defines the fallback internal texture if any
  68757. * @param isBase64 defines whether the texture is encoded as a base64
  68758. * @param isBuffer defines whether the texture data are stored as a buffer
  68759. * @returns true if the loader can load the specified file
  68760. */
  68761. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  68762. /**
  68763. * Transform the url before loading if required.
  68764. * @param rootUrl the url of the texture
  68765. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68766. * @returns the transformed texture
  68767. */
  68768. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  68769. /**
  68770. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  68771. * @param rootUrl the url of the texture
  68772. * @param textureFormatInUse defines the current compressed format in use iun the engine
  68773. * @returns the fallback texture
  68774. */
  68775. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  68776. /**
  68777. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  68778. * @param data contains the texture data
  68779. * @param texture defines the BabylonJS internal texture
  68780. * @param createPolynomials will be true if polynomials have been requested
  68781. * @param onLoad defines the callback to trigger once the texture is ready
  68782. * @param onError defines the callback to trigger in case of error
  68783. */
  68784. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  68785. /**
  68786. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  68787. * @param data contains the texture data
  68788. * @param texture defines the BabylonJS internal texture
  68789. * @param callback defines the method to call once ready to upload
  68790. */
  68791. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  68792. }
  68793. }
  68794. declare module BABYLON {
  68795. /**
  68796. * Class used to store and describe the pipeline context associated with an effect
  68797. */
  68798. export interface IPipelineContext {
  68799. /**
  68800. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68801. */
  68802. isAsync: boolean;
  68803. /**
  68804. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68805. */
  68806. isReady: boolean;
  68807. /** @hidden */
  68808. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68809. }
  68810. }
  68811. declare module BABYLON {
  68812. /**
  68813. * Class used to store gfx data (like WebGLBuffer)
  68814. */
  68815. export class DataBuffer {
  68816. /**
  68817. * Gets or sets the number of objects referencing this buffer
  68818. */
  68819. references: number;
  68820. /** Gets or sets the size of the underlying buffer */
  68821. capacity: number;
  68822. /**
  68823. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  68824. */
  68825. is32Bits: boolean;
  68826. /**
  68827. * Gets the underlying buffer
  68828. */
  68829. readonly underlyingResource: any;
  68830. }
  68831. }
  68832. declare module BABYLON {
  68833. /** @hidden */
  68834. export interface IShaderProcessor {
  68835. attributeProcessor?: (attribute: string) => string;
  68836. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68837. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68838. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68839. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68840. lineProcessor?: (line: string, isFragment: boolean) => string;
  68841. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68842. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68843. }
  68844. }
  68845. declare module BABYLON {
  68846. /** @hidden */
  68847. export interface ProcessingOptions {
  68848. defines: string[];
  68849. indexParameters: any;
  68850. isFragment: boolean;
  68851. shouldUseHighPrecisionShader: boolean;
  68852. supportsUniformBuffers: boolean;
  68853. shadersRepository: string;
  68854. includesShadersStore: {
  68855. [key: string]: string;
  68856. };
  68857. processor?: IShaderProcessor;
  68858. version: string;
  68859. platformName: string;
  68860. lookForClosingBracketForUniformBuffer?: boolean;
  68861. }
  68862. }
  68863. declare module BABYLON {
  68864. /** @hidden */
  68865. export class ShaderCodeNode {
  68866. line: string;
  68867. children: ShaderCodeNode[];
  68868. additionalDefineKey?: string;
  68869. additionalDefineValue?: string;
  68870. isValid(preprocessors: {
  68871. [key: string]: string;
  68872. }): boolean;
  68873. process(preprocessors: {
  68874. [key: string]: string;
  68875. }, options: ProcessingOptions): string;
  68876. }
  68877. }
  68878. declare module BABYLON {
  68879. /** @hidden */
  68880. export class ShaderCodeCursor {
  68881. private _lines;
  68882. lineIndex: number;
  68883. readonly currentLine: string;
  68884. readonly canRead: boolean;
  68885. lines: string[];
  68886. }
  68887. }
  68888. declare module BABYLON {
  68889. /** @hidden */
  68890. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68891. process(preprocessors: {
  68892. [key: string]: string;
  68893. }, options: ProcessingOptions): string;
  68894. }
  68895. }
  68896. declare module BABYLON {
  68897. /** @hidden */
  68898. export class ShaderDefineExpression {
  68899. isTrue(preprocessors: {
  68900. [key: string]: string;
  68901. }): boolean;
  68902. }
  68903. }
  68904. declare module BABYLON {
  68905. /** @hidden */
  68906. export class ShaderCodeTestNode extends ShaderCodeNode {
  68907. testExpression: ShaderDefineExpression;
  68908. isValid(preprocessors: {
  68909. [key: string]: string;
  68910. }): boolean;
  68911. }
  68912. }
  68913. declare module BABYLON {
  68914. /** @hidden */
  68915. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68916. define: string;
  68917. not: boolean;
  68918. constructor(define: string, not?: boolean);
  68919. isTrue(preprocessors: {
  68920. [key: string]: string;
  68921. }): boolean;
  68922. }
  68923. }
  68924. declare module BABYLON {
  68925. /** @hidden */
  68926. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68927. leftOperand: ShaderDefineExpression;
  68928. rightOperand: ShaderDefineExpression;
  68929. isTrue(preprocessors: {
  68930. [key: string]: string;
  68931. }): boolean;
  68932. }
  68933. }
  68934. declare module BABYLON {
  68935. /** @hidden */
  68936. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68937. leftOperand: ShaderDefineExpression;
  68938. rightOperand: ShaderDefineExpression;
  68939. isTrue(preprocessors: {
  68940. [key: string]: string;
  68941. }): boolean;
  68942. }
  68943. }
  68944. declare module BABYLON {
  68945. /** @hidden */
  68946. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68947. define: string;
  68948. operand: string;
  68949. testValue: string;
  68950. constructor(define: string, operand: string, testValue: string);
  68951. isTrue(preprocessors: {
  68952. [key: string]: string;
  68953. }): boolean;
  68954. }
  68955. }
  68956. declare module BABYLON {
  68957. /**
  68958. * Class used to enable access to offline support
  68959. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68960. */
  68961. export interface IOfflineProvider {
  68962. /**
  68963. * Gets a boolean indicating if scene must be saved in the database
  68964. */
  68965. enableSceneOffline: boolean;
  68966. /**
  68967. * Gets a boolean indicating if textures must be saved in the database
  68968. */
  68969. enableTexturesOffline: boolean;
  68970. /**
  68971. * Open the offline support and make it available
  68972. * @param successCallback defines the callback to call on success
  68973. * @param errorCallback defines the callback to call on error
  68974. */
  68975. open(successCallback: () => void, errorCallback: () => void): void;
  68976. /**
  68977. * Loads an image from the offline support
  68978. * @param url defines the url to load from
  68979. * @param image defines the target DOM image
  68980. */
  68981. loadImage(url: string, image: HTMLImageElement): void;
  68982. /**
  68983. * Loads a file from offline support
  68984. * @param url defines the URL to load from
  68985. * @param sceneLoaded defines a callback to call on success
  68986. * @param progressCallBack defines a callback to call when progress changed
  68987. * @param errorCallback defines a callback to call on error
  68988. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68989. */
  68990. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68991. }
  68992. }
  68993. declare module BABYLON {
  68994. /**
  68995. * Class used to help managing file picking and drag'n'drop
  68996. * File Storage
  68997. */
  68998. export class FilesInputStore {
  68999. /**
  69000. * List of files ready to be loaded
  69001. */
  69002. static FilesToLoad: {
  69003. [key: string]: File;
  69004. };
  69005. }
  69006. }
  69007. declare module BABYLON {
  69008. /**
  69009. * Class used to define a retry strategy when error happens while loading assets
  69010. */
  69011. export class RetryStrategy {
  69012. /**
  69013. * Function used to defines an exponential back off strategy
  69014. * @param maxRetries defines the maximum number of retries (3 by default)
  69015. * @param baseInterval defines the interval between retries
  69016. * @returns the strategy function to use
  69017. */
  69018. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69019. }
  69020. }
  69021. declare module BABYLON {
  69022. /**
  69023. * @ignore
  69024. * Application error to support additional information when loading a file
  69025. */
  69026. export abstract class BaseError extends Error {
  69027. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69028. }
  69029. }
  69030. declare module BABYLON {
  69031. /** @ignore */
  69032. export class LoadFileError extends BaseError {
  69033. request?: WebRequest;
  69034. file?: File;
  69035. /**
  69036. * Creates a new LoadFileError
  69037. * @param message defines the message of the error
  69038. * @param request defines the optional web request
  69039. * @param file defines the optional file
  69040. */
  69041. constructor(message: string, object?: WebRequest | File);
  69042. }
  69043. /** @ignore */
  69044. export class RequestFileError extends BaseError {
  69045. request: WebRequest;
  69046. /**
  69047. * Creates a new LoadFileError
  69048. * @param message defines the message of the error
  69049. * @param request defines the optional web request
  69050. */
  69051. constructor(message: string, request: WebRequest);
  69052. }
  69053. /** @ignore */
  69054. export class ReadFileError extends BaseError {
  69055. file: File;
  69056. /**
  69057. * Creates a new ReadFileError
  69058. * @param message defines the message of the error
  69059. * @param file defines the optional file
  69060. */
  69061. constructor(message: string, file: File);
  69062. }
  69063. /**
  69064. * @hidden
  69065. */
  69066. export class FileTools {
  69067. /**
  69068. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69069. */
  69070. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69071. /**
  69072. * Gets or sets the base URL to use to load assets
  69073. */
  69074. static BaseUrl: string;
  69075. /**
  69076. * Default behaviour for cors in the application.
  69077. * It can be a string if the expected behavior is identical in the entire app.
  69078. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69079. */
  69080. static CorsBehavior: string | ((url: string | string[]) => string);
  69081. /**
  69082. * Gets or sets a function used to pre-process url before using them to load assets
  69083. */
  69084. static PreprocessUrl: (url: string) => string;
  69085. /**
  69086. * Removes unwanted characters from an url
  69087. * @param url defines the url to clean
  69088. * @returns the cleaned url
  69089. */
  69090. private static _CleanUrl;
  69091. /**
  69092. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69093. * @param url define the url we are trying
  69094. * @param element define the dom element where to configure the cors policy
  69095. */
  69096. static SetCorsBehavior(url: string | string[], element: {
  69097. crossOrigin: string | null;
  69098. }): void;
  69099. /**
  69100. * Loads an image as an HTMLImageElement.
  69101. * @param input url string, ArrayBuffer, or Blob to load
  69102. * @param onLoad callback called when the image successfully loads
  69103. * @param onError callback called when the image fails to load
  69104. * @param offlineProvider offline provider for caching
  69105. * @param mimeType optional mime type
  69106. * @returns the HTMLImageElement of the loaded image
  69107. */
  69108. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  69109. /**
  69110. * Reads a file from a File object
  69111. * @param file defines the file to load
  69112. * @param onSuccess defines the callback to call when data is loaded
  69113. * @param onProgress defines the callback to call during loading process
  69114. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69115. * @param onError defines the callback to call when an error occurs
  69116. * @returns a file request object
  69117. */
  69118. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69119. /**
  69120. * Loads a file from a url
  69121. * @param url url to load
  69122. * @param onSuccess callback called when the file successfully loads
  69123. * @param onProgress callback called while file is loading (if the server supports this mode)
  69124. * @param offlineProvider defines the offline provider for caching
  69125. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69126. * @param onError callback called when the file fails to load
  69127. * @returns a file request object
  69128. */
  69129. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  69130. /**
  69131. * Loads a file
  69132. * @param url url to load
  69133. * @param onSuccess callback called when the file successfully loads
  69134. * @param onProgress callback called while file is loading (if the server supports this mode)
  69135. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69136. * @param onError callback called when the file fails to load
  69137. * @param onOpened callback called when the web request is opened
  69138. * @returns a file request object
  69139. */
  69140. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  69141. /**
  69142. * Checks if the loaded document was accessed via `file:`-Protocol.
  69143. * @returns boolean
  69144. */
  69145. static IsFileURL(): boolean;
  69146. }
  69147. }
  69148. declare module BABYLON {
  69149. /** @hidden */
  69150. export class ShaderProcessor {
  69151. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69152. private static _ProcessPrecision;
  69153. private static _ExtractOperation;
  69154. private static _BuildSubExpression;
  69155. private static _BuildExpression;
  69156. private static _MoveCursorWithinIf;
  69157. private static _MoveCursor;
  69158. private static _EvaluatePreProcessors;
  69159. private static _PreparePreProcessors;
  69160. private static _ProcessShaderConversion;
  69161. private static _ProcessIncludes;
  69162. }
  69163. }
  69164. declare module BABYLON {
  69165. /**
  69166. * @hidden
  69167. */
  69168. export interface IColor4Like {
  69169. r: float;
  69170. g: float;
  69171. b: float;
  69172. a: float;
  69173. }
  69174. /**
  69175. * @hidden
  69176. */
  69177. export interface IColor3Like {
  69178. r: float;
  69179. g: float;
  69180. b: float;
  69181. }
  69182. /**
  69183. * @hidden
  69184. */
  69185. export interface IVector4Like {
  69186. x: float;
  69187. y: float;
  69188. z: float;
  69189. w: float;
  69190. }
  69191. /**
  69192. * @hidden
  69193. */
  69194. export interface IVector3Like {
  69195. x: float;
  69196. y: float;
  69197. z: float;
  69198. }
  69199. /**
  69200. * @hidden
  69201. */
  69202. export interface IVector2Like {
  69203. x: float;
  69204. y: float;
  69205. }
  69206. /**
  69207. * @hidden
  69208. */
  69209. export interface IMatrixLike {
  69210. toArray(): DeepImmutable<Float32Array>;
  69211. updateFlag: int;
  69212. }
  69213. /**
  69214. * @hidden
  69215. */
  69216. export interface IViewportLike {
  69217. x: float;
  69218. y: float;
  69219. width: float;
  69220. height: float;
  69221. }
  69222. /**
  69223. * @hidden
  69224. */
  69225. export interface IPlaneLike {
  69226. normal: IVector3Like;
  69227. d: float;
  69228. normalize(): void;
  69229. }
  69230. }
  69231. declare module BABYLON {
  69232. /**
  69233. * Interface used to define common properties for effect fallbacks
  69234. */
  69235. export interface IEffectFallbacks {
  69236. /**
  69237. * Removes the defines that should be removed when falling back.
  69238. * @param currentDefines defines the current define statements for the shader.
  69239. * @param effect defines the current effect we try to compile
  69240. * @returns The resulting defines with defines of the current rank removed.
  69241. */
  69242. reduce(currentDefines: string, effect: Effect): string;
  69243. /**
  69244. * Removes the fallback from the bound mesh.
  69245. */
  69246. unBindMesh(): void;
  69247. /**
  69248. * Checks to see if more fallbacks are still availible.
  69249. */
  69250. hasMoreFallbacks: boolean;
  69251. }
  69252. }
  69253. declare module BABYLON {
  69254. /**
  69255. * Class used to evalaute queries containing `and` and `or` operators
  69256. */
  69257. export class AndOrNotEvaluator {
  69258. /**
  69259. * Evaluate a query
  69260. * @param query defines the query to evaluate
  69261. * @param evaluateCallback defines the callback used to filter result
  69262. * @returns true if the query matches
  69263. */
  69264. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69265. private static _HandleParenthesisContent;
  69266. private static _SimplifyNegation;
  69267. }
  69268. }
  69269. declare module BABYLON {
  69270. /**
  69271. * Class used to store custom tags
  69272. */
  69273. export class Tags {
  69274. /**
  69275. * Adds support for tags on the given object
  69276. * @param obj defines the object to use
  69277. */
  69278. static EnableFor(obj: any): void;
  69279. /**
  69280. * Removes tags support
  69281. * @param obj defines the object to use
  69282. */
  69283. static DisableFor(obj: any): void;
  69284. /**
  69285. * Gets a boolean indicating if the given object has tags
  69286. * @param obj defines the object to use
  69287. * @returns a boolean
  69288. */
  69289. static HasTags(obj: any): boolean;
  69290. /**
  69291. * Gets the tags available on a given object
  69292. * @param obj defines the object to use
  69293. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69294. * @returns the tags
  69295. */
  69296. static GetTags(obj: any, asString?: boolean): any;
  69297. /**
  69298. * Adds tags to an object
  69299. * @param obj defines the object to use
  69300. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69301. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69302. */
  69303. static AddTagsTo(obj: any, tagsString: string): void;
  69304. /**
  69305. * @hidden
  69306. */
  69307. static _AddTagTo(obj: any, tag: string): void;
  69308. /**
  69309. * Removes specific tags from a specific object
  69310. * @param obj defines the object to use
  69311. * @param tagsString defines the tags to remove
  69312. */
  69313. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69314. /**
  69315. * @hidden
  69316. */
  69317. static _RemoveTagFrom(obj: any, tag: string): void;
  69318. /**
  69319. * Defines if tags hosted on an object match a given query
  69320. * @param obj defines the object to use
  69321. * @param tagsQuery defines the tag query
  69322. * @returns a boolean
  69323. */
  69324. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69325. }
  69326. }
  69327. declare module BABYLON {
  69328. /**
  69329. * Scalar computation library
  69330. */
  69331. export class Scalar {
  69332. /**
  69333. * Two pi constants convenient for computation.
  69334. */
  69335. static TwoPi: number;
  69336. /**
  69337. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69338. * @param a number
  69339. * @param b number
  69340. * @param epsilon (default = 1.401298E-45)
  69341. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69342. */
  69343. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69344. /**
  69345. * Returns a string : the upper case translation of the number i to hexadecimal.
  69346. * @param i number
  69347. * @returns the upper case translation of the number i to hexadecimal.
  69348. */
  69349. static ToHex(i: number): string;
  69350. /**
  69351. * Returns -1 if value is negative and +1 is value is positive.
  69352. * @param value the value
  69353. * @returns the value itself if it's equal to zero.
  69354. */
  69355. static Sign(value: number): number;
  69356. /**
  69357. * Returns the value itself if it's between min and max.
  69358. * Returns min if the value is lower than min.
  69359. * Returns max if the value is greater than max.
  69360. * @param value the value to clmap
  69361. * @param min the min value to clamp to (default: 0)
  69362. * @param max the max value to clamp to (default: 1)
  69363. * @returns the clamped value
  69364. */
  69365. static Clamp(value: number, min?: number, max?: number): number;
  69366. /**
  69367. * the log2 of value.
  69368. * @param value the value to compute log2 of
  69369. * @returns the log2 of value.
  69370. */
  69371. static Log2(value: number): number;
  69372. /**
  69373. * Loops the value, so that it is never larger than length and never smaller than 0.
  69374. *
  69375. * This is similar to the modulo operator but it works with floating point numbers.
  69376. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69377. * With t = 5 and length = 2.5, the result would be 0.0.
  69378. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69379. * @param value the value
  69380. * @param length the length
  69381. * @returns the looped value
  69382. */
  69383. static Repeat(value: number, length: number): number;
  69384. /**
  69385. * Normalize the value between 0.0 and 1.0 using min and max values
  69386. * @param value value to normalize
  69387. * @param min max to normalize between
  69388. * @param max min to normalize between
  69389. * @returns the normalized value
  69390. */
  69391. static Normalize(value: number, min: number, max: number): number;
  69392. /**
  69393. * Denormalize the value from 0.0 and 1.0 using min and max values
  69394. * @param normalized value to denormalize
  69395. * @param min max to denormalize between
  69396. * @param max min to denormalize between
  69397. * @returns the denormalized value
  69398. */
  69399. static Denormalize(normalized: number, min: number, max: number): number;
  69400. /**
  69401. * Calculates the shortest difference between two given angles given in degrees.
  69402. * @param current current angle in degrees
  69403. * @param target target angle in degrees
  69404. * @returns the delta
  69405. */
  69406. static DeltaAngle(current: number, target: number): number;
  69407. /**
  69408. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69409. * @param tx value
  69410. * @param length length
  69411. * @returns The returned value will move back and forth between 0 and length
  69412. */
  69413. static PingPong(tx: number, length: number): number;
  69414. /**
  69415. * Interpolates between min and max with smoothing at the limits.
  69416. *
  69417. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69418. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69419. * @param from from
  69420. * @param to to
  69421. * @param tx value
  69422. * @returns the smooth stepped value
  69423. */
  69424. static SmoothStep(from: number, to: number, tx: number): number;
  69425. /**
  69426. * Moves a value current towards target.
  69427. *
  69428. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69429. * Negative values of maxDelta pushes the value away from target.
  69430. * @param current current value
  69431. * @param target target value
  69432. * @param maxDelta max distance to move
  69433. * @returns resulting value
  69434. */
  69435. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69436. /**
  69437. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69438. *
  69439. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  69440. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  69441. * @param current current value
  69442. * @param target target value
  69443. * @param maxDelta max distance to move
  69444. * @returns resulting angle
  69445. */
  69446. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  69447. /**
  69448. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  69449. * @param start start value
  69450. * @param end target value
  69451. * @param amount amount to lerp between
  69452. * @returns the lerped value
  69453. */
  69454. static Lerp(start: number, end: number, amount: number): number;
  69455. /**
  69456. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69457. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  69458. * @param start start value
  69459. * @param end target value
  69460. * @param amount amount to lerp between
  69461. * @returns the lerped value
  69462. */
  69463. static LerpAngle(start: number, end: number, amount: number): number;
  69464. /**
  69465. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  69466. * @param a start value
  69467. * @param b target value
  69468. * @param value value between a and b
  69469. * @returns the inverseLerp value
  69470. */
  69471. static InverseLerp(a: number, b: number, value: number): number;
  69472. /**
  69473. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  69474. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  69475. * @param value1 spline value
  69476. * @param tangent1 spline value
  69477. * @param value2 spline value
  69478. * @param tangent2 spline value
  69479. * @param amount input value
  69480. * @returns hermite result
  69481. */
  69482. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  69483. /**
  69484. * Returns a random float number between and min and max values
  69485. * @param min min value of random
  69486. * @param max max value of random
  69487. * @returns random value
  69488. */
  69489. static RandomRange(min: number, max: number): number;
  69490. /**
  69491. * This function returns percentage of a number in a given range.
  69492. *
  69493. * RangeToPercent(40,20,60) will return 0.5 (50%)
  69494. * RangeToPercent(34,0,100) will return 0.34 (34%)
  69495. * @param number to convert to percentage
  69496. * @param min min range
  69497. * @param max max range
  69498. * @returns the percentage
  69499. */
  69500. static RangeToPercent(number: number, min: number, max: number): number;
  69501. /**
  69502. * This function returns number that corresponds to the percentage in a given range.
  69503. *
  69504. * PercentToRange(0.34,0,100) will return 34.
  69505. * @param percent to convert to number
  69506. * @param min min range
  69507. * @param max max range
  69508. * @returns the number
  69509. */
  69510. static PercentToRange(percent: number, min: number, max: number): number;
  69511. /**
  69512. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  69513. * @param angle The angle to normalize in radian.
  69514. * @return The converted angle.
  69515. */
  69516. static NormalizeRadians(angle: number): number;
  69517. }
  69518. }
  69519. declare module BABYLON {
  69520. /**
  69521. * Constant used to convert a value to gamma space
  69522. * @ignorenaming
  69523. */
  69524. export const ToGammaSpace: number;
  69525. /**
  69526. * Constant used to convert a value to linear space
  69527. * @ignorenaming
  69528. */
  69529. export const ToLinearSpace = 2.2;
  69530. /**
  69531. * Constant used to define the minimal number value in Babylon.js
  69532. * @ignorenaming
  69533. */
  69534. let Epsilon: number;
  69535. }
  69536. declare module BABYLON {
  69537. /**
  69538. * Class used to represent a viewport on screen
  69539. */
  69540. export class Viewport {
  69541. /** viewport left coordinate */
  69542. x: number;
  69543. /** viewport top coordinate */
  69544. y: number;
  69545. /**viewport width */
  69546. width: number;
  69547. /** viewport height */
  69548. height: number;
  69549. /**
  69550. * Creates a Viewport object located at (x, y) and sized (width, height)
  69551. * @param x defines viewport left coordinate
  69552. * @param y defines viewport top coordinate
  69553. * @param width defines the viewport width
  69554. * @param height defines the viewport height
  69555. */
  69556. constructor(
  69557. /** viewport left coordinate */
  69558. x: number,
  69559. /** viewport top coordinate */
  69560. y: number,
  69561. /**viewport width */
  69562. width: number,
  69563. /** viewport height */
  69564. height: number);
  69565. /**
  69566. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  69567. * @param renderWidth defines the rendering width
  69568. * @param renderHeight defines the rendering height
  69569. * @returns a new Viewport
  69570. */
  69571. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  69572. /**
  69573. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  69574. * @param renderWidth defines the rendering width
  69575. * @param renderHeight defines the rendering height
  69576. * @param ref defines the target viewport
  69577. * @returns the current viewport
  69578. */
  69579. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  69580. /**
  69581. * Returns a new Viewport copied from the current one
  69582. * @returns a new Viewport
  69583. */
  69584. clone(): Viewport;
  69585. }
  69586. }
  69587. declare module BABYLON {
  69588. /**
  69589. * Class containing a set of static utilities functions for arrays.
  69590. */
  69591. export class ArrayTools {
  69592. /**
  69593. * Returns an array of the given size filled with element built from the given constructor and the paramters
  69594. * @param size the number of element to construct and put in the array
  69595. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  69596. * @returns a new array filled with new objects
  69597. */
  69598. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  69599. }
  69600. }
  69601. declare module BABYLON {
  69602. /**
  69603. * Class representing a vector containing 2 coordinates
  69604. */
  69605. export class Vector2 {
  69606. /** defines the first coordinate */
  69607. x: number;
  69608. /** defines the second coordinate */
  69609. y: number;
  69610. /**
  69611. * Creates a new Vector2 from the given x and y coordinates
  69612. * @param x defines the first coordinate
  69613. * @param y defines the second coordinate
  69614. */
  69615. constructor(
  69616. /** defines the first coordinate */
  69617. x?: number,
  69618. /** defines the second coordinate */
  69619. y?: number);
  69620. /**
  69621. * Gets a string with the Vector2 coordinates
  69622. * @returns a string with the Vector2 coordinates
  69623. */
  69624. toString(): string;
  69625. /**
  69626. * Gets class name
  69627. * @returns the string "Vector2"
  69628. */
  69629. getClassName(): string;
  69630. /**
  69631. * Gets current vector hash code
  69632. * @returns the Vector2 hash code as a number
  69633. */
  69634. getHashCode(): number;
  69635. /**
  69636. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  69637. * @param array defines the source array
  69638. * @param index defines the offset in source array
  69639. * @returns the current Vector2
  69640. */
  69641. toArray(array: FloatArray, index?: number): Vector2;
  69642. /**
  69643. * Copy the current vector to an array
  69644. * @returns a new array with 2 elements: the Vector2 coordinates.
  69645. */
  69646. asArray(): number[];
  69647. /**
  69648. * Sets the Vector2 coordinates with the given Vector2 coordinates
  69649. * @param source defines the source Vector2
  69650. * @returns the current updated Vector2
  69651. */
  69652. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  69653. /**
  69654. * Sets the Vector2 coordinates with the given floats
  69655. * @param x defines the first coordinate
  69656. * @param y defines the second coordinate
  69657. * @returns the current updated Vector2
  69658. */
  69659. copyFromFloats(x: number, y: number): Vector2;
  69660. /**
  69661. * Sets the Vector2 coordinates with the given floats
  69662. * @param x defines the first coordinate
  69663. * @param y defines the second coordinate
  69664. * @returns the current updated Vector2
  69665. */
  69666. set(x: number, y: number): Vector2;
  69667. /**
  69668. * Add another vector with the current one
  69669. * @param otherVector defines the other vector
  69670. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  69671. */
  69672. add(otherVector: DeepImmutable<Vector2>): Vector2;
  69673. /**
  69674. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  69675. * @param otherVector defines the other vector
  69676. * @param result defines the target vector
  69677. * @returns the unmodified current Vector2
  69678. */
  69679. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69680. /**
  69681. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  69682. * @param otherVector defines the other vector
  69683. * @returns the current updated Vector2
  69684. */
  69685. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69686. /**
  69687. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  69688. * @param otherVector defines the other vector
  69689. * @returns a new Vector2
  69690. */
  69691. addVector3(otherVector: Vector3): Vector2;
  69692. /**
  69693. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  69694. * @param otherVector defines the other vector
  69695. * @returns a new Vector2
  69696. */
  69697. subtract(otherVector: Vector2): Vector2;
  69698. /**
  69699. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  69700. * @param otherVector defines the other vector
  69701. * @param result defines the target vector
  69702. * @returns the unmodified current Vector2
  69703. */
  69704. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69705. /**
  69706. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  69707. * @param otherVector defines the other vector
  69708. * @returns the current updated Vector2
  69709. */
  69710. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69711. /**
  69712. * Multiplies in place the current Vector2 coordinates by the given ones
  69713. * @param otherVector defines the other vector
  69714. * @returns the current updated Vector2
  69715. */
  69716. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69717. /**
  69718. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  69719. * @param otherVector defines the other vector
  69720. * @returns a new Vector2
  69721. */
  69722. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  69723. /**
  69724. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  69725. * @param otherVector defines the other vector
  69726. * @param result defines the target vector
  69727. * @returns the unmodified current Vector2
  69728. */
  69729. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69730. /**
  69731. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  69732. * @param x defines the first coordinate
  69733. * @param y defines the second coordinate
  69734. * @returns a new Vector2
  69735. */
  69736. multiplyByFloats(x: number, y: number): Vector2;
  69737. /**
  69738. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  69739. * @param otherVector defines the other vector
  69740. * @returns a new Vector2
  69741. */
  69742. divide(otherVector: Vector2): Vector2;
  69743. /**
  69744. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  69745. * @param otherVector defines the other vector
  69746. * @param result defines the target vector
  69747. * @returns the unmodified current Vector2
  69748. */
  69749. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  69750. /**
  69751. * Divides the current Vector2 coordinates by the given ones
  69752. * @param otherVector defines the other vector
  69753. * @returns the current updated Vector2
  69754. */
  69755. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  69756. /**
  69757. * Gets a new Vector2 with current Vector2 negated coordinates
  69758. * @returns a new Vector2
  69759. */
  69760. negate(): Vector2;
  69761. /**
  69762. * Multiply the Vector2 coordinates by scale
  69763. * @param scale defines the scaling factor
  69764. * @returns the current updated Vector2
  69765. */
  69766. scaleInPlace(scale: number): Vector2;
  69767. /**
  69768. * Returns a new Vector2 scaled by "scale" from the current Vector2
  69769. * @param scale defines the scaling factor
  69770. * @returns a new Vector2
  69771. */
  69772. scale(scale: number): Vector2;
  69773. /**
  69774. * Scale the current Vector2 values by a factor to a given Vector2
  69775. * @param scale defines the scale factor
  69776. * @param result defines the Vector2 object where to store the result
  69777. * @returns the unmodified current Vector2
  69778. */
  69779. scaleToRef(scale: number, result: Vector2): Vector2;
  69780. /**
  69781. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  69782. * @param scale defines the scale factor
  69783. * @param result defines the Vector2 object where to store the result
  69784. * @returns the unmodified current Vector2
  69785. */
  69786. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  69787. /**
  69788. * Gets a boolean if two vectors are equals
  69789. * @param otherVector defines the other vector
  69790. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  69791. */
  69792. equals(otherVector: DeepImmutable<Vector2>): boolean;
  69793. /**
  69794. * Gets a boolean if two vectors are equals (using an epsilon value)
  69795. * @param otherVector defines the other vector
  69796. * @param epsilon defines the minimal distance to consider equality
  69797. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  69798. */
  69799. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  69800. /**
  69801. * Gets a new Vector2 from current Vector2 floored values
  69802. * @returns a new Vector2
  69803. */
  69804. floor(): Vector2;
  69805. /**
  69806. * Gets a new Vector2 from current Vector2 floored values
  69807. * @returns a new Vector2
  69808. */
  69809. fract(): Vector2;
  69810. /**
  69811. * Gets the length of the vector
  69812. * @returns the vector length (float)
  69813. */
  69814. length(): number;
  69815. /**
  69816. * Gets the vector squared length
  69817. * @returns the vector squared length (float)
  69818. */
  69819. lengthSquared(): number;
  69820. /**
  69821. * Normalize the vector
  69822. * @returns the current updated Vector2
  69823. */
  69824. normalize(): Vector2;
  69825. /**
  69826. * Gets a new Vector2 copied from the Vector2
  69827. * @returns a new Vector2
  69828. */
  69829. clone(): Vector2;
  69830. /**
  69831. * Gets a new Vector2(0, 0)
  69832. * @returns a new Vector2
  69833. */
  69834. static Zero(): Vector2;
  69835. /**
  69836. * Gets a new Vector2(1, 1)
  69837. * @returns a new Vector2
  69838. */
  69839. static One(): Vector2;
  69840. /**
  69841. * Gets a new Vector2 set from the given index element of the given array
  69842. * @param array defines the data source
  69843. * @param offset defines the offset in the data source
  69844. * @returns a new Vector2
  69845. */
  69846. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  69847. /**
  69848. * Sets "result" from the given index element of the given array
  69849. * @param array defines the data source
  69850. * @param offset defines the offset in the data source
  69851. * @param result defines the target vector
  69852. */
  69853. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  69854. /**
  69855. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  69856. * @param value1 defines 1st point of control
  69857. * @param value2 defines 2nd point of control
  69858. * @param value3 defines 3rd point of control
  69859. * @param value4 defines 4th point of control
  69860. * @param amount defines the interpolation factor
  69861. * @returns a new Vector2
  69862. */
  69863. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  69864. /**
  69865. * 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".
  69866. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  69867. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  69868. * @param value defines the value to clamp
  69869. * @param min defines the lower limit
  69870. * @param max defines the upper limit
  69871. * @returns a new Vector2
  69872. */
  69873. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  69874. /**
  69875. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  69876. * @param value1 defines the 1st control point
  69877. * @param tangent1 defines the outgoing tangent
  69878. * @param value2 defines the 2nd control point
  69879. * @param tangent2 defines the incoming tangent
  69880. * @param amount defines the interpolation factor
  69881. * @returns a new Vector2
  69882. */
  69883. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  69884. /**
  69885. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  69886. * @param start defines the start vector
  69887. * @param end defines the end vector
  69888. * @param amount defines the interpolation factor
  69889. * @returns a new Vector2
  69890. */
  69891. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  69892. /**
  69893. * Gets the dot product of the vector "left" and the vector "right"
  69894. * @param left defines first vector
  69895. * @param right defines second vector
  69896. * @returns the dot product (float)
  69897. */
  69898. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  69899. /**
  69900. * Returns a new Vector2 equal to the normalized given vector
  69901. * @param vector defines the vector to normalize
  69902. * @returns a new Vector2
  69903. */
  69904. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  69905. /**
  69906. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  69907. * @param left defines 1st vector
  69908. * @param right defines 2nd vector
  69909. * @returns a new Vector2
  69910. */
  69911. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69912. /**
  69913. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  69914. * @param left defines 1st vector
  69915. * @param right defines 2nd vector
  69916. * @returns a new Vector2
  69917. */
  69918. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  69919. /**
  69920. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  69921. * @param vector defines the vector to transform
  69922. * @param transformation defines the matrix to apply
  69923. * @returns a new Vector2
  69924. */
  69925. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  69926. /**
  69927. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  69928. * @param vector defines the vector to transform
  69929. * @param transformation defines the matrix to apply
  69930. * @param result defines the target vector
  69931. */
  69932. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  69933. /**
  69934. * Determines if a given vector is included in a triangle
  69935. * @param p defines the vector to test
  69936. * @param p0 defines 1st triangle point
  69937. * @param p1 defines 2nd triangle point
  69938. * @param p2 defines 3rd triangle point
  69939. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  69940. */
  69941. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  69942. /**
  69943. * Gets the distance between the vectors "value1" and "value2"
  69944. * @param value1 defines first vector
  69945. * @param value2 defines second vector
  69946. * @returns the distance between vectors
  69947. */
  69948. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69949. /**
  69950. * Returns the squared distance between the vectors "value1" and "value2"
  69951. * @param value1 defines first vector
  69952. * @param value2 defines second vector
  69953. * @returns the squared distance between vectors
  69954. */
  69955. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  69956. /**
  69957. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  69958. * @param value1 defines first vector
  69959. * @param value2 defines second vector
  69960. * @returns a new Vector2
  69961. */
  69962. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  69963. /**
  69964. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  69965. * @param p defines the middle point
  69966. * @param segA defines one point of the segment
  69967. * @param segB defines the other point of the segment
  69968. * @returns the shortest distance
  69969. */
  69970. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  69971. }
  69972. /**
  69973. * Classed used to store (x,y,z) vector representation
  69974. * A Vector3 is the main object used in 3D geometry
  69975. * It can represent etiher the coordinates of a point the space, either a direction
  69976. * Reminder: js uses a left handed forward facing system
  69977. */
  69978. export class Vector3 {
  69979. /**
  69980. * Defines the first coordinates (on X axis)
  69981. */
  69982. x: number;
  69983. /**
  69984. * Defines the second coordinates (on Y axis)
  69985. */
  69986. y: number;
  69987. /**
  69988. * Defines the third coordinates (on Z axis)
  69989. */
  69990. z: number;
  69991. private static _UpReadOnly;
  69992. private static _ZeroReadOnly;
  69993. /**
  69994. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  69995. * @param x defines the first coordinates (on X axis)
  69996. * @param y defines the second coordinates (on Y axis)
  69997. * @param z defines the third coordinates (on Z axis)
  69998. */
  69999. constructor(
  70000. /**
  70001. * Defines the first coordinates (on X axis)
  70002. */
  70003. x?: number,
  70004. /**
  70005. * Defines the second coordinates (on Y axis)
  70006. */
  70007. y?: number,
  70008. /**
  70009. * Defines the third coordinates (on Z axis)
  70010. */
  70011. z?: number);
  70012. /**
  70013. * Creates a string representation of the Vector3
  70014. * @returns a string with the Vector3 coordinates.
  70015. */
  70016. toString(): string;
  70017. /**
  70018. * Gets the class name
  70019. * @returns the string "Vector3"
  70020. */
  70021. getClassName(): string;
  70022. /**
  70023. * Creates the Vector3 hash code
  70024. * @returns a number which tends to be unique between Vector3 instances
  70025. */
  70026. getHashCode(): number;
  70027. /**
  70028. * Creates an array containing three elements : the coordinates of the Vector3
  70029. * @returns a new array of numbers
  70030. */
  70031. asArray(): number[];
  70032. /**
  70033. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70034. * @param array defines the destination array
  70035. * @param index defines the offset in the destination array
  70036. * @returns the current Vector3
  70037. */
  70038. toArray(array: FloatArray, index?: number): Vector3;
  70039. /**
  70040. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70041. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70042. */
  70043. toQuaternion(): Quaternion;
  70044. /**
  70045. * Adds the given vector to the current Vector3
  70046. * @param otherVector defines the second operand
  70047. * @returns the current updated Vector3
  70048. */
  70049. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70050. /**
  70051. * Adds the given coordinates to the current Vector3
  70052. * @param x defines the x coordinate of the operand
  70053. * @param y defines the y coordinate of the operand
  70054. * @param z defines the z coordinate of the operand
  70055. * @returns the current updated Vector3
  70056. */
  70057. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70058. /**
  70059. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70060. * @param otherVector defines the second operand
  70061. * @returns the resulting Vector3
  70062. */
  70063. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70064. /**
  70065. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70066. * @param otherVector defines the second operand
  70067. * @param result defines the Vector3 object where to store the result
  70068. * @returns the current Vector3
  70069. */
  70070. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70071. /**
  70072. * Subtract the given vector from the current Vector3
  70073. * @param otherVector defines the second operand
  70074. * @returns the current updated Vector3
  70075. */
  70076. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70077. /**
  70078. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70079. * @param otherVector defines the second operand
  70080. * @returns the resulting Vector3
  70081. */
  70082. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70083. /**
  70084. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70085. * @param otherVector defines the second operand
  70086. * @param result defines the Vector3 object where to store the result
  70087. * @returns the current Vector3
  70088. */
  70089. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70090. /**
  70091. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70092. * @param x defines the x coordinate of the operand
  70093. * @param y defines the y coordinate of the operand
  70094. * @param z defines the z coordinate of the operand
  70095. * @returns the resulting Vector3
  70096. */
  70097. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70098. /**
  70099. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70100. * @param x defines the x coordinate of the operand
  70101. * @param y defines the y coordinate of the operand
  70102. * @param z defines the z coordinate of the operand
  70103. * @param result defines the Vector3 object where to store the result
  70104. * @returns the current Vector3
  70105. */
  70106. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70107. /**
  70108. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70109. * @returns a new Vector3
  70110. */
  70111. negate(): Vector3;
  70112. /**
  70113. * Multiplies the Vector3 coordinates by the float "scale"
  70114. * @param scale defines the multiplier factor
  70115. * @returns the current updated Vector3
  70116. */
  70117. scaleInPlace(scale: number): Vector3;
  70118. /**
  70119. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70120. * @param scale defines the multiplier factor
  70121. * @returns a new Vector3
  70122. */
  70123. scale(scale: number): Vector3;
  70124. /**
  70125. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70126. * @param scale defines the multiplier factor
  70127. * @param result defines the Vector3 object where to store the result
  70128. * @returns the current Vector3
  70129. */
  70130. scaleToRef(scale: number, result: Vector3): Vector3;
  70131. /**
  70132. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70133. * @param scale defines the scale factor
  70134. * @param result defines the Vector3 object where to store the result
  70135. * @returns the unmodified current Vector3
  70136. */
  70137. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70138. /**
  70139. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70140. * @param otherVector defines the second operand
  70141. * @returns true if both vectors are equals
  70142. */
  70143. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70144. /**
  70145. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70146. * @param otherVector defines the second operand
  70147. * @param epsilon defines the minimal distance to define values as equals
  70148. * @returns true if both vectors are distant less than epsilon
  70149. */
  70150. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70151. /**
  70152. * Returns true if the current Vector3 coordinates equals the given floats
  70153. * @param x defines the x coordinate of the operand
  70154. * @param y defines the y coordinate of the operand
  70155. * @param z defines the z coordinate of the operand
  70156. * @returns true if both vectors are equals
  70157. */
  70158. equalsToFloats(x: number, y: number, z: number): boolean;
  70159. /**
  70160. * Multiplies the current Vector3 coordinates by the given ones
  70161. * @param otherVector defines the second operand
  70162. * @returns the current updated Vector3
  70163. */
  70164. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70165. /**
  70166. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70167. * @param otherVector defines the second operand
  70168. * @returns the new Vector3
  70169. */
  70170. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70171. /**
  70172. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70173. * @param otherVector defines the second operand
  70174. * @param result defines the Vector3 object where to store the result
  70175. * @returns the current Vector3
  70176. */
  70177. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70178. /**
  70179. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70180. * @param x defines the x coordinate of the operand
  70181. * @param y defines the y coordinate of the operand
  70182. * @param z defines the z coordinate of the operand
  70183. * @returns the new Vector3
  70184. */
  70185. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70186. /**
  70187. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70188. * @param otherVector defines the second operand
  70189. * @returns the new Vector3
  70190. */
  70191. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70192. /**
  70193. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70194. * @param otherVector defines the second operand
  70195. * @param result defines the Vector3 object where to store the result
  70196. * @returns the current Vector3
  70197. */
  70198. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70199. /**
  70200. * Divides the current Vector3 coordinates by the given ones.
  70201. * @param otherVector defines the second operand
  70202. * @returns the current updated Vector3
  70203. */
  70204. divideInPlace(otherVector: Vector3): Vector3;
  70205. /**
  70206. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70207. * @param other defines the second operand
  70208. * @returns the current updated Vector3
  70209. */
  70210. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70211. /**
  70212. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70213. * @param other defines the second operand
  70214. * @returns the current updated Vector3
  70215. */
  70216. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70217. /**
  70218. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70219. * @param x defines the x coordinate of the operand
  70220. * @param y defines the y coordinate of the operand
  70221. * @param z defines the z coordinate of the operand
  70222. * @returns the current updated Vector3
  70223. */
  70224. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70225. /**
  70226. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70227. * @param x defines the x coordinate of the operand
  70228. * @param y defines the y coordinate of the operand
  70229. * @param z defines the z coordinate of the operand
  70230. * @returns the current updated Vector3
  70231. */
  70232. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70233. /**
  70234. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70235. * Check if is non uniform within a certain amount of decimal places to account for this
  70236. * @param epsilon the amount the values can differ
  70237. * @returns if the the vector is non uniform to a certain number of decimal places
  70238. */
  70239. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70240. /**
  70241. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70242. */
  70243. readonly isNonUniform: boolean;
  70244. /**
  70245. * Gets a new Vector3 from current Vector3 floored values
  70246. * @returns a new Vector3
  70247. */
  70248. floor(): Vector3;
  70249. /**
  70250. * Gets a new Vector3 from current Vector3 floored values
  70251. * @returns a new Vector3
  70252. */
  70253. fract(): Vector3;
  70254. /**
  70255. * Gets the length of the Vector3
  70256. * @returns the length of the Vector3
  70257. */
  70258. length(): number;
  70259. /**
  70260. * Gets the squared length of the Vector3
  70261. * @returns squared length of the Vector3
  70262. */
  70263. lengthSquared(): number;
  70264. /**
  70265. * Normalize the current Vector3.
  70266. * Please note that this is an in place operation.
  70267. * @returns the current updated Vector3
  70268. */
  70269. normalize(): Vector3;
  70270. /**
  70271. * Reorders the x y z properties of the vector in place
  70272. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70273. * @returns the current updated vector
  70274. */
  70275. reorderInPlace(order: string): this;
  70276. /**
  70277. * Rotates the vector around 0,0,0 by a quaternion
  70278. * @param quaternion the rotation quaternion
  70279. * @param result vector to store the result
  70280. * @returns the resulting vector
  70281. */
  70282. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70283. /**
  70284. * Rotates a vector around a given point
  70285. * @param quaternion the rotation quaternion
  70286. * @param point the point to rotate around
  70287. * @param result vector to store the result
  70288. * @returns the resulting vector
  70289. */
  70290. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70291. /**
  70292. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70293. * The cross product is then orthogonal to both current and "other"
  70294. * @param other defines the right operand
  70295. * @returns the cross product
  70296. */
  70297. cross(other: Vector3): Vector3;
  70298. /**
  70299. * Normalize the current Vector3 with the given input length.
  70300. * Please note that this is an in place operation.
  70301. * @param len the length of the vector
  70302. * @returns the current updated Vector3
  70303. */
  70304. normalizeFromLength(len: number): Vector3;
  70305. /**
  70306. * Normalize the current Vector3 to a new vector
  70307. * @returns the new Vector3
  70308. */
  70309. normalizeToNew(): Vector3;
  70310. /**
  70311. * Normalize the current Vector3 to the reference
  70312. * @param reference define the Vector3 to update
  70313. * @returns the updated Vector3
  70314. */
  70315. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70316. /**
  70317. * Creates a new Vector3 copied from the current Vector3
  70318. * @returns the new Vector3
  70319. */
  70320. clone(): Vector3;
  70321. /**
  70322. * Copies the given vector coordinates to the current Vector3 ones
  70323. * @param source defines the source Vector3
  70324. * @returns the current updated Vector3
  70325. */
  70326. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70327. /**
  70328. * Copies the given floats to the current Vector3 coordinates
  70329. * @param x defines the x coordinate of the operand
  70330. * @param y defines the y coordinate of the operand
  70331. * @param z defines the z coordinate of the operand
  70332. * @returns the current updated Vector3
  70333. */
  70334. copyFromFloats(x: number, y: number, z: number): Vector3;
  70335. /**
  70336. * Copies the given floats to the current Vector3 coordinates
  70337. * @param x defines the x coordinate of the operand
  70338. * @param y defines the y coordinate of the operand
  70339. * @param z defines the z coordinate of the operand
  70340. * @returns the current updated Vector3
  70341. */
  70342. set(x: number, y: number, z: number): Vector3;
  70343. /**
  70344. * Copies the given float to the current Vector3 coordinates
  70345. * @param v defines the x, y and z coordinates of the operand
  70346. * @returns the current updated Vector3
  70347. */
  70348. setAll(v: number): Vector3;
  70349. /**
  70350. * Get the clip factor between two vectors
  70351. * @param vector0 defines the first operand
  70352. * @param vector1 defines the second operand
  70353. * @param axis defines the axis to use
  70354. * @param size defines the size along the axis
  70355. * @returns the clip factor
  70356. */
  70357. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70358. /**
  70359. * Get angle between two vectors
  70360. * @param vector0 angle between vector0 and vector1
  70361. * @param vector1 angle between vector0 and vector1
  70362. * @param normal direction of the normal
  70363. * @return the angle between vector0 and vector1
  70364. */
  70365. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70366. /**
  70367. * Returns a new Vector3 set from the index "offset" of the given array
  70368. * @param array defines the source array
  70369. * @param offset defines the offset in the source array
  70370. * @returns the new Vector3
  70371. */
  70372. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70373. /**
  70374. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70375. * This function is deprecated. Use FromArray instead
  70376. * @param array defines the source array
  70377. * @param offset defines the offset in the source array
  70378. * @returns the new Vector3
  70379. */
  70380. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70381. /**
  70382. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70383. * @param array defines the source array
  70384. * @param offset defines the offset in the source array
  70385. * @param result defines the Vector3 where to store the result
  70386. */
  70387. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70388. /**
  70389. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70390. * This function is deprecated. Use FromArrayToRef instead.
  70391. * @param array defines the source array
  70392. * @param offset defines the offset in the source array
  70393. * @param result defines the Vector3 where to store the result
  70394. */
  70395. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70396. /**
  70397. * Sets the given vector "result" with the given floats.
  70398. * @param x defines the x coordinate of the source
  70399. * @param y defines the y coordinate of the source
  70400. * @param z defines the z coordinate of the source
  70401. * @param result defines the Vector3 where to store the result
  70402. */
  70403. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70404. /**
  70405. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70406. * @returns a new empty Vector3
  70407. */
  70408. static Zero(): Vector3;
  70409. /**
  70410. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70411. * @returns a new unit Vector3
  70412. */
  70413. static One(): Vector3;
  70414. /**
  70415. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70416. * @returns a new up Vector3
  70417. */
  70418. static Up(): Vector3;
  70419. /**
  70420. * Gets a up Vector3 that must not be updated
  70421. */
  70422. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70423. /**
  70424. * Gets a zero Vector3 that must not be updated
  70425. */
  70426. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70427. /**
  70428. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70429. * @returns a new down Vector3
  70430. */
  70431. static Down(): Vector3;
  70432. /**
  70433. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70434. * @returns a new forward Vector3
  70435. */
  70436. static Forward(): Vector3;
  70437. /**
  70438. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  70439. * @returns a new forward Vector3
  70440. */
  70441. static Backward(): Vector3;
  70442. /**
  70443. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  70444. * @returns a new right Vector3
  70445. */
  70446. static Right(): Vector3;
  70447. /**
  70448. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  70449. * @returns a new left Vector3
  70450. */
  70451. static Left(): Vector3;
  70452. /**
  70453. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  70454. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70455. * @param vector defines the Vector3 to transform
  70456. * @param transformation defines the transformation matrix
  70457. * @returns the transformed Vector3
  70458. */
  70459. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70460. /**
  70461. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  70462. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70463. * @param vector defines the Vector3 to transform
  70464. * @param transformation defines the transformation matrix
  70465. * @param result defines the Vector3 where to store the result
  70466. */
  70467. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70468. /**
  70469. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  70470. * This method computes tranformed coordinates only, not transformed direction vectors
  70471. * @param x define the x coordinate of the source vector
  70472. * @param y define the y coordinate of the source vector
  70473. * @param z define the z coordinate of the source vector
  70474. * @param transformation defines the transformation matrix
  70475. * @param result defines the Vector3 where to store the result
  70476. */
  70477. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70478. /**
  70479. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  70480. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70481. * @param vector defines the Vector3 to transform
  70482. * @param transformation defines the transformation matrix
  70483. * @returns the new Vector3
  70484. */
  70485. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70486. /**
  70487. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  70488. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70489. * @param vector defines the Vector3 to transform
  70490. * @param transformation defines the transformation matrix
  70491. * @param result defines the Vector3 where to store the result
  70492. */
  70493. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70494. /**
  70495. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  70496. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70497. * @param x define the x coordinate of the source vector
  70498. * @param y define the y coordinate of the source vector
  70499. * @param z define the z coordinate of the source vector
  70500. * @param transformation defines the transformation matrix
  70501. * @param result defines the Vector3 where to store the result
  70502. */
  70503. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70504. /**
  70505. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  70506. * @param value1 defines the first control point
  70507. * @param value2 defines the second control point
  70508. * @param value3 defines the third control point
  70509. * @param value4 defines the fourth control point
  70510. * @param amount defines the amount on the spline to use
  70511. * @returns the new Vector3
  70512. */
  70513. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  70514. /**
  70515. * 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"
  70516. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70517. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70518. * @param value defines the current value
  70519. * @param min defines the lower range value
  70520. * @param max defines the upper range value
  70521. * @returns the new Vector3
  70522. */
  70523. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  70524. /**
  70525. * 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"
  70526. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70527. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70528. * @param value defines the current value
  70529. * @param min defines the lower range value
  70530. * @param max defines the upper range value
  70531. * @param result defines the Vector3 where to store the result
  70532. */
  70533. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  70534. /**
  70535. * Checks if a given vector is inside a specific range
  70536. * @param v defines the vector to test
  70537. * @param min defines the minimum range
  70538. * @param max defines the maximum range
  70539. */
  70540. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  70541. /**
  70542. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  70543. * @param value1 defines the first control point
  70544. * @param tangent1 defines the first tangent vector
  70545. * @param value2 defines the second control point
  70546. * @param tangent2 defines the second tangent vector
  70547. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  70548. * @returns the new Vector3
  70549. */
  70550. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  70551. /**
  70552. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  70553. * @param start defines the start value
  70554. * @param end defines the end value
  70555. * @param amount max defines amount between both (between 0 and 1)
  70556. * @returns the new Vector3
  70557. */
  70558. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  70559. /**
  70560. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  70561. * @param start defines the start value
  70562. * @param end defines the end value
  70563. * @param amount max defines amount between both (between 0 and 1)
  70564. * @param result defines the Vector3 where to store the result
  70565. */
  70566. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  70567. /**
  70568. * Returns the dot product (float) between the vectors "left" and "right"
  70569. * @param left defines the left operand
  70570. * @param right defines the right operand
  70571. * @returns the dot product
  70572. */
  70573. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  70574. /**
  70575. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  70576. * The cross product is then orthogonal to both "left" and "right"
  70577. * @param left defines the left operand
  70578. * @param right defines the right operand
  70579. * @returns the cross product
  70580. */
  70581. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70582. /**
  70583. * Sets the given vector "result" with the cross product of "left" and "right"
  70584. * The cross product is then orthogonal to both "left" and "right"
  70585. * @param left defines the left operand
  70586. * @param right defines the right operand
  70587. * @param result defines the Vector3 where to store the result
  70588. */
  70589. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  70590. /**
  70591. * Returns a new Vector3 as the normalization of the given vector
  70592. * @param vector defines the Vector3 to normalize
  70593. * @returns the new Vector3
  70594. */
  70595. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  70596. /**
  70597. * Sets the given vector "result" with the normalization of the given first vector
  70598. * @param vector defines the Vector3 to normalize
  70599. * @param result defines the Vector3 where to store the result
  70600. */
  70601. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  70602. /**
  70603. * Project a Vector3 onto screen space
  70604. * @param vector defines the Vector3 to project
  70605. * @param world defines the world matrix to use
  70606. * @param transform defines the transform (view x projection) matrix to use
  70607. * @param viewport defines the screen viewport to use
  70608. * @returns the new Vector3
  70609. */
  70610. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  70611. /** @hidden */
  70612. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  70613. /**
  70614. * Unproject from screen space to object space
  70615. * @param source defines the screen space Vector3 to use
  70616. * @param viewportWidth defines the current width of the viewport
  70617. * @param viewportHeight defines the current height of the viewport
  70618. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70619. * @param transform defines the transform (view x projection) matrix to use
  70620. * @returns the new Vector3
  70621. */
  70622. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  70623. /**
  70624. * Unproject from screen space to object space
  70625. * @param source defines the screen space Vector3 to use
  70626. * @param viewportWidth defines the current width of the viewport
  70627. * @param viewportHeight defines the current height of the viewport
  70628. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70629. * @param view defines the view matrix to use
  70630. * @param projection defines the projection matrix to use
  70631. * @returns the new Vector3
  70632. */
  70633. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  70634. /**
  70635. * Unproject from screen space to object space
  70636. * @param source defines the screen space Vector3 to use
  70637. * @param viewportWidth defines the current width of the viewport
  70638. * @param viewportHeight defines the current height of the viewport
  70639. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70640. * @param view defines the view matrix to use
  70641. * @param projection defines the projection matrix to use
  70642. * @param result defines the Vector3 where to store the result
  70643. */
  70644. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70645. /**
  70646. * Unproject from screen space to object space
  70647. * @param sourceX defines the screen space x coordinate to use
  70648. * @param sourceY defines the screen space y coordinate to use
  70649. * @param sourceZ defines the screen space z coordinate to use
  70650. * @param viewportWidth defines the current width of the viewport
  70651. * @param viewportHeight defines the current height of the viewport
  70652. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70653. * @param view defines the view matrix to use
  70654. * @param projection defines the projection matrix to use
  70655. * @param result defines the Vector3 where to store the result
  70656. */
  70657. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70658. /**
  70659. * Gets the minimal coordinate values between two Vector3
  70660. * @param left defines the first operand
  70661. * @param right defines the second operand
  70662. * @returns the new Vector3
  70663. */
  70664. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70665. /**
  70666. * Gets the maximal coordinate values between two Vector3
  70667. * @param left defines the first operand
  70668. * @param right defines the second operand
  70669. * @returns the new Vector3
  70670. */
  70671. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70672. /**
  70673. * Returns the distance between the vectors "value1" and "value2"
  70674. * @param value1 defines the first operand
  70675. * @param value2 defines the second operand
  70676. * @returns the distance
  70677. */
  70678. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70679. /**
  70680. * Returns the squared distance between the vectors "value1" and "value2"
  70681. * @param value1 defines the first operand
  70682. * @param value2 defines the second operand
  70683. * @returns the squared distance
  70684. */
  70685. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  70686. /**
  70687. * Returns a new Vector3 located at the center between "value1" and "value2"
  70688. * @param value1 defines the first operand
  70689. * @param value2 defines the second operand
  70690. * @returns the new Vector3
  70691. */
  70692. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  70693. /**
  70694. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  70695. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  70696. * to something in order to rotate it from its local system to the given target system
  70697. * Note: axis1, axis2 and axis3 are normalized during this operation
  70698. * @param axis1 defines the first axis
  70699. * @param axis2 defines the second axis
  70700. * @param axis3 defines the third axis
  70701. * @returns a new Vector3
  70702. */
  70703. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  70704. /**
  70705. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  70706. * @param axis1 defines the first axis
  70707. * @param axis2 defines the second axis
  70708. * @param axis3 defines the third axis
  70709. * @param ref defines the Vector3 where to store the result
  70710. */
  70711. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  70712. }
  70713. /**
  70714. * Vector4 class created for EulerAngle class conversion to Quaternion
  70715. */
  70716. export class Vector4 {
  70717. /** x value of the vector */
  70718. x: number;
  70719. /** y value of the vector */
  70720. y: number;
  70721. /** z value of the vector */
  70722. z: number;
  70723. /** w value of the vector */
  70724. w: number;
  70725. /**
  70726. * Creates a Vector4 object from the given floats.
  70727. * @param x x value of the vector
  70728. * @param y y value of the vector
  70729. * @param z z value of the vector
  70730. * @param w w value of the vector
  70731. */
  70732. constructor(
  70733. /** x value of the vector */
  70734. x: number,
  70735. /** y value of the vector */
  70736. y: number,
  70737. /** z value of the vector */
  70738. z: number,
  70739. /** w value of the vector */
  70740. w: number);
  70741. /**
  70742. * Returns the string with the Vector4 coordinates.
  70743. * @returns a string containing all the vector values
  70744. */
  70745. toString(): string;
  70746. /**
  70747. * Returns the string "Vector4".
  70748. * @returns "Vector4"
  70749. */
  70750. getClassName(): string;
  70751. /**
  70752. * Returns the Vector4 hash code.
  70753. * @returns a unique hash code
  70754. */
  70755. getHashCode(): number;
  70756. /**
  70757. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  70758. * @returns the resulting array
  70759. */
  70760. asArray(): number[];
  70761. /**
  70762. * Populates the given array from the given index with the Vector4 coordinates.
  70763. * @param array array to populate
  70764. * @param index index of the array to start at (default: 0)
  70765. * @returns the Vector4.
  70766. */
  70767. toArray(array: FloatArray, index?: number): Vector4;
  70768. /**
  70769. * Adds the given vector to the current Vector4.
  70770. * @param otherVector the vector to add
  70771. * @returns the updated Vector4.
  70772. */
  70773. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70774. /**
  70775. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  70776. * @param otherVector the vector to add
  70777. * @returns the resulting vector
  70778. */
  70779. add(otherVector: DeepImmutable<Vector4>): Vector4;
  70780. /**
  70781. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  70782. * @param otherVector the vector to add
  70783. * @param result the vector to store the result
  70784. * @returns the current Vector4.
  70785. */
  70786. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70787. /**
  70788. * Subtract in place the given vector from the current Vector4.
  70789. * @param otherVector the vector to subtract
  70790. * @returns the updated Vector4.
  70791. */
  70792. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70793. /**
  70794. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  70795. * @param otherVector the vector to add
  70796. * @returns the new vector with the result
  70797. */
  70798. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  70799. /**
  70800. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  70801. * @param otherVector the vector to subtract
  70802. * @param result the vector to store the result
  70803. * @returns the current Vector4.
  70804. */
  70805. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70806. /**
  70807. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70808. */
  70809. /**
  70810. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70811. * @param x value to subtract
  70812. * @param y value to subtract
  70813. * @param z value to subtract
  70814. * @param w value to subtract
  70815. * @returns new vector containing the result
  70816. */
  70817. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70818. /**
  70819. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  70820. * @param x value to subtract
  70821. * @param y value to subtract
  70822. * @param z value to subtract
  70823. * @param w value to subtract
  70824. * @param result the vector to store the result in
  70825. * @returns the current Vector4.
  70826. */
  70827. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  70828. /**
  70829. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  70830. * @returns a new vector with the negated values
  70831. */
  70832. negate(): Vector4;
  70833. /**
  70834. * Multiplies the current Vector4 coordinates by scale (float).
  70835. * @param scale the number to scale with
  70836. * @returns the updated Vector4.
  70837. */
  70838. scaleInPlace(scale: number): Vector4;
  70839. /**
  70840. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  70841. * @param scale the number to scale with
  70842. * @returns a new vector with the result
  70843. */
  70844. scale(scale: number): Vector4;
  70845. /**
  70846. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  70847. * @param scale the number to scale with
  70848. * @param result a vector to store the result in
  70849. * @returns the current Vector4.
  70850. */
  70851. scaleToRef(scale: number, result: Vector4): Vector4;
  70852. /**
  70853. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  70854. * @param scale defines the scale factor
  70855. * @param result defines the Vector4 object where to store the result
  70856. * @returns the unmodified current Vector4
  70857. */
  70858. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  70859. /**
  70860. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  70861. * @param otherVector the vector to compare against
  70862. * @returns true if they are equal
  70863. */
  70864. equals(otherVector: DeepImmutable<Vector4>): boolean;
  70865. /**
  70866. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  70867. * @param otherVector vector to compare against
  70868. * @param epsilon (Default: very small number)
  70869. * @returns true if they are equal
  70870. */
  70871. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  70872. /**
  70873. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  70874. * @param x x value to compare against
  70875. * @param y y value to compare against
  70876. * @param z z value to compare against
  70877. * @param w w value to compare against
  70878. * @returns true if equal
  70879. */
  70880. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  70881. /**
  70882. * Multiplies in place the current Vector4 by the given one.
  70883. * @param otherVector vector to multiple with
  70884. * @returns the updated Vector4.
  70885. */
  70886. multiplyInPlace(otherVector: Vector4): Vector4;
  70887. /**
  70888. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  70889. * @param otherVector vector to multiple with
  70890. * @returns resulting new vector
  70891. */
  70892. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  70893. /**
  70894. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  70895. * @param otherVector vector to multiple with
  70896. * @param result vector to store the result
  70897. * @returns the current Vector4.
  70898. */
  70899. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70900. /**
  70901. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  70902. * @param x x value multiply with
  70903. * @param y y value multiply with
  70904. * @param z z value multiply with
  70905. * @param w w value multiply with
  70906. * @returns resulting new vector
  70907. */
  70908. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  70909. /**
  70910. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  70911. * @param otherVector vector to devide with
  70912. * @returns resulting new vector
  70913. */
  70914. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  70915. /**
  70916. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  70917. * @param otherVector vector to devide with
  70918. * @param result vector to store the result
  70919. * @returns the current Vector4.
  70920. */
  70921. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  70922. /**
  70923. * Divides the current Vector3 coordinates by the given ones.
  70924. * @param otherVector vector to devide with
  70925. * @returns the updated Vector3.
  70926. */
  70927. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  70928. /**
  70929. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  70930. * @param other defines the second operand
  70931. * @returns the current updated Vector4
  70932. */
  70933. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70934. /**
  70935. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  70936. * @param other defines the second operand
  70937. * @returns the current updated Vector4
  70938. */
  70939. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  70940. /**
  70941. * Gets a new Vector4 from current Vector4 floored values
  70942. * @returns a new Vector4
  70943. */
  70944. floor(): Vector4;
  70945. /**
  70946. * Gets a new Vector4 from current Vector3 floored values
  70947. * @returns a new Vector4
  70948. */
  70949. fract(): Vector4;
  70950. /**
  70951. * Returns the Vector4 length (float).
  70952. * @returns the length
  70953. */
  70954. length(): number;
  70955. /**
  70956. * Returns the Vector4 squared length (float).
  70957. * @returns the length squared
  70958. */
  70959. lengthSquared(): number;
  70960. /**
  70961. * Normalizes in place the Vector4.
  70962. * @returns the updated Vector4.
  70963. */
  70964. normalize(): Vector4;
  70965. /**
  70966. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  70967. * @returns this converted to a new vector3
  70968. */
  70969. toVector3(): Vector3;
  70970. /**
  70971. * Returns a new Vector4 copied from the current one.
  70972. * @returns the new cloned vector
  70973. */
  70974. clone(): Vector4;
  70975. /**
  70976. * Updates the current Vector4 with the given one coordinates.
  70977. * @param source the source vector to copy from
  70978. * @returns the updated Vector4.
  70979. */
  70980. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  70981. /**
  70982. * Updates the current Vector4 coordinates with the given floats.
  70983. * @param x float to copy from
  70984. * @param y float to copy from
  70985. * @param z float to copy from
  70986. * @param w float to copy from
  70987. * @returns the updated Vector4.
  70988. */
  70989. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  70990. /**
  70991. * Updates the current Vector4 coordinates with the given floats.
  70992. * @param x float to set from
  70993. * @param y float to set from
  70994. * @param z float to set from
  70995. * @param w float to set from
  70996. * @returns the updated Vector4.
  70997. */
  70998. set(x: number, y: number, z: number, w: number): Vector4;
  70999. /**
  71000. * Copies the given float to the current Vector3 coordinates
  71001. * @param v defines the x, y, z and w coordinates of the operand
  71002. * @returns the current updated Vector3
  71003. */
  71004. setAll(v: number): Vector4;
  71005. /**
  71006. * Returns a new Vector4 set from the starting index of the given array.
  71007. * @param array the array to pull values from
  71008. * @param offset the offset into the array to start at
  71009. * @returns the new vector
  71010. */
  71011. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71012. /**
  71013. * Updates the given vector "result" from the starting index of the given array.
  71014. * @param array the array to pull values from
  71015. * @param offset the offset into the array to start at
  71016. * @param result the vector to store the result in
  71017. */
  71018. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71019. /**
  71020. * Updates the given vector "result" from the starting index of the given Float32Array.
  71021. * @param array the array to pull values from
  71022. * @param offset the offset into the array to start at
  71023. * @param result the vector to store the result in
  71024. */
  71025. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71026. /**
  71027. * Updates the given vector "result" coordinates from the given floats.
  71028. * @param x float to set from
  71029. * @param y float to set from
  71030. * @param z float to set from
  71031. * @param w float to set from
  71032. * @param result the vector to the floats in
  71033. */
  71034. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71035. /**
  71036. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71037. * @returns the new vector
  71038. */
  71039. static Zero(): Vector4;
  71040. /**
  71041. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71042. * @returns the new vector
  71043. */
  71044. static One(): Vector4;
  71045. /**
  71046. * Returns a new normalized Vector4 from the given one.
  71047. * @param vector the vector to normalize
  71048. * @returns the vector
  71049. */
  71050. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71051. /**
  71052. * Updates the given vector "result" from the normalization of the given one.
  71053. * @param vector the vector to normalize
  71054. * @param result the vector to store the result in
  71055. */
  71056. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71057. /**
  71058. * Returns a vector with the minimum values from the left and right vectors
  71059. * @param left left vector to minimize
  71060. * @param right right vector to minimize
  71061. * @returns a new vector with the minimum of the left and right vector values
  71062. */
  71063. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71064. /**
  71065. * Returns a vector with the maximum values from the left and right vectors
  71066. * @param left left vector to maximize
  71067. * @param right right vector to maximize
  71068. * @returns a new vector with the maximum of the left and right vector values
  71069. */
  71070. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71071. /**
  71072. * Returns the distance (float) between the vectors "value1" and "value2".
  71073. * @param value1 value to calulate the distance between
  71074. * @param value2 value to calulate the distance between
  71075. * @return the distance between the two vectors
  71076. */
  71077. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71078. /**
  71079. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71080. * @param value1 value to calulate the distance between
  71081. * @param value2 value to calulate the distance between
  71082. * @return the distance between the two vectors squared
  71083. */
  71084. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71085. /**
  71086. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71087. * @param value1 value to calulate the center between
  71088. * @param value2 value to calulate the center between
  71089. * @return the center between the two vectors
  71090. */
  71091. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71092. /**
  71093. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71094. * This methods computes transformed normalized direction vectors only.
  71095. * @param vector the vector to transform
  71096. * @param transformation the transformation matrix to apply
  71097. * @returns the new vector
  71098. */
  71099. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71100. /**
  71101. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71102. * This methods computes transformed normalized direction vectors only.
  71103. * @param vector the vector to transform
  71104. * @param transformation the transformation matrix to apply
  71105. * @param result the vector to store the result in
  71106. */
  71107. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71108. /**
  71109. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71110. * This methods computes transformed normalized direction vectors only.
  71111. * @param x value to transform
  71112. * @param y value to transform
  71113. * @param z value to transform
  71114. * @param w value to transform
  71115. * @param transformation the transformation matrix to apply
  71116. * @param result the vector to store the results in
  71117. */
  71118. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71119. /**
  71120. * Creates a new Vector4 from a Vector3
  71121. * @param source defines the source data
  71122. * @param w defines the 4th component (default is 0)
  71123. * @returns a new Vector4
  71124. */
  71125. static FromVector3(source: Vector3, w?: number): Vector4;
  71126. }
  71127. /**
  71128. * Class used to store quaternion data
  71129. * @see https://en.wikipedia.org/wiki/Quaternion
  71130. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71131. */
  71132. export class Quaternion {
  71133. /** defines the first component (0 by default) */
  71134. x: number;
  71135. /** defines the second component (0 by default) */
  71136. y: number;
  71137. /** defines the third component (0 by default) */
  71138. z: number;
  71139. /** defines the fourth component (1.0 by default) */
  71140. w: number;
  71141. /**
  71142. * Creates a new Quaternion from the given floats
  71143. * @param x defines the first component (0 by default)
  71144. * @param y defines the second component (0 by default)
  71145. * @param z defines the third component (0 by default)
  71146. * @param w defines the fourth component (1.0 by default)
  71147. */
  71148. constructor(
  71149. /** defines the first component (0 by default) */
  71150. x?: number,
  71151. /** defines the second component (0 by default) */
  71152. y?: number,
  71153. /** defines the third component (0 by default) */
  71154. z?: number,
  71155. /** defines the fourth component (1.0 by default) */
  71156. w?: number);
  71157. /**
  71158. * Gets a string representation for the current quaternion
  71159. * @returns a string with the Quaternion coordinates
  71160. */
  71161. toString(): string;
  71162. /**
  71163. * Gets the class name of the quaternion
  71164. * @returns the string "Quaternion"
  71165. */
  71166. getClassName(): string;
  71167. /**
  71168. * Gets a hash code for this quaternion
  71169. * @returns the quaternion hash code
  71170. */
  71171. getHashCode(): number;
  71172. /**
  71173. * Copy the quaternion to an array
  71174. * @returns a new array populated with 4 elements from the quaternion coordinates
  71175. */
  71176. asArray(): number[];
  71177. /**
  71178. * Check if two quaternions are equals
  71179. * @param otherQuaternion defines the second operand
  71180. * @return true if the current quaternion and the given one coordinates are strictly equals
  71181. */
  71182. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71183. /**
  71184. * Clone the current quaternion
  71185. * @returns a new quaternion copied from the current one
  71186. */
  71187. clone(): Quaternion;
  71188. /**
  71189. * Copy a quaternion to the current one
  71190. * @param other defines the other quaternion
  71191. * @returns the updated current quaternion
  71192. */
  71193. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71194. /**
  71195. * Updates the current quaternion with the given float coordinates
  71196. * @param x defines the x coordinate
  71197. * @param y defines the y coordinate
  71198. * @param z defines the z coordinate
  71199. * @param w defines the w coordinate
  71200. * @returns the updated current quaternion
  71201. */
  71202. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71203. /**
  71204. * Updates the current quaternion from the given float coordinates
  71205. * @param x defines the x coordinate
  71206. * @param y defines the y coordinate
  71207. * @param z defines the z coordinate
  71208. * @param w defines the w coordinate
  71209. * @returns the updated current quaternion
  71210. */
  71211. set(x: number, y: number, z: number, w: number): Quaternion;
  71212. /**
  71213. * Adds two quaternions
  71214. * @param other defines the second operand
  71215. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71216. */
  71217. add(other: DeepImmutable<Quaternion>): Quaternion;
  71218. /**
  71219. * Add a quaternion to the current one
  71220. * @param other defines the quaternion to add
  71221. * @returns the current quaternion
  71222. */
  71223. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71224. /**
  71225. * Subtract two quaternions
  71226. * @param other defines the second operand
  71227. * @returns a new quaternion as the subtraction result of the given one from the current one
  71228. */
  71229. subtract(other: Quaternion): Quaternion;
  71230. /**
  71231. * Multiplies the current quaternion by a scale factor
  71232. * @param value defines the scale factor
  71233. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71234. */
  71235. scale(value: number): Quaternion;
  71236. /**
  71237. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71238. * @param scale defines the scale factor
  71239. * @param result defines the Quaternion object where to store the result
  71240. * @returns the unmodified current quaternion
  71241. */
  71242. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71243. /**
  71244. * Multiplies in place the current quaternion by a scale factor
  71245. * @param value defines the scale factor
  71246. * @returns the current modified quaternion
  71247. */
  71248. scaleInPlace(value: number): Quaternion;
  71249. /**
  71250. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71251. * @param scale defines the scale factor
  71252. * @param result defines the Quaternion object where to store the result
  71253. * @returns the unmodified current quaternion
  71254. */
  71255. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71256. /**
  71257. * Multiplies two quaternions
  71258. * @param q1 defines the second operand
  71259. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71260. */
  71261. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71262. /**
  71263. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71264. * @param q1 defines the second operand
  71265. * @param result defines the target quaternion
  71266. * @returns the current quaternion
  71267. */
  71268. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71269. /**
  71270. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71271. * @param q1 defines the second operand
  71272. * @returns the currentupdated quaternion
  71273. */
  71274. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71275. /**
  71276. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71277. * @param ref defines the target quaternion
  71278. * @returns the current quaternion
  71279. */
  71280. conjugateToRef(ref: Quaternion): Quaternion;
  71281. /**
  71282. * Conjugates in place (1-q) the current quaternion
  71283. * @returns the current updated quaternion
  71284. */
  71285. conjugateInPlace(): Quaternion;
  71286. /**
  71287. * Conjugates in place (1-q) the current quaternion
  71288. * @returns a new quaternion
  71289. */
  71290. conjugate(): Quaternion;
  71291. /**
  71292. * Gets length of current quaternion
  71293. * @returns the quaternion length (float)
  71294. */
  71295. length(): number;
  71296. /**
  71297. * Normalize in place the current quaternion
  71298. * @returns the current updated quaternion
  71299. */
  71300. normalize(): Quaternion;
  71301. /**
  71302. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71303. * @param order is a reserved parameter and is ignore for now
  71304. * @returns a new Vector3 containing the Euler angles
  71305. */
  71306. toEulerAngles(order?: string): Vector3;
  71307. /**
  71308. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71309. * @param result defines the vector which will be filled with the Euler angles
  71310. * @param order is a reserved parameter and is ignore for now
  71311. * @returns the current unchanged quaternion
  71312. */
  71313. toEulerAnglesToRef(result: Vector3): Quaternion;
  71314. /**
  71315. * Updates the given rotation matrix with the current quaternion values
  71316. * @param result defines the target matrix
  71317. * @returns the current unchanged quaternion
  71318. */
  71319. toRotationMatrix(result: Matrix): Quaternion;
  71320. /**
  71321. * Updates the current quaternion from the given rotation matrix values
  71322. * @param matrix defines the source matrix
  71323. * @returns the current updated quaternion
  71324. */
  71325. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71326. /**
  71327. * Creates a new quaternion from a rotation matrix
  71328. * @param matrix defines the source matrix
  71329. * @returns a new quaternion created from the given rotation matrix values
  71330. */
  71331. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71332. /**
  71333. * Updates the given quaternion with the given rotation matrix values
  71334. * @param matrix defines the source matrix
  71335. * @param result defines the target quaternion
  71336. */
  71337. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71338. /**
  71339. * Returns the dot product (float) between the quaternions "left" and "right"
  71340. * @param left defines the left operand
  71341. * @param right defines the right operand
  71342. * @returns the dot product
  71343. */
  71344. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71345. /**
  71346. * Checks if the two quaternions are close to each other
  71347. * @param quat0 defines the first quaternion to check
  71348. * @param quat1 defines the second quaternion to check
  71349. * @returns true if the two quaternions are close to each other
  71350. */
  71351. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71352. /**
  71353. * Creates an empty quaternion
  71354. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71355. */
  71356. static Zero(): Quaternion;
  71357. /**
  71358. * Inverse a given quaternion
  71359. * @param q defines the source quaternion
  71360. * @returns a new quaternion as the inverted current quaternion
  71361. */
  71362. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71363. /**
  71364. * Inverse a given quaternion
  71365. * @param q defines the source quaternion
  71366. * @param result the quaternion the result will be stored in
  71367. * @returns the result quaternion
  71368. */
  71369. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71370. /**
  71371. * Creates an identity quaternion
  71372. * @returns the identity quaternion
  71373. */
  71374. static Identity(): Quaternion;
  71375. /**
  71376. * Gets a boolean indicating if the given quaternion is identity
  71377. * @param quaternion defines the quaternion to check
  71378. * @returns true if the quaternion is identity
  71379. */
  71380. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71381. /**
  71382. * Creates a quaternion from a rotation around an axis
  71383. * @param axis defines the axis to use
  71384. * @param angle defines the angle to use
  71385. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71386. */
  71387. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71388. /**
  71389. * Creates a rotation around an axis and stores it into the given quaternion
  71390. * @param axis defines the axis to use
  71391. * @param angle defines the angle to use
  71392. * @param result defines the target quaternion
  71393. * @returns the target quaternion
  71394. */
  71395. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71396. /**
  71397. * Creates a new quaternion from data stored into an array
  71398. * @param array defines the data source
  71399. * @param offset defines the offset in the source array where the data starts
  71400. * @returns a new quaternion
  71401. */
  71402. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71403. /**
  71404. * Create a quaternion from Euler rotation angles
  71405. * @param x Pitch
  71406. * @param y Yaw
  71407. * @param z Roll
  71408. * @returns the new Quaternion
  71409. */
  71410. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71411. /**
  71412. * Updates a quaternion from Euler rotation angles
  71413. * @param x Pitch
  71414. * @param y Yaw
  71415. * @param z Roll
  71416. * @param result the quaternion to store the result
  71417. * @returns the updated quaternion
  71418. */
  71419. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71420. /**
  71421. * Create a quaternion from Euler rotation vector
  71422. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71423. * @returns the new Quaternion
  71424. */
  71425. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71426. /**
  71427. * Updates a quaternion from Euler rotation vector
  71428. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71429. * @param result the quaternion to store the result
  71430. * @returns the updated quaternion
  71431. */
  71432. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71433. /**
  71434. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71435. * @param yaw defines the rotation around Y axis
  71436. * @param pitch defines the rotation around X axis
  71437. * @param roll defines the rotation around Z axis
  71438. * @returns the new quaternion
  71439. */
  71440. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  71441. /**
  71442. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  71443. * @param yaw defines the rotation around Y axis
  71444. * @param pitch defines the rotation around X axis
  71445. * @param roll defines the rotation around Z axis
  71446. * @param result defines the target quaternion
  71447. */
  71448. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  71449. /**
  71450. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  71451. * @param alpha defines the rotation around first axis
  71452. * @param beta defines the rotation around second axis
  71453. * @param gamma defines the rotation around third axis
  71454. * @returns the new quaternion
  71455. */
  71456. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  71457. /**
  71458. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  71459. * @param alpha defines the rotation around first axis
  71460. * @param beta defines the rotation around second axis
  71461. * @param gamma defines the rotation around third axis
  71462. * @param result defines the target quaternion
  71463. */
  71464. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  71465. /**
  71466. * 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)
  71467. * @param axis1 defines the first axis
  71468. * @param axis2 defines the second axis
  71469. * @param axis3 defines the third axis
  71470. * @returns the new quaternion
  71471. */
  71472. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  71473. /**
  71474. * 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
  71475. * @param axis1 defines the first axis
  71476. * @param axis2 defines the second axis
  71477. * @param axis3 defines the third axis
  71478. * @param ref defines the target quaternion
  71479. */
  71480. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  71481. /**
  71482. * Interpolates between two quaternions
  71483. * @param left defines first quaternion
  71484. * @param right defines second quaternion
  71485. * @param amount defines the gradient to use
  71486. * @returns the new interpolated quaternion
  71487. */
  71488. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71489. /**
  71490. * Interpolates between two quaternions and stores it into a target quaternion
  71491. * @param left defines first quaternion
  71492. * @param right defines second quaternion
  71493. * @param amount defines the gradient to use
  71494. * @param result defines the target quaternion
  71495. */
  71496. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  71497. /**
  71498. * Interpolate between two quaternions using Hermite interpolation
  71499. * @param value1 defines first quaternion
  71500. * @param tangent1 defines the incoming tangent
  71501. * @param value2 defines second quaternion
  71502. * @param tangent2 defines the outgoing tangent
  71503. * @param amount defines the target quaternion
  71504. * @returns the new interpolated quaternion
  71505. */
  71506. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71507. }
  71508. /**
  71509. * Class used to store matrix data (4x4)
  71510. */
  71511. export class Matrix {
  71512. private static _updateFlagSeed;
  71513. private static _identityReadOnly;
  71514. private _isIdentity;
  71515. private _isIdentityDirty;
  71516. private _isIdentity3x2;
  71517. private _isIdentity3x2Dirty;
  71518. /**
  71519. * Gets the update flag of the matrix which is an unique number for the matrix.
  71520. * It will be incremented every time the matrix data change.
  71521. * You can use it to speed the comparison between two versions of the same matrix.
  71522. */
  71523. updateFlag: number;
  71524. private readonly _m;
  71525. /**
  71526. * Gets the internal data of the matrix
  71527. */
  71528. readonly m: DeepImmutable<Float32Array>;
  71529. /** @hidden */
  71530. _markAsUpdated(): void;
  71531. /** @hidden */
  71532. private _updateIdentityStatus;
  71533. /**
  71534. * Creates an empty matrix (filled with zeros)
  71535. */
  71536. constructor();
  71537. /**
  71538. * Check if the current matrix is identity
  71539. * @returns true is the matrix is the identity matrix
  71540. */
  71541. isIdentity(): boolean;
  71542. /**
  71543. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  71544. * @returns true is the matrix is the identity matrix
  71545. */
  71546. isIdentityAs3x2(): boolean;
  71547. /**
  71548. * Gets the determinant of the matrix
  71549. * @returns the matrix determinant
  71550. */
  71551. determinant(): number;
  71552. /**
  71553. * Returns the matrix as a Float32Array
  71554. * @returns the matrix underlying array
  71555. */
  71556. toArray(): DeepImmutable<Float32Array>;
  71557. /**
  71558. * Returns the matrix as a Float32Array
  71559. * @returns the matrix underlying array.
  71560. */
  71561. asArray(): DeepImmutable<Float32Array>;
  71562. /**
  71563. * Inverts the current matrix in place
  71564. * @returns the current inverted matrix
  71565. */
  71566. invert(): Matrix;
  71567. /**
  71568. * Sets all the matrix elements to zero
  71569. * @returns the current matrix
  71570. */
  71571. reset(): Matrix;
  71572. /**
  71573. * Adds the current matrix with a second one
  71574. * @param other defines the matrix to add
  71575. * @returns a new matrix as the addition of the current matrix and the given one
  71576. */
  71577. add(other: DeepImmutable<Matrix>): Matrix;
  71578. /**
  71579. * Sets the given matrix "result" to the addition of the current matrix and the given one
  71580. * @param other defines the matrix to add
  71581. * @param result defines the target matrix
  71582. * @returns the current matrix
  71583. */
  71584. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71585. /**
  71586. * Adds in place the given matrix to the current matrix
  71587. * @param other defines the second operand
  71588. * @returns the current updated matrix
  71589. */
  71590. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  71591. /**
  71592. * Sets the given matrix to the current inverted Matrix
  71593. * @param other defines the target matrix
  71594. * @returns the unmodified current matrix
  71595. */
  71596. invertToRef(other: Matrix): Matrix;
  71597. /**
  71598. * add a value at the specified position in the current Matrix
  71599. * @param index the index of the value within the matrix. between 0 and 15.
  71600. * @param value the value to be added
  71601. * @returns the current updated matrix
  71602. */
  71603. addAtIndex(index: number, value: number): Matrix;
  71604. /**
  71605. * mutiply the specified position in the current Matrix by a value
  71606. * @param index the index of the value within the matrix. between 0 and 15.
  71607. * @param value the value to be added
  71608. * @returns the current updated matrix
  71609. */
  71610. multiplyAtIndex(index: number, value: number): Matrix;
  71611. /**
  71612. * Inserts the translation vector (using 3 floats) in the current matrix
  71613. * @param x defines the 1st component of the translation
  71614. * @param y defines the 2nd component of the translation
  71615. * @param z defines the 3rd component of the translation
  71616. * @returns the current updated matrix
  71617. */
  71618. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71619. /**
  71620. * Adds the translation vector (using 3 floats) in the current matrix
  71621. * @param x defines the 1st component of the translation
  71622. * @param y defines the 2nd component of the translation
  71623. * @param z defines the 3rd component of the translation
  71624. * @returns the current updated matrix
  71625. */
  71626. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71627. /**
  71628. * Inserts the translation vector in the current matrix
  71629. * @param vector3 defines the translation to insert
  71630. * @returns the current updated matrix
  71631. */
  71632. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  71633. /**
  71634. * Gets the translation value of the current matrix
  71635. * @returns a new Vector3 as the extracted translation from the matrix
  71636. */
  71637. getTranslation(): Vector3;
  71638. /**
  71639. * Fill a Vector3 with the extracted translation from the matrix
  71640. * @param result defines the Vector3 where to store the translation
  71641. * @returns the current matrix
  71642. */
  71643. getTranslationToRef(result: Vector3): Matrix;
  71644. /**
  71645. * Remove rotation and scaling part from the matrix
  71646. * @returns the updated matrix
  71647. */
  71648. removeRotationAndScaling(): Matrix;
  71649. /**
  71650. * Multiply two matrices
  71651. * @param other defines the second operand
  71652. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  71653. */
  71654. multiply(other: DeepImmutable<Matrix>): Matrix;
  71655. /**
  71656. * Copy the current matrix from the given one
  71657. * @param other defines the source matrix
  71658. * @returns the current updated matrix
  71659. */
  71660. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  71661. /**
  71662. * Populates the given array from the starting index with the current matrix values
  71663. * @param array defines the target array
  71664. * @param offset defines the offset in the target array where to start storing values
  71665. * @returns the current matrix
  71666. */
  71667. copyToArray(array: Float32Array, offset?: number): Matrix;
  71668. /**
  71669. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  71670. * @param other defines the second operand
  71671. * @param result defines the matrix where to store the multiplication
  71672. * @returns the current matrix
  71673. */
  71674. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71675. /**
  71676. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  71677. * @param other defines the second operand
  71678. * @param result defines the array where to store the multiplication
  71679. * @param offset defines the offset in the target array where to start storing values
  71680. * @returns the current matrix
  71681. */
  71682. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  71683. /**
  71684. * Check equality between this matrix and a second one
  71685. * @param value defines the second matrix to compare
  71686. * @returns true is the current matrix and the given one values are strictly equal
  71687. */
  71688. equals(value: DeepImmutable<Matrix>): boolean;
  71689. /**
  71690. * Clone the current matrix
  71691. * @returns a new matrix from the current matrix
  71692. */
  71693. clone(): Matrix;
  71694. /**
  71695. * Returns the name of the current matrix class
  71696. * @returns the string "Matrix"
  71697. */
  71698. getClassName(): string;
  71699. /**
  71700. * Gets the hash code of the current matrix
  71701. * @returns the hash code
  71702. */
  71703. getHashCode(): number;
  71704. /**
  71705. * Decomposes the current Matrix into a translation, rotation and scaling components
  71706. * @param scale defines the scale vector3 given as a reference to update
  71707. * @param rotation defines the rotation quaternion given as a reference to update
  71708. * @param translation defines the translation vector3 given as a reference to update
  71709. * @returns true if operation was successful
  71710. */
  71711. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  71712. /**
  71713. * Gets specific row of the matrix
  71714. * @param index defines the number of the row to get
  71715. * @returns the index-th row of the current matrix as a new Vector4
  71716. */
  71717. getRow(index: number): Nullable<Vector4>;
  71718. /**
  71719. * Sets the index-th row of the current matrix to the vector4 values
  71720. * @param index defines the number of the row to set
  71721. * @param row defines the target vector4
  71722. * @returns the updated current matrix
  71723. */
  71724. setRow(index: number, row: Vector4): Matrix;
  71725. /**
  71726. * Compute the transpose of the matrix
  71727. * @returns the new transposed matrix
  71728. */
  71729. transpose(): Matrix;
  71730. /**
  71731. * Compute the transpose of the matrix and store it in a given matrix
  71732. * @param result defines the target matrix
  71733. * @returns the current matrix
  71734. */
  71735. transposeToRef(result: Matrix): Matrix;
  71736. /**
  71737. * Sets the index-th row of the current matrix with the given 4 x float values
  71738. * @param index defines the row index
  71739. * @param x defines the x component to set
  71740. * @param y defines the y component to set
  71741. * @param z defines the z component to set
  71742. * @param w defines the w component to set
  71743. * @returns the updated current matrix
  71744. */
  71745. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  71746. /**
  71747. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  71748. * @param scale defines the scale factor
  71749. * @returns a new matrix
  71750. */
  71751. scale(scale: number): Matrix;
  71752. /**
  71753. * Scale the current matrix values by a factor to a given result matrix
  71754. * @param scale defines the scale factor
  71755. * @param result defines the matrix to store the result
  71756. * @returns the current matrix
  71757. */
  71758. scaleToRef(scale: number, result: Matrix): Matrix;
  71759. /**
  71760. * Scale the current matrix values by a factor and add the result to a given matrix
  71761. * @param scale defines the scale factor
  71762. * @param result defines the Matrix to store the result
  71763. * @returns the current matrix
  71764. */
  71765. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  71766. /**
  71767. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  71768. * @param ref matrix to store the result
  71769. */
  71770. toNormalMatrix(ref: Matrix): void;
  71771. /**
  71772. * Gets only rotation part of the current matrix
  71773. * @returns a new matrix sets to the extracted rotation matrix from the current one
  71774. */
  71775. getRotationMatrix(): Matrix;
  71776. /**
  71777. * Extracts the rotation matrix from the current one and sets it as the given "result"
  71778. * @param result defines the target matrix to store data to
  71779. * @returns the current matrix
  71780. */
  71781. getRotationMatrixToRef(result: Matrix): Matrix;
  71782. /**
  71783. * Toggles model matrix from being right handed to left handed in place and vice versa
  71784. */
  71785. toggleModelMatrixHandInPlace(): void;
  71786. /**
  71787. * Toggles projection matrix from being right handed to left handed in place and vice versa
  71788. */
  71789. toggleProjectionMatrixHandInPlace(): void;
  71790. /**
  71791. * Creates a matrix from an array
  71792. * @param array defines the source array
  71793. * @param offset defines an offset in the source array
  71794. * @returns a new Matrix set from the starting index of the given array
  71795. */
  71796. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  71797. /**
  71798. * Copy the content of an array into a given matrix
  71799. * @param array defines the source array
  71800. * @param offset defines an offset in the source array
  71801. * @param result defines the target matrix
  71802. */
  71803. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  71804. /**
  71805. * Stores an array into a matrix after having multiplied each component by a given factor
  71806. * @param array defines the source array
  71807. * @param offset defines the offset in the source array
  71808. * @param scale defines the scaling factor
  71809. * @param result defines the target matrix
  71810. */
  71811. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  71812. /**
  71813. * Gets an identity matrix that must not be updated
  71814. */
  71815. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  71816. /**
  71817. * Stores a list of values (16) inside a given matrix
  71818. * @param initialM11 defines 1st value of 1st row
  71819. * @param initialM12 defines 2nd value of 1st row
  71820. * @param initialM13 defines 3rd value of 1st row
  71821. * @param initialM14 defines 4th value of 1st row
  71822. * @param initialM21 defines 1st value of 2nd row
  71823. * @param initialM22 defines 2nd value of 2nd row
  71824. * @param initialM23 defines 3rd value of 2nd row
  71825. * @param initialM24 defines 4th value of 2nd row
  71826. * @param initialM31 defines 1st value of 3rd row
  71827. * @param initialM32 defines 2nd value of 3rd row
  71828. * @param initialM33 defines 3rd value of 3rd row
  71829. * @param initialM34 defines 4th value of 3rd row
  71830. * @param initialM41 defines 1st value of 4th row
  71831. * @param initialM42 defines 2nd value of 4th row
  71832. * @param initialM43 defines 3rd value of 4th row
  71833. * @param initialM44 defines 4th value of 4th row
  71834. * @param result defines the target matrix
  71835. */
  71836. 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;
  71837. /**
  71838. * Creates new matrix from a list of values (16)
  71839. * @param initialM11 defines 1st value of 1st row
  71840. * @param initialM12 defines 2nd value of 1st row
  71841. * @param initialM13 defines 3rd value of 1st row
  71842. * @param initialM14 defines 4th value of 1st row
  71843. * @param initialM21 defines 1st value of 2nd row
  71844. * @param initialM22 defines 2nd value of 2nd row
  71845. * @param initialM23 defines 3rd value of 2nd row
  71846. * @param initialM24 defines 4th value of 2nd row
  71847. * @param initialM31 defines 1st value of 3rd row
  71848. * @param initialM32 defines 2nd value of 3rd row
  71849. * @param initialM33 defines 3rd value of 3rd row
  71850. * @param initialM34 defines 4th value of 3rd row
  71851. * @param initialM41 defines 1st value of 4th row
  71852. * @param initialM42 defines 2nd value of 4th row
  71853. * @param initialM43 defines 3rd value of 4th row
  71854. * @param initialM44 defines 4th value of 4th row
  71855. * @returns the new matrix
  71856. */
  71857. 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;
  71858. /**
  71859. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71860. * @param scale defines the scale vector3
  71861. * @param rotation defines the rotation quaternion
  71862. * @param translation defines the translation vector3
  71863. * @returns a new matrix
  71864. */
  71865. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  71866. /**
  71867. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  71868. * @param scale defines the scale vector3
  71869. * @param rotation defines the rotation quaternion
  71870. * @param translation defines the translation vector3
  71871. * @param result defines the target matrix
  71872. */
  71873. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  71874. /**
  71875. * Creates a new identity matrix
  71876. * @returns a new identity matrix
  71877. */
  71878. static Identity(): Matrix;
  71879. /**
  71880. * Creates a new identity matrix and stores the result in a given matrix
  71881. * @param result defines the target matrix
  71882. */
  71883. static IdentityToRef(result: Matrix): void;
  71884. /**
  71885. * Creates a new zero matrix
  71886. * @returns a new zero matrix
  71887. */
  71888. static Zero(): Matrix;
  71889. /**
  71890. * Creates a new rotation matrix for "angle" radians around the X axis
  71891. * @param angle defines the angle (in radians) to use
  71892. * @return the new matrix
  71893. */
  71894. static RotationX(angle: number): Matrix;
  71895. /**
  71896. * Creates a new matrix as the invert of a given matrix
  71897. * @param source defines the source matrix
  71898. * @returns the new matrix
  71899. */
  71900. static Invert(source: DeepImmutable<Matrix>): Matrix;
  71901. /**
  71902. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  71903. * @param angle defines the angle (in radians) to use
  71904. * @param result defines the target matrix
  71905. */
  71906. static RotationXToRef(angle: number, result: Matrix): void;
  71907. /**
  71908. * Creates a new rotation matrix for "angle" radians around the Y axis
  71909. * @param angle defines the angle (in radians) to use
  71910. * @return the new matrix
  71911. */
  71912. static RotationY(angle: number): Matrix;
  71913. /**
  71914. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  71915. * @param angle defines the angle (in radians) to use
  71916. * @param result defines the target matrix
  71917. */
  71918. static RotationYToRef(angle: number, result: Matrix): void;
  71919. /**
  71920. * Creates a new rotation matrix for "angle" radians around the Z axis
  71921. * @param angle defines the angle (in radians) to use
  71922. * @return the new matrix
  71923. */
  71924. static RotationZ(angle: number): Matrix;
  71925. /**
  71926. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  71927. * @param angle defines the angle (in radians) to use
  71928. * @param result defines the target matrix
  71929. */
  71930. static RotationZToRef(angle: number, result: Matrix): void;
  71931. /**
  71932. * Creates a new rotation matrix for "angle" radians around the given axis
  71933. * @param axis defines the axis to use
  71934. * @param angle defines the angle (in radians) to use
  71935. * @return the new matrix
  71936. */
  71937. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  71938. /**
  71939. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  71940. * @param axis defines the axis to use
  71941. * @param angle defines the angle (in radians) to use
  71942. * @param result defines the target matrix
  71943. */
  71944. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  71945. /**
  71946. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  71947. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  71948. * @param from defines the vector to align
  71949. * @param to defines the vector to align to
  71950. * @param result defines the target matrix
  71951. */
  71952. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  71953. /**
  71954. * Creates a rotation matrix
  71955. * @param yaw defines the yaw angle in radians (Y axis)
  71956. * @param pitch defines the pitch angle in radians (X axis)
  71957. * @param roll defines the roll angle in radians (X axis)
  71958. * @returns the new rotation matrix
  71959. */
  71960. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  71961. /**
  71962. * Creates a rotation matrix and stores it in a given matrix
  71963. * @param yaw defines the yaw angle in radians (Y axis)
  71964. * @param pitch defines the pitch angle in radians (X axis)
  71965. * @param roll defines the roll angle in radians (X axis)
  71966. * @param result defines the target matrix
  71967. */
  71968. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  71969. /**
  71970. * Creates a scaling matrix
  71971. * @param x defines the scale factor on X axis
  71972. * @param y defines the scale factor on Y axis
  71973. * @param z defines the scale factor on Z axis
  71974. * @returns the new matrix
  71975. */
  71976. static Scaling(x: number, y: number, z: number): Matrix;
  71977. /**
  71978. * Creates a scaling matrix and stores it in a given matrix
  71979. * @param x defines the scale factor on X axis
  71980. * @param y defines the scale factor on Y axis
  71981. * @param z defines the scale factor on Z axis
  71982. * @param result defines the target matrix
  71983. */
  71984. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  71985. /**
  71986. * Creates a translation matrix
  71987. * @param x defines the translation on X axis
  71988. * @param y defines the translation on Y axis
  71989. * @param z defines the translationon Z axis
  71990. * @returns the new matrix
  71991. */
  71992. static Translation(x: number, y: number, z: number): Matrix;
  71993. /**
  71994. * Creates a translation matrix and stores it in a given matrix
  71995. * @param x defines the translation on X axis
  71996. * @param y defines the translation on Y axis
  71997. * @param z defines the translationon Z axis
  71998. * @param result defines the target matrix
  71999. */
  72000. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72001. /**
  72002. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72003. * @param startValue defines the start value
  72004. * @param endValue defines the end value
  72005. * @param gradient defines the gradient factor
  72006. * @returns the new matrix
  72007. */
  72008. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72009. /**
  72010. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72011. * @param startValue defines the start value
  72012. * @param endValue defines the end value
  72013. * @param gradient defines the gradient factor
  72014. * @param result defines the Matrix object where to store data
  72015. */
  72016. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72017. /**
  72018. * Builds a new matrix whose values are computed by:
  72019. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72020. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72021. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72022. * @param startValue defines the first matrix
  72023. * @param endValue defines the second matrix
  72024. * @param gradient defines the gradient between the two matrices
  72025. * @returns the new matrix
  72026. */
  72027. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72028. /**
  72029. * Update a matrix to values which are computed by:
  72030. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72031. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72032. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72033. * @param startValue defines the first matrix
  72034. * @param endValue defines the second matrix
  72035. * @param gradient defines the gradient between the two matrices
  72036. * @param result defines the target matrix
  72037. */
  72038. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72039. /**
  72040. * 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"
  72041. * This function works in left handed mode
  72042. * @param eye defines the final position of the entity
  72043. * @param target defines where the entity should look at
  72044. * @param up defines the up vector for the entity
  72045. * @returns the new matrix
  72046. */
  72047. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72048. /**
  72049. * 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".
  72050. * This function works in left handed mode
  72051. * @param eye defines the final position of the entity
  72052. * @param target defines where the entity should look at
  72053. * @param up defines the up vector for the entity
  72054. * @param result defines the target matrix
  72055. */
  72056. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72057. /**
  72058. * 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"
  72059. * This function works in right handed mode
  72060. * @param eye defines the final position of the entity
  72061. * @param target defines where the entity should look at
  72062. * @param up defines the up vector for the entity
  72063. * @returns the new matrix
  72064. */
  72065. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72066. /**
  72067. * 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".
  72068. * This function works in right handed mode
  72069. * @param eye defines the final position of the entity
  72070. * @param target defines where the entity should look at
  72071. * @param up defines the up vector for the entity
  72072. * @param result defines the target matrix
  72073. */
  72074. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72075. /**
  72076. * Create a left-handed orthographic projection matrix
  72077. * @param width defines the viewport width
  72078. * @param height defines the viewport height
  72079. * @param znear defines the near clip plane
  72080. * @param zfar defines the far clip plane
  72081. * @returns a new matrix as a left-handed orthographic projection matrix
  72082. */
  72083. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72084. /**
  72085. * Store a left-handed orthographic projection to a given matrix
  72086. * @param width defines the viewport width
  72087. * @param height defines the viewport height
  72088. * @param znear defines the near clip plane
  72089. * @param zfar defines the far clip plane
  72090. * @param result defines the target matrix
  72091. */
  72092. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72093. /**
  72094. * Create a left-handed orthographic projection matrix
  72095. * @param left defines the viewport left coordinate
  72096. * @param right defines the viewport right coordinate
  72097. * @param bottom defines the viewport bottom coordinate
  72098. * @param top defines the viewport top coordinate
  72099. * @param znear defines the near clip plane
  72100. * @param zfar defines the far clip plane
  72101. * @returns a new matrix as a left-handed orthographic projection matrix
  72102. */
  72103. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72104. /**
  72105. * Stores a left-handed orthographic projection into a given matrix
  72106. * @param left defines the viewport left coordinate
  72107. * @param right defines the viewport right coordinate
  72108. * @param bottom defines the viewport bottom coordinate
  72109. * @param top defines the viewport top coordinate
  72110. * @param znear defines the near clip plane
  72111. * @param zfar defines the far clip plane
  72112. * @param result defines the target matrix
  72113. */
  72114. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72115. /**
  72116. * Creates a right-handed orthographic projection matrix
  72117. * @param left defines the viewport left coordinate
  72118. * @param right defines the viewport right coordinate
  72119. * @param bottom defines the viewport bottom coordinate
  72120. * @param top defines the viewport top coordinate
  72121. * @param znear defines the near clip plane
  72122. * @param zfar defines the far clip plane
  72123. * @returns a new matrix as a right-handed orthographic projection matrix
  72124. */
  72125. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72126. /**
  72127. * Stores a right-handed orthographic projection into a given matrix
  72128. * @param left defines the viewport left coordinate
  72129. * @param right defines the viewport right coordinate
  72130. * @param bottom defines the viewport bottom coordinate
  72131. * @param top defines the viewport top coordinate
  72132. * @param znear defines the near clip plane
  72133. * @param zfar defines the far clip plane
  72134. * @param result defines the target matrix
  72135. */
  72136. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72137. /**
  72138. * Creates a left-handed perspective projection matrix
  72139. * @param width defines the viewport width
  72140. * @param height defines the viewport height
  72141. * @param znear defines the near clip plane
  72142. * @param zfar defines the far clip plane
  72143. * @returns a new matrix as a left-handed perspective projection matrix
  72144. */
  72145. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72146. /**
  72147. * Creates a left-handed perspective projection matrix
  72148. * @param fov defines the horizontal field of view
  72149. * @param aspect defines the aspect ratio
  72150. * @param znear defines the near clip plane
  72151. * @param zfar defines the far clip plane
  72152. * @returns a new matrix as a left-handed perspective projection matrix
  72153. */
  72154. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72155. /**
  72156. * Stores a left-handed perspective projection into a given matrix
  72157. * @param fov defines the horizontal field of view
  72158. * @param aspect defines the aspect ratio
  72159. * @param znear defines the near clip plane
  72160. * @param zfar defines the far clip plane
  72161. * @param result defines the target matrix
  72162. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72163. */
  72164. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72165. /**
  72166. * Creates a right-handed perspective projection matrix
  72167. * @param fov defines the horizontal field of view
  72168. * @param aspect defines the aspect ratio
  72169. * @param znear defines the near clip plane
  72170. * @param zfar defines the far clip plane
  72171. * @returns a new matrix as a right-handed perspective projection matrix
  72172. */
  72173. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72174. /**
  72175. * Stores a right-handed perspective projection into a given matrix
  72176. * @param fov defines the horizontal field of view
  72177. * @param aspect defines the aspect ratio
  72178. * @param znear defines the near clip plane
  72179. * @param zfar defines the far clip plane
  72180. * @param result defines the target matrix
  72181. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72182. */
  72183. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72184. /**
  72185. * Stores a perspective projection for WebVR info a given matrix
  72186. * @param fov defines the field of view
  72187. * @param znear defines the near clip plane
  72188. * @param zfar defines the far clip plane
  72189. * @param result defines the target matrix
  72190. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72191. */
  72192. static PerspectiveFovWebVRToRef(fov: {
  72193. upDegrees: number;
  72194. downDegrees: number;
  72195. leftDegrees: number;
  72196. rightDegrees: number;
  72197. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72198. /**
  72199. * Computes a complete transformation matrix
  72200. * @param viewport defines the viewport to use
  72201. * @param world defines the world matrix
  72202. * @param view defines the view matrix
  72203. * @param projection defines the projection matrix
  72204. * @param zmin defines the near clip plane
  72205. * @param zmax defines the far clip plane
  72206. * @returns the transformation matrix
  72207. */
  72208. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72209. /**
  72210. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72211. * @param matrix defines the matrix to use
  72212. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72213. */
  72214. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72215. /**
  72216. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72217. * @param matrix defines the matrix to use
  72218. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72219. */
  72220. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72221. /**
  72222. * Compute the transpose of a given matrix
  72223. * @param matrix defines the matrix to transpose
  72224. * @returns the new matrix
  72225. */
  72226. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72227. /**
  72228. * Compute the transpose of a matrix and store it in a target matrix
  72229. * @param matrix defines the matrix to transpose
  72230. * @param result defines the target matrix
  72231. */
  72232. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72233. /**
  72234. * Computes a reflection matrix from a plane
  72235. * @param plane defines the reflection plane
  72236. * @returns a new matrix
  72237. */
  72238. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72239. /**
  72240. * Computes a reflection matrix from a plane
  72241. * @param plane defines the reflection plane
  72242. * @param result defines the target matrix
  72243. */
  72244. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72245. /**
  72246. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72247. * @param xaxis defines the value of the 1st axis
  72248. * @param yaxis defines the value of the 2nd axis
  72249. * @param zaxis defines the value of the 3rd axis
  72250. * @param result defines the target matrix
  72251. */
  72252. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72253. /**
  72254. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72255. * @param quat defines the quaternion to use
  72256. * @param result defines the target matrix
  72257. */
  72258. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72259. }
  72260. /**
  72261. * @hidden
  72262. */
  72263. export class TmpVectors {
  72264. static Vector2: Vector2[];
  72265. static Vector3: Vector3[];
  72266. static Vector4: Vector4[];
  72267. static Quaternion: Quaternion[];
  72268. static Matrix: Matrix[];
  72269. }
  72270. }
  72271. declare module BABYLON {
  72272. /**
  72273. * Defines potential orientation for back face culling
  72274. */
  72275. export enum Orientation {
  72276. /**
  72277. * Clockwise
  72278. */
  72279. CW = 0,
  72280. /** Counter clockwise */
  72281. CCW = 1
  72282. }
  72283. /** Class used to represent a Bezier curve */
  72284. export class BezierCurve {
  72285. /**
  72286. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72287. * @param t defines the time
  72288. * @param x1 defines the left coordinate on X axis
  72289. * @param y1 defines the left coordinate on Y axis
  72290. * @param x2 defines the right coordinate on X axis
  72291. * @param y2 defines the right coordinate on Y axis
  72292. * @returns the interpolated value
  72293. */
  72294. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72295. }
  72296. /**
  72297. * Defines angle representation
  72298. */
  72299. export class Angle {
  72300. private _radians;
  72301. /**
  72302. * Creates an Angle object of "radians" radians (float).
  72303. * @param radians the angle in radians
  72304. */
  72305. constructor(radians: number);
  72306. /**
  72307. * Get value in degrees
  72308. * @returns the Angle value in degrees (float)
  72309. */
  72310. degrees(): number;
  72311. /**
  72312. * Get value in radians
  72313. * @returns the Angle value in radians (float)
  72314. */
  72315. radians(): number;
  72316. /**
  72317. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72318. * @param a defines first vector
  72319. * @param b defines second vector
  72320. * @returns a new Angle
  72321. */
  72322. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72323. /**
  72324. * Gets a new Angle object from the given float in radians
  72325. * @param radians defines the angle value in radians
  72326. * @returns a new Angle
  72327. */
  72328. static FromRadians(radians: number): Angle;
  72329. /**
  72330. * Gets a new Angle object from the given float in degrees
  72331. * @param degrees defines the angle value in degrees
  72332. * @returns a new Angle
  72333. */
  72334. static FromDegrees(degrees: number): Angle;
  72335. }
  72336. /**
  72337. * This represents an arc in a 2d space.
  72338. */
  72339. export class Arc2 {
  72340. /** Defines the start point of the arc */
  72341. startPoint: Vector2;
  72342. /** Defines the mid point of the arc */
  72343. midPoint: Vector2;
  72344. /** Defines the end point of the arc */
  72345. endPoint: Vector2;
  72346. /**
  72347. * Defines the center point of the arc.
  72348. */
  72349. centerPoint: Vector2;
  72350. /**
  72351. * Defines the radius of the arc.
  72352. */
  72353. radius: number;
  72354. /**
  72355. * Defines the angle of the arc (from mid point to end point).
  72356. */
  72357. angle: Angle;
  72358. /**
  72359. * Defines the start angle of the arc (from start point to middle point).
  72360. */
  72361. startAngle: Angle;
  72362. /**
  72363. * Defines the orientation of the arc (clock wise/counter clock wise).
  72364. */
  72365. orientation: Orientation;
  72366. /**
  72367. * Creates an Arc object from the three given points : start, middle and end.
  72368. * @param startPoint Defines the start point of the arc
  72369. * @param midPoint Defines the midlle point of the arc
  72370. * @param endPoint Defines the end point of the arc
  72371. */
  72372. constructor(
  72373. /** Defines the start point of the arc */
  72374. startPoint: Vector2,
  72375. /** Defines the mid point of the arc */
  72376. midPoint: Vector2,
  72377. /** Defines the end point of the arc */
  72378. endPoint: Vector2);
  72379. }
  72380. /**
  72381. * Represents a 2D path made up of multiple 2D points
  72382. */
  72383. export class Path2 {
  72384. private _points;
  72385. private _length;
  72386. /**
  72387. * If the path start and end point are the same
  72388. */
  72389. closed: boolean;
  72390. /**
  72391. * Creates a Path2 object from the starting 2D coordinates x and y.
  72392. * @param x the starting points x value
  72393. * @param y the starting points y value
  72394. */
  72395. constructor(x: number, y: number);
  72396. /**
  72397. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72398. * @param x the added points x value
  72399. * @param y the added points y value
  72400. * @returns the updated Path2.
  72401. */
  72402. addLineTo(x: number, y: number): Path2;
  72403. /**
  72404. * 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.
  72405. * @param midX middle point x value
  72406. * @param midY middle point y value
  72407. * @param endX end point x value
  72408. * @param endY end point y value
  72409. * @param numberOfSegments (default: 36)
  72410. * @returns the updated Path2.
  72411. */
  72412. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72413. /**
  72414. * Closes the Path2.
  72415. * @returns the Path2.
  72416. */
  72417. close(): Path2;
  72418. /**
  72419. * Gets the sum of the distance between each sequential point in the path
  72420. * @returns the Path2 total length (float).
  72421. */
  72422. length(): number;
  72423. /**
  72424. * Gets the points which construct the path
  72425. * @returns the Path2 internal array of points.
  72426. */
  72427. getPoints(): Vector2[];
  72428. /**
  72429. * Retreives the point at the distance aways from the starting point
  72430. * @param normalizedLengthPosition the length along the path to retreive the point from
  72431. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72432. */
  72433. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72434. /**
  72435. * Creates a new path starting from an x and y position
  72436. * @param x starting x value
  72437. * @param y starting y value
  72438. * @returns a new Path2 starting at the coordinates (x, y).
  72439. */
  72440. static StartingAt(x: number, y: number): Path2;
  72441. }
  72442. /**
  72443. * Represents a 3D path made up of multiple 3D points
  72444. */
  72445. export class Path3D {
  72446. /**
  72447. * an array of Vector3, the curve axis of the Path3D
  72448. */
  72449. path: Vector3[];
  72450. private _curve;
  72451. private _distances;
  72452. private _tangents;
  72453. private _normals;
  72454. private _binormals;
  72455. private _raw;
  72456. /**
  72457. * new Path3D(path, normal, raw)
  72458. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  72459. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  72460. * @param path an array of Vector3, the curve axis of the Path3D
  72461. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  72462. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  72463. */
  72464. constructor(
  72465. /**
  72466. * an array of Vector3, the curve axis of the Path3D
  72467. */
  72468. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  72469. /**
  72470. * Returns the Path3D array of successive Vector3 designing its curve.
  72471. * @returns the Path3D array of successive Vector3 designing its curve.
  72472. */
  72473. getCurve(): Vector3[];
  72474. /**
  72475. * Returns an array populated with tangent vectors on each Path3D curve point.
  72476. * @returns an array populated with tangent vectors on each Path3D curve point.
  72477. */
  72478. getTangents(): Vector3[];
  72479. /**
  72480. * Returns an array populated with normal vectors on each Path3D curve point.
  72481. * @returns an array populated with normal vectors on each Path3D curve point.
  72482. */
  72483. getNormals(): Vector3[];
  72484. /**
  72485. * Returns an array populated with binormal vectors on each Path3D curve point.
  72486. * @returns an array populated with binormal vectors on each Path3D curve point.
  72487. */
  72488. getBinormals(): Vector3[];
  72489. /**
  72490. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  72491. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  72492. */
  72493. getDistances(): number[];
  72494. /**
  72495. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  72496. * @param path path which all values are copied into the curves points
  72497. * @param firstNormal which should be projected onto the curve
  72498. * @returns the same object updated.
  72499. */
  72500. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  72501. private _compute;
  72502. private _getFirstNonNullVector;
  72503. private _getLastNonNullVector;
  72504. private _normalVector;
  72505. }
  72506. /**
  72507. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72508. * A Curve3 is designed from a series of successive Vector3.
  72509. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  72510. */
  72511. export class Curve3 {
  72512. private _points;
  72513. private _length;
  72514. /**
  72515. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  72516. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  72517. * @param v1 (Vector3) the control point
  72518. * @param v2 (Vector3) the end point of the Quadratic Bezier
  72519. * @param nbPoints (integer) the wanted number of points in the curve
  72520. * @returns the created Curve3
  72521. */
  72522. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72523. /**
  72524. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  72525. * @param v0 (Vector3) the origin point of the Cubic Bezier
  72526. * @param v1 (Vector3) the first control point
  72527. * @param v2 (Vector3) the second control point
  72528. * @param v3 (Vector3) the end point of the Cubic Bezier
  72529. * @param nbPoints (integer) the wanted number of points in the curve
  72530. * @returns the created Curve3
  72531. */
  72532. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72533. /**
  72534. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  72535. * @param p1 (Vector3) the origin point of the Hermite Spline
  72536. * @param t1 (Vector3) the tangent vector at the origin point
  72537. * @param p2 (Vector3) the end point of the Hermite Spline
  72538. * @param t2 (Vector3) the tangent vector at the end point
  72539. * @param nbPoints (integer) the wanted number of points in the curve
  72540. * @returns the created Curve3
  72541. */
  72542. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72543. /**
  72544. * Returns a Curve3 object along a CatmullRom Spline curve :
  72545. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  72546. * @param nbPoints (integer) the wanted number of points between each curve control points
  72547. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  72548. * @returns the created Curve3
  72549. */
  72550. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  72551. /**
  72552. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72553. * A Curve3 is designed from a series of successive Vector3.
  72554. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  72555. * @param points points which make up the curve
  72556. */
  72557. constructor(points: Vector3[]);
  72558. /**
  72559. * @returns the Curve3 stored array of successive Vector3
  72560. */
  72561. getPoints(): Vector3[];
  72562. /**
  72563. * @returns the computed length (float) of the curve.
  72564. */
  72565. length(): number;
  72566. /**
  72567. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  72568. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  72569. * curveA and curveB keep unchanged.
  72570. * @param curve the curve to continue from this curve
  72571. * @returns the newly constructed curve
  72572. */
  72573. continue(curve: DeepImmutable<Curve3>): Curve3;
  72574. private _computeLength;
  72575. }
  72576. }
  72577. declare module BABYLON {
  72578. /**
  72579. * This represents the main contract an easing function should follow.
  72580. * Easing functions are used throughout the animation system.
  72581. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72582. */
  72583. export interface IEasingFunction {
  72584. /**
  72585. * Given an input gradient between 0 and 1, this returns the corrseponding value
  72586. * of the easing function.
  72587. * The link below provides some of the most common examples of easing functions.
  72588. * @see https://easings.net/
  72589. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72590. * @returns the corresponding value on the curve defined by the easing function
  72591. */
  72592. ease(gradient: number): number;
  72593. }
  72594. /**
  72595. * Base class used for every default easing function.
  72596. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72597. */
  72598. export class EasingFunction implements IEasingFunction {
  72599. /**
  72600. * Interpolation follows the mathematical formula associated with the easing function.
  72601. */
  72602. static readonly EASINGMODE_EASEIN: number;
  72603. /**
  72604. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  72605. */
  72606. static readonly EASINGMODE_EASEOUT: number;
  72607. /**
  72608. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  72609. */
  72610. static readonly EASINGMODE_EASEINOUT: number;
  72611. private _easingMode;
  72612. /**
  72613. * Sets the easing mode of the current function.
  72614. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  72615. */
  72616. setEasingMode(easingMode: number): void;
  72617. /**
  72618. * Gets the current easing mode.
  72619. * @returns the easing mode
  72620. */
  72621. getEasingMode(): number;
  72622. /**
  72623. * @hidden
  72624. */
  72625. easeInCore(gradient: number): number;
  72626. /**
  72627. * Given an input gradient between 0 and 1, this returns the corresponding value
  72628. * of the easing function.
  72629. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72630. * @returns the corresponding value on the curve defined by the easing function
  72631. */
  72632. ease(gradient: number): number;
  72633. }
  72634. /**
  72635. * Easing function with a circle shape (see link below).
  72636. * @see https://easings.net/#easeInCirc
  72637. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72638. */
  72639. export class CircleEase extends EasingFunction implements IEasingFunction {
  72640. /** @hidden */
  72641. easeInCore(gradient: number): number;
  72642. }
  72643. /**
  72644. * Easing function with a ease back shape (see link below).
  72645. * @see https://easings.net/#easeInBack
  72646. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72647. */
  72648. export class BackEase extends EasingFunction implements IEasingFunction {
  72649. /** Defines the amplitude of the function */
  72650. amplitude: number;
  72651. /**
  72652. * Instantiates a back ease easing
  72653. * @see https://easings.net/#easeInBack
  72654. * @param amplitude Defines the amplitude of the function
  72655. */
  72656. constructor(
  72657. /** Defines the amplitude of the function */
  72658. amplitude?: number);
  72659. /** @hidden */
  72660. easeInCore(gradient: number): number;
  72661. }
  72662. /**
  72663. * Easing function with a bouncing shape (see link below).
  72664. * @see https://easings.net/#easeInBounce
  72665. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72666. */
  72667. export class BounceEase extends EasingFunction implements IEasingFunction {
  72668. /** Defines the number of bounces */
  72669. bounces: number;
  72670. /** Defines the amplitude of the bounce */
  72671. bounciness: number;
  72672. /**
  72673. * Instantiates a bounce easing
  72674. * @see https://easings.net/#easeInBounce
  72675. * @param bounces Defines the number of bounces
  72676. * @param bounciness Defines the amplitude of the bounce
  72677. */
  72678. constructor(
  72679. /** Defines the number of bounces */
  72680. bounces?: number,
  72681. /** Defines the amplitude of the bounce */
  72682. bounciness?: number);
  72683. /** @hidden */
  72684. easeInCore(gradient: number): number;
  72685. }
  72686. /**
  72687. * Easing function with a power of 3 shape (see link below).
  72688. * @see https://easings.net/#easeInCubic
  72689. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72690. */
  72691. export class CubicEase extends EasingFunction implements IEasingFunction {
  72692. /** @hidden */
  72693. easeInCore(gradient: number): number;
  72694. }
  72695. /**
  72696. * Easing function with an elastic shape (see link below).
  72697. * @see https://easings.net/#easeInElastic
  72698. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72699. */
  72700. export class ElasticEase extends EasingFunction implements IEasingFunction {
  72701. /** Defines the number of oscillations*/
  72702. oscillations: number;
  72703. /** Defines the amplitude of the oscillations*/
  72704. springiness: number;
  72705. /**
  72706. * Instantiates an elastic easing function
  72707. * @see https://easings.net/#easeInElastic
  72708. * @param oscillations Defines the number of oscillations
  72709. * @param springiness Defines the amplitude of the oscillations
  72710. */
  72711. constructor(
  72712. /** Defines the number of oscillations*/
  72713. oscillations?: number,
  72714. /** Defines the amplitude of the oscillations*/
  72715. springiness?: number);
  72716. /** @hidden */
  72717. easeInCore(gradient: number): number;
  72718. }
  72719. /**
  72720. * Easing function with an exponential shape (see link below).
  72721. * @see https://easings.net/#easeInExpo
  72722. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72723. */
  72724. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  72725. /** Defines the exponent of the function */
  72726. exponent: number;
  72727. /**
  72728. * Instantiates an exponential easing function
  72729. * @see https://easings.net/#easeInExpo
  72730. * @param exponent Defines the exponent of the function
  72731. */
  72732. constructor(
  72733. /** Defines the exponent of the function */
  72734. exponent?: number);
  72735. /** @hidden */
  72736. easeInCore(gradient: number): number;
  72737. }
  72738. /**
  72739. * Easing function with a power shape (see link below).
  72740. * @see https://easings.net/#easeInQuad
  72741. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72742. */
  72743. export class PowerEase extends EasingFunction implements IEasingFunction {
  72744. /** Defines the power of the function */
  72745. power: number;
  72746. /**
  72747. * Instantiates an power base easing function
  72748. * @see https://easings.net/#easeInQuad
  72749. * @param power Defines the power of the function
  72750. */
  72751. constructor(
  72752. /** Defines the power of the function */
  72753. power?: number);
  72754. /** @hidden */
  72755. easeInCore(gradient: number): number;
  72756. }
  72757. /**
  72758. * Easing function with a power of 2 shape (see link below).
  72759. * @see https://easings.net/#easeInQuad
  72760. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72761. */
  72762. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  72763. /** @hidden */
  72764. easeInCore(gradient: number): number;
  72765. }
  72766. /**
  72767. * Easing function with a power of 4 shape (see link below).
  72768. * @see https://easings.net/#easeInQuart
  72769. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72770. */
  72771. export class QuarticEase extends EasingFunction implements IEasingFunction {
  72772. /** @hidden */
  72773. easeInCore(gradient: number): number;
  72774. }
  72775. /**
  72776. * Easing function with a power of 5 shape (see link below).
  72777. * @see https://easings.net/#easeInQuint
  72778. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72779. */
  72780. export class QuinticEase extends EasingFunction implements IEasingFunction {
  72781. /** @hidden */
  72782. easeInCore(gradient: number): number;
  72783. }
  72784. /**
  72785. * Easing function with a sin shape (see link below).
  72786. * @see https://easings.net/#easeInSine
  72787. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72788. */
  72789. export class SineEase extends EasingFunction implements IEasingFunction {
  72790. /** @hidden */
  72791. easeInCore(gradient: number): number;
  72792. }
  72793. /**
  72794. * Easing function with a bezier shape (see link below).
  72795. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72796. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72797. */
  72798. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  72799. /** Defines the x component of the start tangent in the bezier curve */
  72800. x1: number;
  72801. /** Defines the y component of the start tangent in the bezier curve */
  72802. y1: number;
  72803. /** Defines the x component of the end tangent in the bezier curve */
  72804. x2: number;
  72805. /** Defines the y component of the end tangent in the bezier curve */
  72806. y2: number;
  72807. /**
  72808. * Instantiates a bezier function
  72809. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72810. * @param x1 Defines the x component of the start tangent in the bezier curve
  72811. * @param y1 Defines the y component of the start tangent in the bezier curve
  72812. * @param x2 Defines the x component of the end tangent in the bezier curve
  72813. * @param y2 Defines the y component of the end tangent in the bezier curve
  72814. */
  72815. constructor(
  72816. /** Defines the x component of the start tangent in the bezier curve */
  72817. x1?: number,
  72818. /** Defines the y component of the start tangent in the bezier curve */
  72819. y1?: number,
  72820. /** Defines the x component of the end tangent in the bezier curve */
  72821. x2?: number,
  72822. /** Defines the y component of the end tangent in the bezier curve */
  72823. y2?: number);
  72824. /** @hidden */
  72825. easeInCore(gradient: number): number;
  72826. }
  72827. }
  72828. declare module BABYLON {
  72829. /**
  72830. * Class used to hold a RBG color
  72831. */
  72832. export class Color3 {
  72833. /**
  72834. * Defines the red component (between 0 and 1, default is 0)
  72835. */
  72836. r: number;
  72837. /**
  72838. * Defines the green component (between 0 and 1, default is 0)
  72839. */
  72840. g: number;
  72841. /**
  72842. * Defines the blue component (between 0 and 1, default is 0)
  72843. */
  72844. b: number;
  72845. /**
  72846. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  72847. * @param r defines the red component (between 0 and 1, default is 0)
  72848. * @param g defines the green component (between 0 and 1, default is 0)
  72849. * @param b defines the blue component (between 0 and 1, default is 0)
  72850. */
  72851. constructor(
  72852. /**
  72853. * Defines the red component (between 0 and 1, default is 0)
  72854. */
  72855. r?: number,
  72856. /**
  72857. * Defines the green component (between 0 and 1, default is 0)
  72858. */
  72859. g?: number,
  72860. /**
  72861. * Defines the blue component (between 0 and 1, default is 0)
  72862. */
  72863. b?: number);
  72864. /**
  72865. * Creates a string with the Color3 current values
  72866. * @returns the string representation of the Color3 object
  72867. */
  72868. toString(): string;
  72869. /**
  72870. * Returns the string "Color3"
  72871. * @returns "Color3"
  72872. */
  72873. getClassName(): string;
  72874. /**
  72875. * Compute the Color3 hash code
  72876. * @returns an unique number that can be used to hash Color3 objects
  72877. */
  72878. getHashCode(): number;
  72879. /**
  72880. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  72881. * @param array defines the array where to store the r,g,b components
  72882. * @param index defines an optional index in the target array to define where to start storing values
  72883. * @returns the current Color3 object
  72884. */
  72885. toArray(array: FloatArray, index?: number): Color3;
  72886. /**
  72887. * Returns a new Color4 object from the current Color3 and the given alpha
  72888. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  72889. * @returns a new Color4 object
  72890. */
  72891. toColor4(alpha?: number): Color4;
  72892. /**
  72893. * Returns a new array populated with 3 numeric elements : red, green and blue values
  72894. * @returns the new array
  72895. */
  72896. asArray(): number[];
  72897. /**
  72898. * Returns the luminance value
  72899. * @returns a float value
  72900. */
  72901. toLuminance(): number;
  72902. /**
  72903. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  72904. * @param otherColor defines the second operand
  72905. * @returns the new Color3 object
  72906. */
  72907. multiply(otherColor: DeepImmutable<Color3>): Color3;
  72908. /**
  72909. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  72910. * @param otherColor defines the second operand
  72911. * @param result defines the Color3 object where to store the result
  72912. * @returns the current Color3
  72913. */
  72914. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72915. /**
  72916. * Determines equality between Color3 objects
  72917. * @param otherColor defines the second operand
  72918. * @returns true if the rgb values are equal to the given ones
  72919. */
  72920. equals(otherColor: DeepImmutable<Color3>): boolean;
  72921. /**
  72922. * Determines equality between the current Color3 object and a set of r,b,g values
  72923. * @param r defines the red component to check
  72924. * @param g defines the green component to check
  72925. * @param b defines the blue component to check
  72926. * @returns true if the rgb values are equal to the given ones
  72927. */
  72928. equalsFloats(r: number, g: number, b: number): boolean;
  72929. /**
  72930. * Multiplies in place each rgb value by scale
  72931. * @param scale defines the scaling factor
  72932. * @returns the updated Color3
  72933. */
  72934. scale(scale: number): Color3;
  72935. /**
  72936. * Multiplies the rgb values by scale and stores the result into "result"
  72937. * @param scale defines the scaling factor
  72938. * @param result defines the Color3 object where to store the result
  72939. * @returns the unmodified current Color3
  72940. */
  72941. scaleToRef(scale: number, result: Color3): Color3;
  72942. /**
  72943. * Scale the current Color3 values by a factor and add the result to a given Color3
  72944. * @param scale defines the scale factor
  72945. * @param result defines color to store the result into
  72946. * @returns the unmodified current Color3
  72947. */
  72948. scaleAndAddToRef(scale: number, result: Color3): Color3;
  72949. /**
  72950. * Clamps the rgb values by the min and max values and stores the result into "result"
  72951. * @param min defines minimum clamping value (default is 0)
  72952. * @param max defines maximum clamping value (default is 1)
  72953. * @param result defines color to store the result into
  72954. * @returns the original Color3
  72955. */
  72956. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  72957. /**
  72958. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  72959. * @param otherColor defines the second operand
  72960. * @returns the new Color3
  72961. */
  72962. add(otherColor: DeepImmutable<Color3>): Color3;
  72963. /**
  72964. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  72965. * @param otherColor defines the second operand
  72966. * @param result defines Color3 object to store the result into
  72967. * @returns the unmodified current Color3
  72968. */
  72969. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72970. /**
  72971. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  72972. * @param otherColor defines the second operand
  72973. * @returns the new Color3
  72974. */
  72975. subtract(otherColor: DeepImmutable<Color3>): Color3;
  72976. /**
  72977. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  72978. * @param otherColor defines the second operand
  72979. * @param result defines Color3 object to store the result into
  72980. * @returns the unmodified current Color3
  72981. */
  72982. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  72983. /**
  72984. * Copy the current object
  72985. * @returns a new Color3 copied the current one
  72986. */
  72987. clone(): Color3;
  72988. /**
  72989. * Copies the rgb values from the source in the current Color3
  72990. * @param source defines the source Color3 object
  72991. * @returns the updated Color3 object
  72992. */
  72993. copyFrom(source: DeepImmutable<Color3>): Color3;
  72994. /**
  72995. * Updates the Color3 rgb values from the given floats
  72996. * @param r defines the red component to read from
  72997. * @param g defines the green component to read from
  72998. * @param b defines the blue component to read from
  72999. * @returns the current Color3 object
  73000. */
  73001. copyFromFloats(r: number, g: number, b: number): Color3;
  73002. /**
  73003. * Updates the Color3 rgb values from the given floats
  73004. * @param r defines the red component to read from
  73005. * @param g defines the green component to read from
  73006. * @param b defines the blue component to read from
  73007. * @returns the current Color3 object
  73008. */
  73009. set(r: number, g: number, b: number): Color3;
  73010. /**
  73011. * Compute the Color3 hexadecimal code as a string
  73012. * @returns a string containing the hexadecimal representation of the Color3 object
  73013. */
  73014. toHexString(): string;
  73015. /**
  73016. * Computes a new Color3 converted from the current one to linear space
  73017. * @returns a new Color3 object
  73018. */
  73019. toLinearSpace(): Color3;
  73020. /**
  73021. * Converts current color in rgb space to HSV values
  73022. * @returns a new color3 representing the HSV values
  73023. */
  73024. toHSV(): Color3;
  73025. /**
  73026. * Converts current color in rgb space to HSV values
  73027. * @param result defines the Color3 where to store the HSV values
  73028. */
  73029. toHSVToRef(result: Color3): void;
  73030. /**
  73031. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73032. * @param convertedColor defines the Color3 object where to store the linear space version
  73033. * @returns the unmodified Color3
  73034. */
  73035. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73036. /**
  73037. * Computes a new Color3 converted from the current one to gamma space
  73038. * @returns a new Color3 object
  73039. */
  73040. toGammaSpace(): Color3;
  73041. /**
  73042. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73043. * @param convertedColor defines the Color3 object where to store the gamma space version
  73044. * @returns the unmodified Color3
  73045. */
  73046. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73047. private static _BlackReadOnly;
  73048. /**
  73049. * Convert Hue, saturation and value to a Color3 (RGB)
  73050. * @param hue defines the hue
  73051. * @param saturation defines the saturation
  73052. * @param value defines the value
  73053. * @param result defines the Color3 where to store the RGB values
  73054. */
  73055. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73056. /**
  73057. * Creates a new Color3 from the string containing valid hexadecimal values
  73058. * @param hex defines a string containing valid hexadecimal values
  73059. * @returns a new Color3 object
  73060. */
  73061. static FromHexString(hex: string): Color3;
  73062. /**
  73063. * Creates a new Color3 from the starting index of the given array
  73064. * @param array defines the source array
  73065. * @param offset defines an offset in the source array
  73066. * @returns a new Color3 object
  73067. */
  73068. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73069. /**
  73070. * Creates a new Color3 from integer values (< 256)
  73071. * @param r defines the red component to read from (value between 0 and 255)
  73072. * @param g defines the green component to read from (value between 0 and 255)
  73073. * @param b defines the blue component to read from (value between 0 and 255)
  73074. * @returns a new Color3 object
  73075. */
  73076. static FromInts(r: number, g: number, b: number): Color3;
  73077. /**
  73078. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73079. * @param start defines the start Color3 value
  73080. * @param end defines the end Color3 value
  73081. * @param amount defines the gradient value between start and end
  73082. * @returns a new Color3 object
  73083. */
  73084. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73085. /**
  73086. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73087. * @param left defines the start value
  73088. * @param right defines the end value
  73089. * @param amount defines the gradient factor
  73090. * @param result defines the Color3 object where to store the result
  73091. */
  73092. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73093. /**
  73094. * Returns a Color3 value containing a red color
  73095. * @returns a new Color3 object
  73096. */
  73097. static Red(): Color3;
  73098. /**
  73099. * Returns a Color3 value containing a green color
  73100. * @returns a new Color3 object
  73101. */
  73102. static Green(): Color3;
  73103. /**
  73104. * Returns a Color3 value containing a blue color
  73105. * @returns a new Color3 object
  73106. */
  73107. static Blue(): Color3;
  73108. /**
  73109. * Returns a Color3 value containing a black color
  73110. * @returns a new Color3 object
  73111. */
  73112. static Black(): Color3;
  73113. /**
  73114. * Gets a Color3 value containing a black color that must not be updated
  73115. */
  73116. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73117. /**
  73118. * Returns a Color3 value containing a white color
  73119. * @returns a new Color3 object
  73120. */
  73121. static White(): Color3;
  73122. /**
  73123. * Returns a Color3 value containing a purple color
  73124. * @returns a new Color3 object
  73125. */
  73126. static Purple(): Color3;
  73127. /**
  73128. * Returns a Color3 value containing a magenta color
  73129. * @returns a new Color3 object
  73130. */
  73131. static Magenta(): Color3;
  73132. /**
  73133. * Returns a Color3 value containing a yellow color
  73134. * @returns a new Color3 object
  73135. */
  73136. static Yellow(): Color3;
  73137. /**
  73138. * Returns a Color3 value containing a gray color
  73139. * @returns a new Color3 object
  73140. */
  73141. static Gray(): Color3;
  73142. /**
  73143. * Returns a Color3 value containing a teal color
  73144. * @returns a new Color3 object
  73145. */
  73146. static Teal(): Color3;
  73147. /**
  73148. * Returns a Color3 value containing a random color
  73149. * @returns a new Color3 object
  73150. */
  73151. static Random(): Color3;
  73152. }
  73153. /**
  73154. * Class used to hold a RBGA color
  73155. */
  73156. export class Color4 {
  73157. /**
  73158. * Defines the red component (between 0 and 1, default is 0)
  73159. */
  73160. r: number;
  73161. /**
  73162. * Defines the green component (between 0 and 1, default is 0)
  73163. */
  73164. g: number;
  73165. /**
  73166. * Defines the blue component (between 0 and 1, default is 0)
  73167. */
  73168. b: number;
  73169. /**
  73170. * Defines the alpha component (between 0 and 1, default is 1)
  73171. */
  73172. a: number;
  73173. /**
  73174. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73175. * @param r defines the red component (between 0 and 1, default is 0)
  73176. * @param g defines the green component (between 0 and 1, default is 0)
  73177. * @param b defines the blue component (between 0 and 1, default is 0)
  73178. * @param a defines the alpha component (between 0 and 1, default is 1)
  73179. */
  73180. constructor(
  73181. /**
  73182. * Defines the red component (between 0 and 1, default is 0)
  73183. */
  73184. r?: number,
  73185. /**
  73186. * Defines the green component (between 0 and 1, default is 0)
  73187. */
  73188. g?: number,
  73189. /**
  73190. * Defines the blue component (between 0 and 1, default is 0)
  73191. */
  73192. b?: number,
  73193. /**
  73194. * Defines the alpha component (between 0 and 1, default is 1)
  73195. */
  73196. a?: number);
  73197. /**
  73198. * Adds in place the given Color4 values to the current Color4 object
  73199. * @param right defines the second operand
  73200. * @returns the current updated Color4 object
  73201. */
  73202. addInPlace(right: DeepImmutable<Color4>): Color4;
  73203. /**
  73204. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73205. * @returns the new array
  73206. */
  73207. asArray(): number[];
  73208. /**
  73209. * Stores from the starting index in the given array the Color4 successive values
  73210. * @param array defines the array where to store the r,g,b components
  73211. * @param index defines an optional index in the target array to define where to start storing values
  73212. * @returns the current Color4 object
  73213. */
  73214. toArray(array: number[], index?: number): Color4;
  73215. /**
  73216. * Determines equality between Color4 objects
  73217. * @param otherColor defines the second operand
  73218. * @returns true if the rgba values are equal to the given ones
  73219. */
  73220. equals(otherColor: DeepImmutable<Color4>): boolean;
  73221. /**
  73222. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73223. * @param right defines the second operand
  73224. * @returns a new Color4 object
  73225. */
  73226. add(right: DeepImmutable<Color4>): Color4;
  73227. /**
  73228. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73229. * @param right defines the second operand
  73230. * @returns a new Color4 object
  73231. */
  73232. subtract(right: DeepImmutable<Color4>): Color4;
  73233. /**
  73234. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73235. * @param right defines the second operand
  73236. * @param result defines the Color4 object where to store the result
  73237. * @returns the current Color4 object
  73238. */
  73239. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73240. /**
  73241. * Creates a new Color4 with the current Color4 values multiplied by scale
  73242. * @param scale defines the scaling factor to apply
  73243. * @returns a new Color4 object
  73244. */
  73245. scale(scale: number): Color4;
  73246. /**
  73247. * Multiplies the current Color4 values by scale and stores the result in "result"
  73248. * @param scale defines the scaling factor to apply
  73249. * @param result defines the Color4 object where to store the result
  73250. * @returns the current unmodified Color4
  73251. */
  73252. scaleToRef(scale: number, result: Color4): Color4;
  73253. /**
  73254. * Scale the current Color4 values by a factor and add the result to a given Color4
  73255. * @param scale defines the scale factor
  73256. * @param result defines the Color4 object where to store the result
  73257. * @returns the unmodified current Color4
  73258. */
  73259. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73260. /**
  73261. * Clamps the rgb values by the min and max values and stores the result into "result"
  73262. * @param min defines minimum clamping value (default is 0)
  73263. * @param max defines maximum clamping value (default is 1)
  73264. * @param result defines color to store the result into.
  73265. * @returns the cuurent Color4
  73266. */
  73267. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73268. /**
  73269. * Multipy an Color4 value by another and return a new Color4 object
  73270. * @param color defines the Color4 value to multiply by
  73271. * @returns a new Color4 object
  73272. */
  73273. multiply(color: Color4): Color4;
  73274. /**
  73275. * Multipy a Color4 value by another and push the result in a reference value
  73276. * @param color defines the Color4 value to multiply by
  73277. * @param result defines the Color4 to fill the result in
  73278. * @returns the result Color4
  73279. */
  73280. multiplyToRef(color: Color4, result: Color4): Color4;
  73281. /**
  73282. * Creates a string with the Color4 current values
  73283. * @returns the string representation of the Color4 object
  73284. */
  73285. toString(): string;
  73286. /**
  73287. * Returns the string "Color4"
  73288. * @returns "Color4"
  73289. */
  73290. getClassName(): string;
  73291. /**
  73292. * Compute the Color4 hash code
  73293. * @returns an unique number that can be used to hash Color4 objects
  73294. */
  73295. getHashCode(): number;
  73296. /**
  73297. * Creates a new Color4 copied from the current one
  73298. * @returns a new Color4 object
  73299. */
  73300. clone(): Color4;
  73301. /**
  73302. * Copies the given Color4 values into the current one
  73303. * @param source defines the source Color4 object
  73304. * @returns the current updated Color4 object
  73305. */
  73306. copyFrom(source: Color4): Color4;
  73307. /**
  73308. * Copies the given float values into the current one
  73309. * @param r defines the red component to read from
  73310. * @param g defines the green component to read from
  73311. * @param b defines the blue component to read from
  73312. * @param a defines the alpha component to read from
  73313. * @returns the current updated Color4 object
  73314. */
  73315. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73316. /**
  73317. * Copies the given float values into the current one
  73318. * @param r defines the red component to read from
  73319. * @param g defines the green component to read from
  73320. * @param b defines the blue component to read from
  73321. * @param a defines the alpha component to read from
  73322. * @returns the current updated Color4 object
  73323. */
  73324. set(r: number, g: number, b: number, a: number): Color4;
  73325. /**
  73326. * Compute the Color4 hexadecimal code as a string
  73327. * @returns a string containing the hexadecimal representation of the Color4 object
  73328. */
  73329. toHexString(): string;
  73330. /**
  73331. * Computes a new Color4 converted from the current one to linear space
  73332. * @returns a new Color4 object
  73333. */
  73334. toLinearSpace(): Color4;
  73335. /**
  73336. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73337. * @param convertedColor defines the Color4 object where to store the linear space version
  73338. * @returns the unmodified Color4
  73339. */
  73340. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73341. /**
  73342. * Computes a new Color4 converted from the current one to gamma space
  73343. * @returns a new Color4 object
  73344. */
  73345. toGammaSpace(): Color4;
  73346. /**
  73347. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73348. * @param convertedColor defines the Color4 object where to store the gamma space version
  73349. * @returns the unmodified Color4
  73350. */
  73351. toGammaSpaceToRef(convertedColor: Color4): Color4;
  73352. /**
  73353. * Creates a new Color4 from the string containing valid hexadecimal values
  73354. * @param hex defines a string containing valid hexadecimal values
  73355. * @returns a new Color4 object
  73356. */
  73357. static FromHexString(hex: string): Color4;
  73358. /**
  73359. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73360. * @param left defines the start value
  73361. * @param right defines the end value
  73362. * @param amount defines the gradient factor
  73363. * @returns a new Color4 object
  73364. */
  73365. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  73366. /**
  73367. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73368. * @param left defines the start value
  73369. * @param right defines the end value
  73370. * @param amount defines the gradient factor
  73371. * @param result defines the Color4 object where to store data
  73372. */
  73373. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  73374. /**
  73375. * Creates a new Color4 from a Color3 and an alpha value
  73376. * @param color3 defines the source Color3 to read from
  73377. * @param alpha defines the alpha component (1.0 by default)
  73378. * @returns a new Color4 object
  73379. */
  73380. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  73381. /**
  73382. * Creates a new Color4 from the starting index element of the given array
  73383. * @param array defines the source array to read from
  73384. * @param offset defines the offset in the source array
  73385. * @returns a new Color4 object
  73386. */
  73387. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  73388. /**
  73389. * Creates a new Color3 from integer values (< 256)
  73390. * @param r defines the red component to read from (value between 0 and 255)
  73391. * @param g defines the green component to read from (value between 0 and 255)
  73392. * @param b defines the blue component to read from (value between 0 and 255)
  73393. * @param a defines the alpha component to read from (value between 0 and 255)
  73394. * @returns a new Color3 object
  73395. */
  73396. static FromInts(r: number, g: number, b: number, a: number): Color4;
  73397. /**
  73398. * Check the content of a given array and convert it to an array containing RGBA data
  73399. * If the original array was already containing count * 4 values then it is returned directly
  73400. * @param colors defines the array to check
  73401. * @param count defines the number of RGBA data to expect
  73402. * @returns an array containing count * 4 values (RGBA)
  73403. */
  73404. static CheckColors4(colors: number[], count: number): number[];
  73405. }
  73406. /**
  73407. * @hidden
  73408. */
  73409. export class TmpColors {
  73410. static Color3: Color3[];
  73411. static Color4: Color4[];
  73412. }
  73413. }
  73414. declare module BABYLON {
  73415. /**
  73416. * Defines an interface which represents an animation key frame
  73417. */
  73418. export interface IAnimationKey {
  73419. /**
  73420. * Frame of the key frame
  73421. */
  73422. frame: number;
  73423. /**
  73424. * Value at the specifies key frame
  73425. */
  73426. value: any;
  73427. /**
  73428. * The input tangent for the cubic hermite spline
  73429. */
  73430. inTangent?: any;
  73431. /**
  73432. * The output tangent for the cubic hermite spline
  73433. */
  73434. outTangent?: any;
  73435. /**
  73436. * The animation interpolation type
  73437. */
  73438. interpolation?: AnimationKeyInterpolation;
  73439. }
  73440. /**
  73441. * Enum for the animation key frame interpolation type
  73442. */
  73443. export enum AnimationKeyInterpolation {
  73444. /**
  73445. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  73446. */
  73447. STEP = 1
  73448. }
  73449. }
  73450. declare module BABYLON {
  73451. /**
  73452. * Represents the range of an animation
  73453. */
  73454. export class AnimationRange {
  73455. /**The name of the animation range**/
  73456. name: string;
  73457. /**The starting frame of the animation */
  73458. from: number;
  73459. /**The ending frame of the animation*/
  73460. to: number;
  73461. /**
  73462. * Initializes the range of an animation
  73463. * @param name The name of the animation range
  73464. * @param from The starting frame of the animation
  73465. * @param to The ending frame of the animation
  73466. */
  73467. constructor(
  73468. /**The name of the animation range**/
  73469. name: string,
  73470. /**The starting frame of the animation */
  73471. from: number,
  73472. /**The ending frame of the animation*/
  73473. to: number);
  73474. /**
  73475. * Makes a copy of the animation range
  73476. * @returns A copy of the animation range
  73477. */
  73478. clone(): AnimationRange;
  73479. }
  73480. }
  73481. declare module BABYLON {
  73482. /**
  73483. * Composed of a frame, and an action function
  73484. */
  73485. export class AnimationEvent {
  73486. /** The frame for which the event is triggered **/
  73487. frame: number;
  73488. /** The event to perform when triggered **/
  73489. action: (currentFrame: number) => void;
  73490. /** Specifies if the event should be triggered only once**/
  73491. onlyOnce?: boolean | undefined;
  73492. /**
  73493. * Specifies if the animation event is done
  73494. */
  73495. isDone: boolean;
  73496. /**
  73497. * Initializes the animation event
  73498. * @param frame The frame for which the event is triggered
  73499. * @param action The event to perform when triggered
  73500. * @param onlyOnce Specifies if the event should be triggered only once
  73501. */
  73502. constructor(
  73503. /** The frame for which the event is triggered **/
  73504. frame: number,
  73505. /** The event to perform when triggered **/
  73506. action: (currentFrame: number) => void,
  73507. /** Specifies if the event should be triggered only once**/
  73508. onlyOnce?: boolean | undefined);
  73509. /** @hidden */
  73510. _clone(): AnimationEvent;
  73511. }
  73512. }
  73513. declare module BABYLON {
  73514. /**
  73515. * Interface used to define a behavior
  73516. */
  73517. export interface Behavior<T> {
  73518. /** gets or sets behavior's name */
  73519. name: string;
  73520. /**
  73521. * Function called when the behavior needs to be initialized (after attaching it to a target)
  73522. */
  73523. init(): void;
  73524. /**
  73525. * Called when the behavior is attached to a target
  73526. * @param target defines the target where the behavior is attached to
  73527. */
  73528. attach(target: T): void;
  73529. /**
  73530. * Called when the behavior is detached from its target
  73531. */
  73532. detach(): void;
  73533. }
  73534. /**
  73535. * Interface implemented by classes supporting behaviors
  73536. */
  73537. export interface IBehaviorAware<T> {
  73538. /**
  73539. * Attach a behavior
  73540. * @param behavior defines the behavior to attach
  73541. * @returns the current host
  73542. */
  73543. addBehavior(behavior: Behavior<T>): T;
  73544. /**
  73545. * Remove a behavior from the current object
  73546. * @param behavior defines the behavior to detach
  73547. * @returns the current host
  73548. */
  73549. removeBehavior(behavior: Behavior<T>): T;
  73550. /**
  73551. * Gets a behavior using its name to search
  73552. * @param name defines the name to search
  73553. * @returns the behavior or null if not found
  73554. */
  73555. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  73556. }
  73557. }
  73558. declare module BABYLON {
  73559. /**
  73560. * Defines an array and its length.
  73561. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  73562. */
  73563. export interface ISmartArrayLike<T> {
  73564. /**
  73565. * The data of the array.
  73566. */
  73567. data: Array<T>;
  73568. /**
  73569. * The active length of the array.
  73570. */
  73571. length: number;
  73572. }
  73573. /**
  73574. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73575. */
  73576. export class SmartArray<T> implements ISmartArrayLike<T> {
  73577. /**
  73578. * The full set of data from the array.
  73579. */
  73580. data: Array<T>;
  73581. /**
  73582. * The active length of the array.
  73583. */
  73584. length: number;
  73585. protected _id: number;
  73586. /**
  73587. * Instantiates a Smart Array.
  73588. * @param capacity defines the default capacity of the array.
  73589. */
  73590. constructor(capacity: number);
  73591. /**
  73592. * Pushes a value at the end of the active data.
  73593. * @param value defines the object to push in the array.
  73594. */
  73595. push(value: T): void;
  73596. /**
  73597. * Iterates over the active data and apply the lambda to them.
  73598. * @param func defines the action to apply on each value.
  73599. */
  73600. forEach(func: (content: T) => void): void;
  73601. /**
  73602. * Sorts the full sets of data.
  73603. * @param compareFn defines the comparison function to apply.
  73604. */
  73605. sort(compareFn: (a: T, b: T) => number): void;
  73606. /**
  73607. * Resets the active data to an empty array.
  73608. */
  73609. reset(): void;
  73610. /**
  73611. * Releases all the data from the array as well as the array.
  73612. */
  73613. dispose(): void;
  73614. /**
  73615. * Concats the active data with a given array.
  73616. * @param array defines the data to concatenate with.
  73617. */
  73618. concat(array: any): void;
  73619. /**
  73620. * Returns the position of a value in the active data.
  73621. * @param value defines the value to find the index for
  73622. * @returns the index if found in the active data otherwise -1
  73623. */
  73624. indexOf(value: T): number;
  73625. /**
  73626. * Returns whether an element is part of the active data.
  73627. * @param value defines the value to look for
  73628. * @returns true if found in the active data otherwise false
  73629. */
  73630. contains(value: T): boolean;
  73631. private static _GlobalId;
  73632. }
  73633. /**
  73634. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73635. * The data in this array can only be present once
  73636. */
  73637. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  73638. private _duplicateId;
  73639. /**
  73640. * Pushes a value at the end of the active data.
  73641. * THIS DOES NOT PREVENT DUPPLICATE DATA
  73642. * @param value defines the object to push in the array.
  73643. */
  73644. push(value: T): void;
  73645. /**
  73646. * Pushes a value at the end of the active data.
  73647. * If the data is already present, it won t be added again
  73648. * @param value defines the object to push in the array.
  73649. * @returns true if added false if it was already present
  73650. */
  73651. pushNoDuplicate(value: T): boolean;
  73652. /**
  73653. * Resets the active data to an empty array.
  73654. */
  73655. reset(): void;
  73656. /**
  73657. * Concats the active data with a given array.
  73658. * This ensures no dupplicate will be present in the result.
  73659. * @param array defines the data to concatenate with.
  73660. */
  73661. concatWithNoDuplicate(array: any): void;
  73662. }
  73663. }
  73664. declare module BABYLON {
  73665. /**
  73666. * @ignore
  73667. * This is a list of all the different input types that are available in the application.
  73668. * Fo instance: ArcRotateCameraGamepadInput...
  73669. */
  73670. export var CameraInputTypes: {};
  73671. /**
  73672. * This is the contract to implement in order to create a new input class.
  73673. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  73674. */
  73675. export interface ICameraInput<TCamera extends Camera> {
  73676. /**
  73677. * Defines the camera the input is attached to.
  73678. */
  73679. camera: Nullable<TCamera>;
  73680. /**
  73681. * Gets the class name of the current intput.
  73682. * @returns the class name
  73683. */
  73684. getClassName(): string;
  73685. /**
  73686. * Get the friendly name associated with the input class.
  73687. * @returns the input friendly name
  73688. */
  73689. getSimpleName(): string;
  73690. /**
  73691. * Attach the input controls to a specific dom element to get the input from.
  73692. * @param element Defines the element the controls should be listened from
  73693. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73694. */
  73695. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73696. /**
  73697. * Detach the current controls from the specified dom element.
  73698. * @param element Defines the element to stop listening the inputs from
  73699. */
  73700. detachControl(element: Nullable<HTMLElement>): void;
  73701. /**
  73702. * Update the current camera state depending on the inputs that have been used this frame.
  73703. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73704. */
  73705. checkInputs?: () => void;
  73706. }
  73707. /**
  73708. * Represents a map of input types to input instance or input index to input instance.
  73709. */
  73710. export interface CameraInputsMap<TCamera extends Camera> {
  73711. /**
  73712. * Accessor to the input by input type.
  73713. */
  73714. [name: string]: ICameraInput<TCamera>;
  73715. /**
  73716. * Accessor to the input by input index.
  73717. */
  73718. [idx: number]: ICameraInput<TCamera>;
  73719. }
  73720. /**
  73721. * This represents the input manager used within a camera.
  73722. * It helps dealing with all the different kind of input attached to a camera.
  73723. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73724. */
  73725. export class CameraInputsManager<TCamera extends Camera> {
  73726. /**
  73727. * Defines the list of inputs attahed to the camera.
  73728. */
  73729. attached: CameraInputsMap<TCamera>;
  73730. /**
  73731. * Defines the dom element the camera is collecting inputs from.
  73732. * This is null if the controls have not been attached.
  73733. */
  73734. attachedElement: Nullable<HTMLElement>;
  73735. /**
  73736. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73737. */
  73738. noPreventDefault: boolean;
  73739. /**
  73740. * Defined the camera the input manager belongs to.
  73741. */
  73742. camera: TCamera;
  73743. /**
  73744. * Update the current camera state depending on the inputs that have been used this frame.
  73745. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73746. */
  73747. checkInputs: () => void;
  73748. /**
  73749. * Instantiate a new Camera Input Manager.
  73750. * @param camera Defines the camera the input manager blongs to
  73751. */
  73752. constructor(camera: TCamera);
  73753. /**
  73754. * Add an input method to a camera
  73755. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73756. * @param input camera input method
  73757. */
  73758. add(input: ICameraInput<TCamera>): void;
  73759. /**
  73760. * Remove a specific input method from a camera
  73761. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  73762. * @param inputToRemove camera input method
  73763. */
  73764. remove(inputToRemove: ICameraInput<TCamera>): void;
  73765. /**
  73766. * Remove a specific input type from a camera
  73767. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  73768. * @param inputType the type of the input to remove
  73769. */
  73770. removeByType(inputType: string): void;
  73771. private _addCheckInputs;
  73772. /**
  73773. * Attach the input controls to the currently attached dom element to listen the events from.
  73774. * @param input Defines the input to attach
  73775. */
  73776. attachInput(input: ICameraInput<TCamera>): void;
  73777. /**
  73778. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  73779. * @param element Defines the dom element to collect the events from
  73780. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73781. */
  73782. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  73783. /**
  73784. * Detach the current manager inputs controls from a specific dom element.
  73785. * @param element Defines the dom element to collect the events from
  73786. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  73787. */
  73788. detachElement(element: HTMLElement, disconnect?: boolean): void;
  73789. /**
  73790. * Rebuild the dynamic inputCheck function from the current list of
  73791. * defined inputs in the manager.
  73792. */
  73793. rebuildInputCheck(): void;
  73794. /**
  73795. * Remove all attached input methods from a camera
  73796. */
  73797. clear(): void;
  73798. /**
  73799. * Serialize the current input manager attached to a camera.
  73800. * This ensures than once parsed,
  73801. * the input associated to the camera will be identical to the current ones
  73802. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  73803. */
  73804. serialize(serializedCamera: any): void;
  73805. /**
  73806. * Parses an input manager serialized JSON to restore the previous list of inputs
  73807. * and states associated to a camera.
  73808. * @param parsedCamera Defines the JSON to parse
  73809. */
  73810. parse(parsedCamera: any): void;
  73811. }
  73812. }
  73813. declare module BABYLON {
  73814. /**
  73815. * Class used to store data that will be store in GPU memory
  73816. */
  73817. export class Buffer {
  73818. private _engine;
  73819. private _buffer;
  73820. /** @hidden */
  73821. _data: Nullable<DataArray>;
  73822. private _updatable;
  73823. private _instanced;
  73824. private _divisor;
  73825. /**
  73826. * Gets the byte stride.
  73827. */
  73828. readonly byteStride: number;
  73829. /**
  73830. * Constructor
  73831. * @param engine the engine
  73832. * @param data the data to use for this buffer
  73833. * @param updatable whether the data is updatable
  73834. * @param stride the stride (optional)
  73835. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73836. * @param instanced whether the buffer is instanced (optional)
  73837. * @param useBytes set to true if the stride in in bytes (optional)
  73838. * @param divisor sets an optional divisor for instances (1 by default)
  73839. */
  73840. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  73841. /**
  73842. * Create a new VertexBuffer based on the current buffer
  73843. * @param kind defines the vertex buffer kind (position, normal, etc.)
  73844. * @param offset defines offset in the buffer (0 by default)
  73845. * @param size defines the size in floats of attributes (position is 3 for instance)
  73846. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  73847. * @param instanced defines if the vertex buffer contains indexed data
  73848. * @param useBytes defines if the offset and stride are in bytes *
  73849. * @param divisor sets an optional divisor for instances (1 by default)
  73850. * @returns the new vertex buffer
  73851. */
  73852. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  73853. /**
  73854. * Gets a boolean indicating if the Buffer is updatable?
  73855. * @returns true if the buffer is updatable
  73856. */
  73857. isUpdatable(): boolean;
  73858. /**
  73859. * Gets current buffer's data
  73860. * @returns a DataArray or null
  73861. */
  73862. getData(): Nullable<DataArray>;
  73863. /**
  73864. * Gets underlying native buffer
  73865. * @returns underlying native buffer
  73866. */
  73867. getBuffer(): Nullable<DataBuffer>;
  73868. /**
  73869. * Gets the stride in float32 units (i.e. byte stride / 4).
  73870. * May not be an integer if the byte stride is not divisible by 4.
  73871. * DEPRECATED. Use byteStride instead.
  73872. * @returns the stride in float32 units
  73873. */
  73874. getStrideSize(): number;
  73875. /**
  73876. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  73877. * @param data defines the data to store
  73878. */
  73879. create(data?: Nullable<DataArray>): void;
  73880. /** @hidden */
  73881. _rebuild(): void;
  73882. /**
  73883. * Update current buffer data
  73884. * @param data defines the data to store
  73885. */
  73886. update(data: DataArray): void;
  73887. /**
  73888. * Updates the data directly.
  73889. * @param data the new data
  73890. * @param offset the new offset
  73891. * @param vertexCount the vertex count (optional)
  73892. * @param useBytes set to true if the offset is in bytes
  73893. */
  73894. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  73895. /**
  73896. * Release all resources
  73897. */
  73898. dispose(): void;
  73899. }
  73900. /**
  73901. * Specialized buffer used to store vertex data
  73902. */
  73903. export class VertexBuffer {
  73904. /** @hidden */
  73905. _buffer: Buffer;
  73906. private _kind;
  73907. private _size;
  73908. private _ownsBuffer;
  73909. private _instanced;
  73910. private _instanceDivisor;
  73911. /**
  73912. * The byte type.
  73913. */
  73914. static readonly BYTE: number;
  73915. /**
  73916. * The unsigned byte type.
  73917. */
  73918. static readonly UNSIGNED_BYTE: number;
  73919. /**
  73920. * The short type.
  73921. */
  73922. static readonly SHORT: number;
  73923. /**
  73924. * The unsigned short type.
  73925. */
  73926. static readonly UNSIGNED_SHORT: number;
  73927. /**
  73928. * The integer type.
  73929. */
  73930. static readonly INT: number;
  73931. /**
  73932. * The unsigned integer type.
  73933. */
  73934. static readonly UNSIGNED_INT: number;
  73935. /**
  73936. * The float type.
  73937. */
  73938. static readonly FLOAT: number;
  73939. /**
  73940. * Gets or sets the instance divisor when in instanced mode
  73941. */
  73942. instanceDivisor: number;
  73943. /**
  73944. * Gets the byte stride.
  73945. */
  73946. readonly byteStride: number;
  73947. /**
  73948. * Gets the byte offset.
  73949. */
  73950. readonly byteOffset: number;
  73951. /**
  73952. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  73953. */
  73954. readonly normalized: boolean;
  73955. /**
  73956. * Gets the data type of each component in the array.
  73957. */
  73958. readonly type: number;
  73959. /**
  73960. * Constructor
  73961. * @param engine the engine
  73962. * @param data the data to use for this vertex buffer
  73963. * @param kind the vertex buffer kind
  73964. * @param updatable whether the data is updatable
  73965. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  73966. * @param stride the stride (optional)
  73967. * @param instanced whether the buffer is instanced (optional)
  73968. * @param offset the offset of the data (optional)
  73969. * @param size the number of components (optional)
  73970. * @param type the type of the component (optional)
  73971. * @param normalized whether the data contains normalized data (optional)
  73972. * @param useBytes set to true if stride and offset are in bytes (optional)
  73973. * @param divisor defines the instance divisor to use (1 by default)
  73974. */
  73975. 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, divisor?: number);
  73976. /** @hidden */
  73977. _rebuild(): void;
  73978. /**
  73979. * Returns the kind of the VertexBuffer (string)
  73980. * @returns a string
  73981. */
  73982. getKind(): string;
  73983. /**
  73984. * Gets a boolean indicating if the VertexBuffer is updatable?
  73985. * @returns true if the buffer is updatable
  73986. */
  73987. isUpdatable(): boolean;
  73988. /**
  73989. * Gets current buffer's data
  73990. * @returns a DataArray or null
  73991. */
  73992. getData(): Nullable<DataArray>;
  73993. /**
  73994. * Gets underlying native buffer
  73995. * @returns underlying native buffer
  73996. */
  73997. getBuffer(): Nullable<DataBuffer>;
  73998. /**
  73999. * Gets the stride in float32 units (i.e. byte stride / 4).
  74000. * May not be an integer if the byte stride is not divisible by 4.
  74001. * DEPRECATED. Use byteStride instead.
  74002. * @returns the stride in float32 units
  74003. */
  74004. getStrideSize(): number;
  74005. /**
  74006. * Returns the offset as a multiple of the type byte length.
  74007. * DEPRECATED. Use byteOffset instead.
  74008. * @returns the offset in bytes
  74009. */
  74010. getOffset(): number;
  74011. /**
  74012. * Returns the number of components per vertex attribute (integer)
  74013. * @returns the size in float
  74014. */
  74015. getSize(): number;
  74016. /**
  74017. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74018. * @returns true if this buffer is instanced
  74019. */
  74020. getIsInstanced(): boolean;
  74021. /**
  74022. * Returns the instancing divisor, zero for non-instanced (integer).
  74023. * @returns a number
  74024. */
  74025. getInstanceDivisor(): number;
  74026. /**
  74027. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74028. * @param data defines the data to store
  74029. */
  74030. create(data?: DataArray): void;
  74031. /**
  74032. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74033. * This function will create a new buffer if the current one is not updatable
  74034. * @param data defines the data to store
  74035. */
  74036. update(data: DataArray): void;
  74037. /**
  74038. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74039. * Returns the directly updated WebGLBuffer.
  74040. * @param data the new data
  74041. * @param offset the new offset
  74042. * @param useBytes set to true if the offset is in bytes
  74043. */
  74044. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74045. /**
  74046. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74047. */
  74048. dispose(): void;
  74049. /**
  74050. * Enumerates each value of this vertex buffer as numbers.
  74051. * @param count the number of values to enumerate
  74052. * @param callback the callback function called for each value
  74053. */
  74054. forEach(count: number, callback: (value: number, index: number) => void): void;
  74055. /**
  74056. * Positions
  74057. */
  74058. static readonly PositionKind: string;
  74059. /**
  74060. * Normals
  74061. */
  74062. static readonly NormalKind: string;
  74063. /**
  74064. * Tangents
  74065. */
  74066. static readonly TangentKind: string;
  74067. /**
  74068. * Texture coordinates
  74069. */
  74070. static readonly UVKind: string;
  74071. /**
  74072. * Texture coordinates 2
  74073. */
  74074. static readonly UV2Kind: string;
  74075. /**
  74076. * Texture coordinates 3
  74077. */
  74078. static readonly UV3Kind: string;
  74079. /**
  74080. * Texture coordinates 4
  74081. */
  74082. static readonly UV4Kind: string;
  74083. /**
  74084. * Texture coordinates 5
  74085. */
  74086. static readonly UV5Kind: string;
  74087. /**
  74088. * Texture coordinates 6
  74089. */
  74090. static readonly UV6Kind: string;
  74091. /**
  74092. * Colors
  74093. */
  74094. static readonly ColorKind: string;
  74095. /**
  74096. * Matrix indices (for bones)
  74097. */
  74098. static readonly MatricesIndicesKind: string;
  74099. /**
  74100. * Matrix weights (for bones)
  74101. */
  74102. static readonly MatricesWeightsKind: string;
  74103. /**
  74104. * Additional matrix indices (for bones)
  74105. */
  74106. static readonly MatricesIndicesExtraKind: string;
  74107. /**
  74108. * Additional matrix weights (for bones)
  74109. */
  74110. static readonly MatricesWeightsExtraKind: string;
  74111. /**
  74112. * Deduces the stride given a kind.
  74113. * @param kind The kind string to deduce
  74114. * @returns The deduced stride
  74115. */
  74116. static DeduceStride(kind: string): number;
  74117. /**
  74118. * Gets the byte length of the given type.
  74119. * @param type the type
  74120. * @returns the number of bytes
  74121. */
  74122. static GetTypeByteLength(type: number): number;
  74123. /**
  74124. * Enumerates each value of the given parameters as numbers.
  74125. * @param data the data to enumerate
  74126. * @param byteOffset the byte offset of the data
  74127. * @param byteStride the byte stride of the data
  74128. * @param componentCount the number of components per element
  74129. * @param componentType the type of the component
  74130. * @param count the number of values to enumerate
  74131. * @param normalized whether the data is normalized
  74132. * @param callback the callback function called for each value
  74133. */
  74134. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74135. private static _GetFloatValue;
  74136. }
  74137. }
  74138. declare module BABYLON {
  74139. /**
  74140. * @hidden
  74141. */
  74142. export class IntersectionInfo {
  74143. bu: Nullable<number>;
  74144. bv: Nullable<number>;
  74145. distance: number;
  74146. faceId: number;
  74147. subMeshId: number;
  74148. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74149. }
  74150. }
  74151. declare module BABYLON {
  74152. /**
  74153. * Represens a plane by the equation ax + by + cz + d = 0
  74154. */
  74155. export class Plane {
  74156. private static _TmpMatrix;
  74157. /**
  74158. * Normal of the plane (a,b,c)
  74159. */
  74160. normal: Vector3;
  74161. /**
  74162. * d component of the plane
  74163. */
  74164. d: number;
  74165. /**
  74166. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74167. * @param a a component of the plane
  74168. * @param b b component of the plane
  74169. * @param c c component of the plane
  74170. * @param d d component of the plane
  74171. */
  74172. constructor(a: number, b: number, c: number, d: number);
  74173. /**
  74174. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74175. */
  74176. asArray(): number[];
  74177. /**
  74178. * @returns a new plane copied from the current Plane.
  74179. */
  74180. clone(): Plane;
  74181. /**
  74182. * @returns the string "Plane".
  74183. */
  74184. getClassName(): string;
  74185. /**
  74186. * @returns the Plane hash code.
  74187. */
  74188. getHashCode(): number;
  74189. /**
  74190. * Normalize the current Plane in place.
  74191. * @returns the updated Plane.
  74192. */
  74193. normalize(): Plane;
  74194. /**
  74195. * Applies a transformation the plane and returns the result
  74196. * @param transformation the transformation matrix to be applied to the plane
  74197. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74198. */
  74199. transform(transformation: DeepImmutable<Matrix>): Plane;
  74200. /**
  74201. * Calcualtte the dot product between the point and the plane normal
  74202. * @param point point to calculate the dot product with
  74203. * @returns the dot product (float) of the point coordinates and the plane normal.
  74204. */
  74205. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74206. /**
  74207. * Updates the current Plane from the plane defined by the three given points.
  74208. * @param point1 one of the points used to contruct the plane
  74209. * @param point2 one of the points used to contruct the plane
  74210. * @param point3 one of the points used to contruct the plane
  74211. * @returns the updated Plane.
  74212. */
  74213. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74214. /**
  74215. * Checks if the plane is facing a given direction
  74216. * @param direction the direction to check if the plane is facing
  74217. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74218. * @returns True is the vector "direction" is the same side than the plane normal.
  74219. */
  74220. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74221. /**
  74222. * Calculates the distance to a point
  74223. * @param point point to calculate distance to
  74224. * @returns the signed distance (float) from the given point to the Plane.
  74225. */
  74226. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74227. /**
  74228. * Creates a plane from an array
  74229. * @param array the array to create a plane from
  74230. * @returns a new Plane from the given array.
  74231. */
  74232. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74233. /**
  74234. * Creates a plane from three points
  74235. * @param point1 point used to create the plane
  74236. * @param point2 point used to create the plane
  74237. * @param point3 point used to create the plane
  74238. * @returns a new Plane defined by the three given points.
  74239. */
  74240. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74241. /**
  74242. * Creates a plane from an origin point and a normal
  74243. * @param origin origin of the plane to be constructed
  74244. * @param normal normal of the plane to be constructed
  74245. * @returns a new Plane the normal vector to this plane at the given origin point.
  74246. * Note : the vector "normal" is updated because normalized.
  74247. */
  74248. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74249. /**
  74250. * Calculates the distance from a plane and a point
  74251. * @param origin origin of the plane to be constructed
  74252. * @param normal normal of the plane to be constructed
  74253. * @param point point to calculate distance to
  74254. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74255. */
  74256. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74257. }
  74258. }
  74259. declare module BABYLON {
  74260. /**
  74261. * Class used to store bounding sphere information
  74262. */
  74263. export class BoundingSphere {
  74264. /**
  74265. * Gets the center of the bounding sphere in local space
  74266. */
  74267. readonly center: Vector3;
  74268. /**
  74269. * Radius of the bounding sphere in local space
  74270. */
  74271. radius: number;
  74272. /**
  74273. * Gets the center of the bounding sphere in world space
  74274. */
  74275. readonly centerWorld: Vector3;
  74276. /**
  74277. * Radius of the bounding sphere in world space
  74278. */
  74279. radiusWorld: number;
  74280. /**
  74281. * Gets the minimum vector in local space
  74282. */
  74283. readonly minimum: Vector3;
  74284. /**
  74285. * Gets the maximum vector in local space
  74286. */
  74287. readonly maximum: Vector3;
  74288. private _worldMatrix;
  74289. private static readonly TmpVector3;
  74290. /**
  74291. * Creates a new bounding sphere
  74292. * @param min defines the minimum vector (in local space)
  74293. * @param max defines the maximum vector (in local space)
  74294. * @param worldMatrix defines the new world matrix
  74295. */
  74296. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74297. /**
  74298. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74299. * @param min defines the new minimum vector (in local space)
  74300. * @param max defines the new maximum vector (in local space)
  74301. * @param worldMatrix defines the new world matrix
  74302. */
  74303. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74304. /**
  74305. * Scale the current bounding sphere by applying a scale factor
  74306. * @param factor defines the scale factor to apply
  74307. * @returns the current bounding box
  74308. */
  74309. scale(factor: number): BoundingSphere;
  74310. /**
  74311. * Gets the world matrix of the bounding box
  74312. * @returns a matrix
  74313. */
  74314. getWorldMatrix(): DeepImmutable<Matrix>;
  74315. /** @hidden */
  74316. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74317. /**
  74318. * Tests if the bounding sphere is intersecting the frustum planes
  74319. * @param frustumPlanes defines the frustum planes to test
  74320. * @returns true if there is an intersection
  74321. */
  74322. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74323. /**
  74324. * Tests if the bounding sphere center is in between the frustum planes.
  74325. * Used for optimistic fast inclusion.
  74326. * @param frustumPlanes defines the frustum planes to test
  74327. * @returns true if the sphere center is in between the frustum planes
  74328. */
  74329. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74330. /**
  74331. * Tests if a point is inside the bounding sphere
  74332. * @param point defines the point to test
  74333. * @returns true if the point is inside the bounding sphere
  74334. */
  74335. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74336. /**
  74337. * Checks if two sphere intersct
  74338. * @param sphere0 sphere 0
  74339. * @param sphere1 sphere 1
  74340. * @returns true if the speres intersect
  74341. */
  74342. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74343. }
  74344. }
  74345. declare module BABYLON {
  74346. /**
  74347. * Class used to store bounding box information
  74348. */
  74349. export class BoundingBox implements ICullable {
  74350. /**
  74351. * Gets the 8 vectors representing the bounding box in local space
  74352. */
  74353. readonly vectors: Vector3[];
  74354. /**
  74355. * Gets the center of the bounding box in local space
  74356. */
  74357. readonly center: Vector3;
  74358. /**
  74359. * Gets the center of the bounding box in world space
  74360. */
  74361. readonly centerWorld: Vector3;
  74362. /**
  74363. * Gets the extend size in local space
  74364. */
  74365. readonly extendSize: Vector3;
  74366. /**
  74367. * Gets the extend size in world space
  74368. */
  74369. readonly extendSizeWorld: Vector3;
  74370. /**
  74371. * Gets the OBB (object bounding box) directions
  74372. */
  74373. readonly directions: Vector3[];
  74374. /**
  74375. * Gets the 8 vectors representing the bounding box in world space
  74376. */
  74377. readonly vectorsWorld: Vector3[];
  74378. /**
  74379. * Gets the minimum vector in world space
  74380. */
  74381. readonly minimumWorld: Vector3;
  74382. /**
  74383. * Gets the maximum vector in world space
  74384. */
  74385. readonly maximumWorld: Vector3;
  74386. /**
  74387. * Gets the minimum vector in local space
  74388. */
  74389. readonly minimum: Vector3;
  74390. /**
  74391. * Gets the maximum vector in local space
  74392. */
  74393. readonly maximum: Vector3;
  74394. private _worldMatrix;
  74395. private static readonly TmpVector3;
  74396. /**
  74397. * @hidden
  74398. */
  74399. _tag: number;
  74400. /**
  74401. * Creates a new bounding box
  74402. * @param min defines the minimum vector (in local space)
  74403. * @param max defines the maximum vector (in local space)
  74404. * @param worldMatrix defines the new world matrix
  74405. */
  74406. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74407. /**
  74408. * Recreates the entire bounding box from scratch as if we call the constructor in place
  74409. * @param min defines the new minimum vector (in local space)
  74410. * @param max defines the new maximum vector (in local space)
  74411. * @param worldMatrix defines the new world matrix
  74412. */
  74413. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74414. /**
  74415. * Scale the current bounding box by applying a scale factor
  74416. * @param factor defines the scale factor to apply
  74417. * @returns the current bounding box
  74418. */
  74419. scale(factor: number): BoundingBox;
  74420. /**
  74421. * Gets the world matrix of the bounding box
  74422. * @returns a matrix
  74423. */
  74424. getWorldMatrix(): DeepImmutable<Matrix>;
  74425. /** @hidden */
  74426. _update(world: DeepImmutable<Matrix>): void;
  74427. /**
  74428. * Tests if the bounding box is intersecting the frustum planes
  74429. * @param frustumPlanes defines the frustum planes to test
  74430. * @returns true if there is an intersection
  74431. */
  74432. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74433. /**
  74434. * Tests if the bounding box is entirely inside the frustum planes
  74435. * @param frustumPlanes defines the frustum planes to test
  74436. * @returns true if there is an inclusion
  74437. */
  74438. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74439. /**
  74440. * Tests if a point is inside the bounding box
  74441. * @param point defines the point to test
  74442. * @returns true if the point is inside the bounding box
  74443. */
  74444. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74445. /**
  74446. * Tests if the bounding box intersects with a bounding sphere
  74447. * @param sphere defines the sphere to test
  74448. * @returns true if there is an intersection
  74449. */
  74450. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  74451. /**
  74452. * Tests if the bounding box intersects with a box defined by a min and max vectors
  74453. * @param min defines the min vector to use
  74454. * @param max defines the max vector to use
  74455. * @returns true if there is an intersection
  74456. */
  74457. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  74458. /**
  74459. * Tests if two bounding boxes are intersections
  74460. * @param box0 defines the first box to test
  74461. * @param box1 defines the second box to test
  74462. * @returns true if there is an intersection
  74463. */
  74464. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  74465. /**
  74466. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  74467. * @param minPoint defines the minimum vector of the bounding box
  74468. * @param maxPoint defines the maximum vector of the bounding box
  74469. * @param sphereCenter defines the sphere center
  74470. * @param sphereRadius defines the sphere radius
  74471. * @returns true if there is an intersection
  74472. */
  74473. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  74474. /**
  74475. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  74476. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74477. * @param frustumPlanes defines the frustum planes to test
  74478. * @return true if there is an inclusion
  74479. */
  74480. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74481. /**
  74482. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  74483. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74484. * @param frustumPlanes defines the frustum planes to test
  74485. * @return true if there is an intersection
  74486. */
  74487. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74488. }
  74489. }
  74490. declare module BABYLON {
  74491. /** @hidden */
  74492. export class Collider {
  74493. /** Define if a collision was found */
  74494. collisionFound: boolean;
  74495. /**
  74496. * Define last intersection point in local space
  74497. */
  74498. intersectionPoint: Vector3;
  74499. /**
  74500. * Define last collided mesh
  74501. */
  74502. collidedMesh: Nullable<AbstractMesh>;
  74503. private _collisionPoint;
  74504. private _planeIntersectionPoint;
  74505. private _tempVector;
  74506. private _tempVector2;
  74507. private _tempVector3;
  74508. private _tempVector4;
  74509. private _edge;
  74510. private _baseToVertex;
  74511. private _destinationPoint;
  74512. private _slidePlaneNormal;
  74513. private _displacementVector;
  74514. /** @hidden */
  74515. _radius: Vector3;
  74516. /** @hidden */
  74517. _retry: number;
  74518. private _velocity;
  74519. private _basePoint;
  74520. private _epsilon;
  74521. /** @hidden */
  74522. _velocityWorldLength: number;
  74523. /** @hidden */
  74524. _basePointWorld: Vector3;
  74525. private _velocityWorld;
  74526. private _normalizedVelocity;
  74527. /** @hidden */
  74528. _initialVelocity: Vector3;
  74529. /** @hidden */
  74530. _initialPosition: Vector3;
  74531. private _nearestDistance;
  74532. private _collisionMask;
  74533. collisionMask: number;
  74534. /**
  74535. * Gets the plane normal used to compute the sliding response (in local space)
  74536. */
  74537. readonly slidePlaneNormal: Vector3;
  74538. /** @hidden */
  74539. _initialize(source: Vector3, dir: Vector3, e: number): void;
  74540. /** @hidden */
  74541. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  74542. /** @hidden */
  74543. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  74544. /** @hidden */
  74545. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74546. /** @hidden */
  74547. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74548. /** @hidden */
  74549. _getResponse(pos: Vector3, vel: Vector3): void;
  74550. }
  74551. }
  74552. declare module BABYLON {
  74553. /**
  74554. * Interface for cullable objects
  74555. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  74556. */
  74557. export interface ICullable {
  74558. /**
  74559. * Checks if the object or part of the object is in the frustum
  74560. * @param frustumPlanes Camera near/planes
  74561. * @returns true if the object is in frustum otherwise false
  74562. */
  74563. isInFrustum(frustumPlanes: Plane[]): boolean;
  74564. /**
  74565. * Checks if a cullable object (mesh...) is in the camera frustum
  74566. * Unlike isInFrustum this cheks the full bounding box
  74567. * @param frustumPlanes Camera near/planes
  74568. * @returns true if the object is in frustum otherwise false
  74569. */
  74570. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  74571. }
  74572. /**
  74573. * Info for a bounding data of a mesh
  74574. */
  74575. export class BoundingInfo implements ICullable {
  74576. /**
  74577. * Bounding box for the mesh
  74578. */
  74579. readonly boundingBox: BoundingBox;
  74580. /**
  74581. * Bounding sphere for the mesh
  74582. */
  74583. readonly boundingSphere: BoundingSphere;
  74584. private _isLocked;
  74585. private static readonly TmpVector3;
  74586. /**
  74587. * Constructs bounding info
  74588. * @param minimum min vector of the bounding box/sphere
  74589. * @param maximum max vector of the bounding box/sphere
  74590. * @param worldMatrix defines the new world matrix
  74591. */
  74592. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74593. /**
  74594. * Recreates the entire bounding info from scratch as if we call the constructor in place
  74595. * @param min defines the new minimum vector (in local space)
  74596. * @param max defines the new maximum vector (in local space)
  74597. * @param worldMatrix defines the new world matrix
  74598. */
  74599. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74600. /**
  74601. * min vector of the bounding box/sphere
  74602. */
  74603. readonly minimum: Vector3;
  74604. /**
  74605. * max vector of the bounding box/sphere
  74606. */
  74607. readonly maximum: Vector3;
  74608. /**
  74609. * If the info is locked and won't be updated to avoid perf overhead
  74610. */
  74611. isLocked: boolean;
  74612. /**
  74613. * Updates the bounding sphere and box
  74614. * @param world world matrix to be used to update
  74615. */
  74616. update(world: DeepImmutable<Matrix>): void;
  74617. /**
  74618. * Recreate the bounding info to be centered around a specific point given a specific extend.
  74619. * @param center New center of the bounding info
  74620. * @param extend New extend of the bounding info
  74621. * @returns the current bounding info
  74622. */
  74623. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  74624. /**
  74625. * Scale the current bounding info by applying a scale factor
  74626. * @param factor defines the scale factor to apply
  74627. * @returns the current bounding info
  74628. */
  74629. scale(factor: number): BoundingInfo;
  74630. /**
  74631. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  74632. * @param frustumPlanes defines the frustum to test
  74633. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  74634. * @returns true if the bounding info is in the frustum planes
  74635. */
  74636. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  74637. /**
  74638. * Gets the world distance between the min and max points of the bounding box
  74639. */
  74640. readonly diagonalLength: number;
  74641. /**
  74642. * Checks if a cullable object (mesh...) is in the camera frustum
  74643. * Unlike isInFrustum this cheks the full bounding box
  74644. * @param frustumPlanes Camera near/planes
  74645. * @returns true if the object is in frustum otherwise false
  74646. */
  74647. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74648. /** @hidden */
  74649. _checkCollision(collider: Collider): boolean;
  74650. /**
  74651. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  74652. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74653. * @param point the point to check intersection with
  74654. * @returns if the point intersects
  74655. */
  74656. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74657. /**
  74658. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  74659. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74660. * @param boundingInfo the bounding info to check intersection with
  74661. * @param precise if the intersection should be done using OBB
  74662. * @returns if the bounding info intersects
  74663. */
  74664. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  74665. }
  74666. }
  74667. declare module BABYLON {
  74668. /**
  74669. * Extracts minimum and maximum values from a list of indexed positions
  74670. * @param positions defines the positions to use
  74671. * @param indices defines the indices to the positions
  74672. * @param indexStart defines the start index
  74673. * @param indexCount defines the end index
  74674. * @param bias defines bias value to add to the result
  74675. * @return minimum and maximum values
  74676. */
  74677. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  74678. minimum: Vector3;
  74679. maximum: Vector3;
  74680. };
  74681. /**
  74682. * Extracts minimum and maximum values from a list of positions
  74683. * @param positions defines the positions to use
  74684. * @param start defines the start index in the positions array
  74685. * @param count defines the number of positions to handle
  74686. * @param bias defines bias value to add to the result
  74687. * @param stride defines the stride size to use (distance between two positions in the positions array)
  74688. * @return minimum and maximum values
  74689. */
  74690. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  74691. minimum: Vector3;
  74692. maximum: Vector3;
  74693. };
  74694. }
  74695. declare module BABYLON {
  74696. /** @hidden */
  74697. export class WebGLDataBuffer extends DataBuffer {
  74698. private _buffer;
  74699. constructor(resource: WebGLBuffer);
  74700. readonly underlyingResource: any;
  74701. }
  74702. }
  74703. declare module BABYLON {
  74704. /** @hidden */
  74705. export class WebGLPipelineContext implements IPipelineContext {
  74706. engine: ThinEngine;
  74707. program: Nullable<WebGLProgram>;
  74708. context?: WebGLRenderingContext;
  74709. vertexShader?: WebGLShader;
  74710. fragmentShader?: WebGLShader;
  74711. isParallelCompiled: boolean;
  74712. onCompiled?: () => void;
  74713. transformFeedback?: WebGLTransformFeedback | null;
  74714. readonly isAsync: boolean;
  74715. readonly isReady: boolean;
  74716. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  74717. }
  74718. }
  74719. declare module BABYLON {
  74720. interface ThinEngine {
  74721. /**
  74722. * Create an uniform buffer
  74723. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74724. * @param elements defines the content of the uniform buffer
  74725. * @returns the webGL uniform buffer
  74726. */
  74727. createUniformBuffer(elements: FloatArray): DataBuffer;
  74728. /**
  74729. * Create a dynamic uniform buffer
  74730. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74731. * @param elements defines the content of the uniform buffer
  74732. * @returns the webGL uniform buffer
  74733. */
  74734. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  74735. /**
  74736. * Update an existing uniform buffer
  74737. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  74738. * @param uniformBuffer defines the target uniform buffer
  74739. * @param elements defines the content to update
  74740. * @param offset defines the offset in the uniform buffer where update should start
  74741. * @param count defines the size of the data to update
  74742. */
  74743. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  74744. /**
  74745. * Bind an uniform buffer to the current webGL context
  74746. * @param buffer defines the buffer to bind
  74747. */
  74748. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  74749. /**
  74750. * Bind a buffer to the current webGL context at a given location
  74751. * @param buffer defines the buffer to bind
  74752. * @param location defines the index where to bind the buffer
  74753. */
  74754. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  74755. /**
  74756. * Bind a specific block at a given index in a specific shader program
  74757. * @param pipelineContext defines the pipeline context to use
  74758. * @param blockName defines the block name
  74759. * @param index defines the index where to bind the block
  74760. */
  74761. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  74762. }
  74763. }
  74764. declare module BABYLON {
  74765. /**
  74766. * Uniform buffer objects.
  74767. *
  74768. * Handles blocks of uniform on the GPU.
  74769. *
  74770. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74771. *
  74772. * For more information, please refer to :
  74773. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74774. */
  74775. export class UniformBuffer {
  74776. private _engine;
  74777. private _buffer;
  74778. private _data;
  74779. private _bufferData;
  74780. private _dynamic?;
  74781. private _uniformLocations;
  74782. private _uniformSizes;
  74783. private _uniformLocationPointer;
  74784. private _needSync;
  74785. private _noUBO;
  74786. private _currentEffect;
  74787. /** @hidden */
  74788. _alreadyBound: boolean;
  74789. private static _MAX_UNIFORM_SIZE;
  74790. private static _tempBuffer;
  74791. /**
  74792. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  74793. * This is dynamic to allow compat with webgl 1 and 2.
  74794. * You will need to pass the name of the uniform as well as the value.
  74795. */
  74796. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  74797. /**
  74798. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  74799. * This is dynamic to allow compat with webgl 1 and 2.
  74800. * You will need to pass the name of the uniform as well as the value.
  74801. */
  74802. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  74803. /**
  74804. * Lambda to Update a single float in a uniform buffer.
  74805. * This is dynamic to allow compat with webgl 1 and 2.
  74806. * You will need to pass the name of the uniform as well as the value.
  74807. */
  74808. updateFloat: (name: string, x: number) => void;
  74809. /**
  74810. * Lambda to Update a vec2 of float in a uniform buffer.
  74811. * This is dynamic to allow compat with webgl 1 and 2.
  74812. * You will need to pass the name of the uniform as well as the value.
  74813. */
  74814. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  74815. /**
  74816. * Lambda to Update a vec3 of float in a uniform buffer.
  74817. * This is dynamic to allow compat with webgl 1 and 2.
  74818. * You will need to pass the name of the uniform as well as the value.
  74819. */
  74820. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  74821. /**
  74822. * Lambda to Update a vec4 of float in a uniform buffer.
  74823. * This is dynamic to allow compat with webgl 1 and 2.
  74824. * You will need to pass the name of the uniform as well as the value.
  74825. */
  74826. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  74827. /**
  74828. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  74829. * This is dynamic to allow compat with webgl 1 and 2.
  74830. * You will need to pass the name of the uniform as well as the value.
  74831. */
  74832. updateMatrix: (name: string, mat: Matrix) => void;
  74833. /**
  74834. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  74835. * This is dynamic to allow compat with webgl 1 and 2.
  74836. * You will need to pass the name of the uniform as well as the value.
  74837. */
  74838. updateVector3: (name: string, vector: Vector3) => void;
  74839. /**
  74840. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  74841. * This is dynamic to allow compat with webgl 1 and 2.
  74842. * You will need to pass the name of the uniform as well as the value.
  74843. */
  74844. updateVector4: (name: string, vector: Vector4) => void;
  74845. /**
  74846. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  74847. * This is dynamic to allow compat with webgl 1 and 2.
  74848. * You will need to pass the name of the uniform as well as the value.
  74849. */
  74850. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  74851. /**
  74852. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  74853. * This is dynamic to allow compat with webgl 1 and 2.
  74854. * You will need to pass the name of the uniform as well as the value.
  74855. */
  74856. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  74857. /**
  74858. * Instantiates a new Uniform buffer objects.
  74859. *
  74860. * Handles blocks of uniform on the GPU.
  74861. *
  74862. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  74863. *
  74864. * For more information, please refer to :
  74865. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  74866. * @param engine Define the engine the buffer is associated with
  74867. * @param data Define the data contained in the buffer
  74868. * @param dynamic Define if the buffer is updatable
  74869. */
  74870. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  74871. /**
  74872. * Indicates if the buffer is using the WebGL2 UBO implementation,
  74873. * or just falling back on setUniformXXX calls.
  74874. */
  74875. readonly useUbo: boolean;
  74876. /**
  74877. * Indicates if the WebGL underlying uniform buffer is in sync
  74878. * with the javascript cache data.
  74879. */
  74880. readonly isSync: boolean;
  74881. /**
  74882. * Indicates if the WebGL underlying uniform buffer is dynamic.
  74883. * Also, a dynamic UniformBuffer will disable cache verification and always
  74884. * update the underlying WebGL uniform buffer to the GPU.
  74885. * @returns if Dynamic, otherwise false
  74886. */
  74887. isDynamic(): boolean;
  74888. /**
  74889. * The data cache on JS side.
  74890. * @returns the underlying data as a float array
  74891. */
  74892. getData(): Float32Array;
  74893. /**
  74894. * The underlying WebGL Uniform buffer.
  74895. * @returns the webgl buffer
  74896. */
  74897. getBuffer(): Nullable<DataBuffer>;
  74898. /**
  74899. * std140 layout specifies how to align data within an UBO structure.
  74900. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  74901. * for specs.
  74902. */
  74903. private _fillAlignment;
  74904. /**
  74905. * Adds an uniform in the buffer.
  74906. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  74907. * for the layout to be correct !
  74908. * @param name Name of the uniform, as used in the uniform block in the shader.
  74909. * @param size Data size, or data directly.
  74910. */
  74911. addUniform(name: string, size: number | number[]): void;
  74912. /**
  74913. * Adds a Matrix 4x4 to the uniform buffer.
  74914. * @param name Name of the uniform, as used in the uniform block in the shader.
  74915. * @param mat A 4x4 matrix.
  74916. */
  74917. addMatrix(name: string, mat: Matrix): void;
  74918. /**
  74919. * Adds a vec2 to the uniform buffer.
  74920. * @param name Name of the uniform, as used in the uniform block in the shader.
  74921. * @param x Define the x component value of the vec2
  74922. * @param y Define the y component value of the vec2
  74923. */
  74924. addFloat2(name: string, x: number, y: number): void;
  74925. /**
  74926. * Adds a vec3 to the uniform buffer.
  74927. * @param name Name of the uniform, as used in the uniform block in the shader.
  74928. * @param x Define the x component value of the vec3
  74929. * @param y Define the y component value of the vec3
  74930. * @param z Define the z component value of the vec3
  74931. */
  74932. addFloat3(name: string, x: number, y: number, z: number): void;
  74933. /**
  74934. * Adds a vec3 to the uniform buffer.
  74935. * @param name Name of the uniform, as used in the uniform block in the shader.
  74936. * @param color Define the vec3 from a Color
  74937. */
  74938. addColor3(name: string, color: Color3): void;
  74939. /**
  74940. * Adds a vec4 to the uniform buffer.
  74941. * @param name Name of the uniform, as used in the uniform block in the shader.
  74942. * @param color Define the rgb components from a Color
  74943. * @param alpha Define the a component of the vec4
  74944. */
  74945. addColor4(name: string, color: Color3, alpha: number): void;
  74946. /**
  74947. * Adds a vec3 to the uniform buffer.
  74948. * @param name Name of the uniform, as used in the uniform block in the shader.
  74949. * @param vector Define the vec3 components from a Vector
  74950. */
  74951. addVector3(name: string, vector: Vector3): void;
  74952. /**
  74953. * Adds a Matrix 3x3 to the uniform buffer.
  74954. * @param name Name of the uniform, as used in the uniform block in the shader.
  74955. */
  74956. addMatrix3x3(name: string): void;
  74957. /**
  74958. * Adds a Matrix 2x2 to the uniform buffer.
  74959. * @param name Name of the uniform, as used in the uniform block in the shader.
  74960. */
  74961. addMatrix2x2(name: string): void;
  74962. /**
  74963. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  74964. */
  74965. create(): void;
  74966. /** @hidden */
  74967. _rebuild(): void;
  74968. /**
  74969. * Updates the WebGL Uniform Buffer on the GPU.
  74970. * If the `dynamic` flag is set to true, no cache comparison is done.
  74971. * Otherwise, the buffer will be updated only if the cache differs.
  74972. */
  74973. update(): void;
  74974. /**
  74975. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  74976. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  74977. * @param data Define the flattened data
  74978. * @param size Define the size of the data.
  74979. */
  74980. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  74981. private _valueCache;
  74982. private _cacheMatrix;
  74983. private _updateMatrix3x3ForUniform;
  74984. private _updateMatrix3x3ForEffect;
  74985. private _updateMatrix2x2ForEffect;
  74986. private _updateMatrix2x2ForUniform;
  74987. private _updateFloatForEffect;
  74988. private _updateFloatForUniform;
  74989. private _updateFloat2ForEffect;
  74990. private _updateFloat2ForUniform;
  74991. private _updateFloat3ForEffect;
  74992. private _updateFloat3ForUniform;
  74993. private _updateFloat4ForEffect;
  74994. private _updateFloat4ForUniform;
  74995. private _updateMatrixForEffect;
  74996. private _updateMatrixForUniform;
  74997. private _updateVector3ForEffect;
  74998. private _updateVector3ForUniform;
  74999. private _updateVector4ForEffect;
  75000. private _updateVector4ForUniform;
  75001. private _updateColor3ForEffect;
  75002. private _updateColor3ForUniform;
  75003. private _updateColor4ForEffect;
  75004. private _updateColor4ForUniform;
  75005. /**
  75006. * Sets a sampler uniform on the effect.
  75007. * @param name Define the name of the sampler.
  75008. * @param texture Define the texture to set in the sampler
  75009. */
  75010. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75011. /**
  75012. * Directly updates the value of the uniform in the cache AND on the GPU.
  75013. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75014. * @param data Define the flattened data
  75015. */
  75016. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75017. /**
  75018. * Binds this uniform buffer to an effect.
  75019. * @param effect Define the effect to bind the buffer to
  75020. * @param name Name of the uniform block in the shader.
  75021. */
  75022. bindToEffect(effect: Effect, name: string): void;
  75023. /**
  75024. * Disposes the uniform buffer.
  75025. */
  75026. dispose(): void;
  75027. }
  75028. }
  75029. declare module BABYLON {
  75030. /**
  75031. * Enum that determines the text-wrapping mode to use.
  75032. */
  75033. export enum InspectableType {
  75034. /**
  75035. * Checkbox for booleans
  75036. */
  75037. Checkbox = 0,
  75038. /**
  75039. * Sliders for numbers
  75040. */
  75041. Slider = 1,
  75042. /**
  75043. * Vector3
  75044. */
  75045. Vector3 = 2,
  75046. /**
  75047. * Quaternions
  75048. */
  75049. Quaternion = 3,
  75050. /**
  75051. * Color3
  75052. */
  75053. Color3 = 4,
  75054. /**
  75055. * String
  75056. */
  75057. String = 5
  75058. }
  75059. /**
  75060. * Interface used to define custom inspectable properties.
  75061. * This interface is used by the inspector to display custom property grids
  75062. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75063. */
  75064. export interface IInspectable {
  75065. /**
  75066. * Gets the label to display
  75067. */
  75068. label: string;
  75069. /**
  75070. * Gets the name of the property to edit
  75071. */
  75072. propertyName: string;
  75073. /**
  75074. * Gets the type of the editor to use
  75075. */
  75076. type: InspectableType;
  75077. /**
  75078. * Gets the minimum value of the property when using in "slider" mode
  75079. */
  75080. min?: number;
  75081. /**
  75082. * Gets the maximum value of the property when using in "slider" mode
  75083. */
  75084. max?: number;
  75085. /**
  75086. * Gets the setp to use when using in "slider" mode
  75087. */
  75088. step?: number;
  75089. }
  75090. }
  75091. declare module BABYLON {
  75092. /**
  75093. * Class used to provide helper for timing
  75094. */
  75095. export class TimingTools {
  75096. /**
  75097. * Polyfill for setImmediate
  75098. * @param action defines the action to execute after the current execution block
  75099. */
  75100. static SetImmediate(action: () => void): void;
  75101. }
  75102. }
  75103. declare module BABYLON {
  75104. /**
  75105. * Class used to enable instatition of objects by class name
  75106. */
  75107. export class InstantiationTools {
  75108. /**
  75109. * Use this object to register external classes like custom textures or material
  75110. * to allow the laoders to instantiate them
  75111. */
  75112. static RegisteredExternalClasses: {
  75113. [key: string]: Object;
  75114. };
  75115. /**
  75116. * Tries to instantiate a new object from a given class name
  75117. * @param className defines the class name to instantiate
  75118. * @returns the new object or null if the system was not able to do the instantiation
  75119. */
  75120. static Instantiate(className: string): any;
  75121. }
  75122. }
  75123. declare module BABYLON {
  75124. /**
  75125. * Define options used to create a depth texture
  75126. */
  75127. export class DepthTextureCreationOptions {
  75128. /** Specifies whether or not a stencil should be allocated in the texture */
  75129. generateStencil?: boolean;
  75130. /** Specifies whether or not bilinear filtering is enable on the texture */
  75131. bilinearFiltering?: boolean;
  75132. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75133. comparisonFunction?: number;
  75134. /** Specifies if the created texture is a cube texture */
  75135. isCube?: boolean;
  75136. }
  75137. }
  75138. declare module BABYLON {
  75139. interface ThinEngine {
  75140. /**
  75141. * Creates a depth stencil cube texture.
  75142. * This is only available in WebGL 2.
  75143. * @param size The size of face edge in the cube texture.
  75144. * @param options The options defining the cube texture.
  75145. * @returns The cube texture
  75146. */
  75147. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75148. /**
  75149. * Creates a cube texture
  75150. * @param rootUrl defines the url where the files to load is located
  75151. * @param scene defines the current scene
  75152. * @param files defines the list of files to load (1 per face)
  75153. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75154. * @param onLoad defines an optional callback raised when the texture is loaded
  75155. * @param onError defines an optional callback raised if there is an issue to load the texture
  75156. * @param format defines the format of the data
  75157. * @param forcedExtension defines the extension to use to pick the right loader
  75158. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75159. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75160. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75161. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75162. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75163. * @returns the cube texture as an InternalTexture
  75164. */
  75165. 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;
  75166. /**
  75167. * Creates a cube texture
  75168. * @param rootUrl defines the url where the files to load is located
  75169. * @param scene defines the current scene
  75170. * @param files defines the list of files to load (1 per face)
  75171. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75172. * @param onLoad defines an optional callback raised when the texture is loaded
  75173. * @param onError defines an optional callback raised if there is an issue to load the texture
  75174. * @param format defines the format of the data
  75175. * @param forcedExtension defines the extension to use to pick the right loader
  75176. * @returns the cube texture as an InternalTexture
  75177. */
  75178. 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;
  75179. /**
  75180. * Creates a cube texture
  75181. * @param rootUrl defines the url where the files to load is located
  75182. * @param scene defines the current scene
  75183. * @param files defines the list of files to load (1 per face)
  75184. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75185. * @param onLoad defines an optional callback raised when the texture is loaded
  75186. * @param onError defines an optional callback raised if there is an issue to load the texture
  75187. * @param format defines the format of the data
  75188. * @param forcedExtension defines the extension to use to pick the right loader
  75189. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75190. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75191. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75192. * @returns the cube texture as an InternalTexture
  75193. */
  75194. 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;
  75195. /** @hidden */
  75196. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75197. /** @hidden */
  75198. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75199. /** @hidden */
  75200. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75201. /** @hidden */
  75202. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75203. /**
  75204. * @hidden
  75205. */
  75206. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75207. }
  75208. }
  75209. declare module BABYLON {
  75210. /**
  75211. * Class for creating a cube texture
  75212. */
  75213. export class CubeTexture extends BaseTexture {
  75214. private _delayedOnLoad;
  75215. /**
  75216. * The url of the texture
  75217. */
  75218. url: string;
  75219. /**
  75220. * Gets or sets the center of the bounding box associated with the cube texture.
  75221. * It must define where the camera used to render the texture was set
  75222. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75223. */
  75224. boundingBoxPosition: Vector3;
  75225. private _boundingBoxSize;
  75226. /**
  75227. * Gets or sets the size of the bounding box associated with the cube texture
  75228. * When defined, the cubemap will switch to local mode
  75229. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75230. * @example https://www.babylonjs-playground.com/#RNASML
  75231. */
  75232. /**
  75233. * Returns the bounding box size
  75234. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75235. */
  75236. boundingBoxSize: Vector3;
  75237. protected _rotationY: number;
  75238. /**
  75239. * Sets texture matrix rotation angle around Y axis in radians.
  75240. */
  75241. /**
  75242. * Gets texture matrix rotation angle around Y axis radians.
  75243. */
  75244. rotationY: number;
  75245. /**
  75246. * Are mip maps generated for this texture or not.
  75247. */
  75248. readonly noMipmap: boolean;
  75249. private _noMipmap;
  75250. private _files;
  75251. protected _forcedExtension: Nullable<string>;
  75252. private _extensions;
  75253. private _textureMatrix;
  75254. private _format;
  75255. private _createPolynomials;
  75256. /** @hidden */
  75257. _prefiltered: boolean;
  75258. /**
  75259. * Creates a cube texture from an array of image urls
  75260. * @param files defines an array of image urls
  75261. * @param scene defines the hosting scene
  75262. * @param noMipmap specifies if mip maps are not used
  75263. * @returns a cube texture
  75264. */
  75265. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75266. /**
  75267. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75268. * @param url defines the url of the prefiltered texture
  75269. * @param scene defines the scene the texture is attached to
  75270. * @param forcedExtension defines the extension of the file if different from the url
  75271. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75272. * @return the prefiltered texture
  75273. */
  75274. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75275. /**
  75276. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75277. * as prefiltered data.
  75278. * @param rootUrl defines the url of the texture or the root name of the six images
  75279. * @param scene defines the scene the texture is attached to
  75280. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75281. * @param noMipmap defines if mipmaps should be created or not
  75282. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75283. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75284. * @param onError defines a callback triggered in case of error during load
  75285. * @param format defines the internal format to use for the texture once loaded
  75286. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75287. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75288. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75289. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75290. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75291. * @return the cube texture
  75292. */
  75293. 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);
  75294. /**
  75295. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75296. */
  75297. readonly isPrefiltered: boolean;
  75298. /**
  75299. * Get the current class name of the texture useful for serialization or dynamic coding.
  75300. * @returns "CubeTexture"
  75301. */
  75302. getClassName(): string;
  75303. /**
  75304. * Update the url (and optional buffer) of this texture if url was null during construction.
  75305. * @param url the url of the texture
  75306. * @param forcedExtension defines the extension to use
  75307. * @param onLoad callback called when the texture is loaded (defaults to null)
  75308. */
  75309. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75310. /**
  75311. * Delays loading of the cube texture
  75312. * @param forcedExtension defines the extension to use
  75313. */
  75314. delayLoad(forcedExtension?: string): void;
  75315. /**
  75316. * Returns the reflection texture matrix
  75317. * @returns the reflection texture matrix
  75318. */
  75319. getReflectionTextureMatrix(): Matrix;
  75320. /**
  75321. * Sets the reflection texture matrix
  75322. * @param value Reflection texture matrix
  75323. */
  75324. setReflectionTextureMatrix(value: Matrix): void;
  75325. /**
  75326. * Parses text to create a cube texture
  75327. * @param parsedTexture define the serialized text to read from
  75328. * @param scene defines the hosting scene
  75329. * @param rootUrl defines the root url of the cube texture
  75330. * @returns a cube texture
  75331. */
  75332. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75333. /**
  75334. * Makes a clone, or deep copy, of the cube texture
  75335. * @returns a new cube texture
  75336. */
  75337. clone(): CubeTexture;
  75338. }
  75339. }
  75340. declare module BABYLON {
  75341. /**
  75342. * Manages the defines for the Material
  75343. */
  75344. export class MaterialDefines {
  75345. /** @hidden */
  75346. protected _keys: string[];
  75347. private _isDirty;
  75348. /** @hidden */
  75349. _renderId: number;
  75350. /** @hidden */
  75351. _areLightsDirty: boolean;
  75352. /** @hidden */
  75353. _areLightsDisposed: boolean;
  75354. /** @hidden */
  75355. _areAttributesDirty: boolean;
  75356. /** @hidden */
  75357. _areTexturesDirty: boolean;
  75358. /** @hidden */
  75359. _areFresnelDirty: boolean;
  75360. /** @hidden */
  75361. _areMiscDirty: boolean;
  75362. /** @hidden */
  75363. _areImageProcessingDirty: boolean;
  75364. /** @hidden */
  75365. _normals: boolean;
  75366. /** @hidden */
  75367. _uvs: boolean;
  75368. /** @hidden */
  75369. _needNormals: boolean;
  75370. /** @hidden */
  75371. _needUVs: boolean;
  75372. [id: string]: any;
  75373. /**
  75374. * Specifies if the material needs to be re-calculated
  75375. */
  75376. readonly isDirty: boolean;
  75377. /**
  75378. * Marks the material to indicate that it has been re-calculated
  75379. */
  75380. markAsProcessed(): void;
  75381. /**
  75382. * Marks the material to indicate that it needs to be re-calculated
  75383. */
  75384. markAsUnprocessed(): void;
  75385. /**
  75386. * Marks the material to indicate all of its defines need to be re-calculated
  75387. */
  75388. markAllAsDirty(): void;
  75389. /**
  75390. * Marks the material to indicate that image processing needs to be re-calculated
  75391. */
  75392. markAsImageProcessingDirty(): void;
  75393. /**
  75394. * Marks the material to indicate the lights need to be re-calculated
  75395. * @param disposed Defines whether the light is dirty due to dispose or not
  75396. */
  75397. markAsLightDirty(disposed?: boolean): void;
  75398. /**
  75399. * Marks the attribute state as changed
  75400. */
  75401. markAsAttributesDirty(): void;
  75402. /**
  75403. * Marks the texture state as changed
  75404. */
  75405. markAsTexturesDirty(): void;
  75406. /**
  75407. * Marks the fresnel state as changed
  75408. */
  75409. markAsFresnelDirty(): void;
  75410. /**
  75411. * Marks the misc state as changed
  75412. */
  75413. markAsMiscDirty(): void;
  75414. /**
  75415. * Rebuilds the material defines
  75416. */
  75417. rebuild(): void;
  75418. /**
  75419. * Specifies if two material defines are equal
  75420. * @param other - A material define instance to compare to
  75421. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  75422. */
  75423. isEqual(other: MaterialDefines): boolean;
  75424. /**
  75425. * Clones this instance's defines to another instance
  75426. * @param other - material defines to clone values to
  75427. */
  75428. cloneTo(other: MaterialDefines): void;
  75429. /**
  75430. * Resets the material define values
  75431. */
  75432. reset(): void;
  75433. /**
  75434. * Converts the material define values to a string
  75435. * @returns - String of material define information
  75436. */
  75437. toString(): string;
  75438. }
  75439. }
  75440. declare module BABYLON {
  75441. /**
  75442. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  75443. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  75444. * 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;
  75445. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  75446. */
  75447. export class ColorCurves {
  75448. private _dirty;
  75449. private _tempColor;
  75450. private _globalCurve;
  75451. private _highlightsCurve;
  75452. private _midtonesCurve;
  75453. private _shadowsCurve;
  75454. private _positiveCurve;
  75455. private _negativeCurve;
  75456. private _globalHue;
  75457. private _globalDensity;
  75458. private _globalSaturation;
  75459. private _globalExposure;
  75460. /**
  75461. * Gets the global Hue value.
  75462. * 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).
  75463. */
  75464. /**
  75465. * Sets the global Hue value.
  75466. * 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).
  75467. */
  75468. globalHue: number;
  75469. /**
  75470. * Gets the global Density value.
  75471. * 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.
  75472. * Values less than zero provide a filter of opposite hue.
  75473. */
  75474. /**
  75475. * Sets the global Density value.
  75476. * 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.
  75477. * Values less than zero provide a filter of opposite hue.
  75478. */
  75479. globalDensity: number;
  75480. /**
  75481. * Gets the global Saturation value.
  75482. * 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.
  75483. */
  75484. /**
  75485. * Sets the global Saturation value.
  75486. * 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.
  75487. */
  75488. globalSaturation: number;
  75489. /**
  75490. * Gets the global Exposure value.
  75491. * 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.
  75492. */
  75493. /**
  75494. * Sets the global Exposure value.
  75495. * 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.
  75496. */
  75497. globalExposure: number;
  75498. private _highlightsHue;
  75499. private _highlightsDensity;
  75500. private _highlightsSaturation;
  75501. private _highlightsExposure;
  75502. /**
  75503. * Gets the highlights Hue value.
  75504. * 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).
  75505. */
  75506. /**
  75507. * Sets the highlights Hue value.
  75508. * 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).
  75509. */
  75510. highlightsHue: number;
  75511. /**
  75512. * Gets the highlights Density value.
  75513. * 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.
  75514. * Values less than zero provide a filter of opposite hue.
  75515. */
  75516. /**
  75517. * Sets the highlights Density value.
  75518. * 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.
  75519. * Values less than zero provide a filter of opposite hue.
  75520. */
  75521. highlightsDensity: number;
  75522. /**
  75523. * Gets the highlights Saturation value.
  75524. * 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.
  75525. */
  75526. /**
  75527. * Sets the highlights Saturation value.
  75528. * 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.
  75529. */
  75530. highlightsSaturation: number;
  75531. /**
  75532. * Gets the highlights Exposure value.
  75533. * 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.
  75534. */
  75535. /**
  75536. * Sets the highlights Exposure value.
  75537. * 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.
  75538. */
  75539. highlightsExposure: number;
  75540. private _midtonesHue;
  75541. private _midtonesDensity;
  75542. private _midtonesSaturation;
  75543. private _midtonesExposure;
  75544. /**
  75545. * Gets the midtones Hue value.
  75546. * 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).
  75547. */
  75548. /**
  75549. * Sets the midtones Hue value.
  75550. * 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).
  75551. */
  75552. midtonesHue: number;
  75553. /**
  75554. * Gets the midtones Density value.
  75555. * 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.
  75556. * Values less than zero provide a filter of opposite hue.
  75557. */
  75558. /**
  75559. * Sets the midtones Density value.
  75560. * 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.
  75561. * Values less than zero provide a filter of opposite hue.
  75562. */
  75563. midtonesDensity: number;
  75564. /**
  75565. * Gets the midtones Saturation value.
  75566. * 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.
  75567. */
  75568. /**
  75569. * Sets the midtones Saturation value.
  75570. * 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.
  75571. */
  75572. midtonesSaturation: number;
  75573. /**
  75574. * Gets the midtones Exposure value.
  75575. * 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.
  75576. */
  75577. /**
  75578. * Sets the midtones Exposure value.
  75579. * 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.
  75580. */
  75581. midtonesExposure: number;
  75582. private _shadowsHue;
  75583. private _shadowsDensity;
  75584. private _shadowsSaturation;
  75585. private _shadowsExposure;
  75586. /**
  75587. * Gets the shadows Hue value.
  75588. * 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).
  75589. */
  75590. /**
  75591. * Sets the shadows Hue value.
  75592. * 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).
  75593. */
  75594. shadowsHue: number;
  75595. /**
  75596. * Gets the shadows Density value.
  75597. * 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.
  75598. * Values less than zero provide a filter of opposite hue.
  75599. */
  75600. /**
  75601. * Sets the shadows Density value.
  75602. * 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.
  75603. * Values less than zero provide a filter of opposite hue.
  75604. */
  75605. shadowsDensity: number;
  75606. /**
  75607. * Gets the shadows Saturation value.
  75608. * 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.
  75609. */
  75610. /**
  75611. * Sets the shadows Saturation value.
  75612. * 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.
  75613. */
  75614. shadowsSaturation: number;
  75615. /**
  75616. * Gets the shadows Exposure value.
  75617. * 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.
  75618. */
  75619. /**
  75620. * Sets the shadows Exposure value.
  75621. * 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.
  75622. */
  75623. shadowsExposure: number;
  75624. /**
  75625. * Returns the class name
  75626. * @returns The class name
  75627. */
  75628. getClassName(): string;
  75629. /**
  75630. * Binds the color curves to the shader.
  75631. * @param colorCurves The color curve to bind
  75632. * @param effect The effect to bind to
  75633. * @param positiveUniform The positive uniform shader parameter
  75634. * @param neutralUniform The neutral uniform shader parameter
  75635. * @param negativeUniform The negative uniform shader parameter
  75636. */
  75637. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  75638. /**
  75639. * Prepare the list of uniforms associated with the ColorCurves effects.
  75640. * @param uniformsList The list of uniforms used in the effect
  75641. */
  75642. static PrepareUniforms(uniformsList: string[]): void;
  75643. /**
  75644. * Returns color grading data based on a hue, density, saturation and exposure value.
  75645. * @param filterHue The hue of the color filter.
  75646. * @param filterDensity The density of the color filter.
  75647. * @param saturation The saturation.
  75648. * @param exposure The exposure.
  75649. * @param result The result data container.
  75650. */
  75651. private getColorGradingDataToRef;
  75652. /**
  75653. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  75654. * @param value The input slider value in range [-100,100].
  75655. * @returns Adjusted value.
  75656. */
  75657. private static applyColorGradingSliderNonlinear;
  75658. /**
  75659. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  75660. * @param hue The hue (H) input.
  75661. * @param saturation The saturation (S) input.
  75662. * @param brightness The brightness (B) input.
  75663. * @result An RGBA color represented as Vector4.
  75664. */
  75665. private static fromHSBToRef;
  75666. /**
  75667. * Returns a value clamped between min and max
  75668. * @param value The value to clamp
  75669. * @param min The minimum of value
  75670. * @param max The maximum of value
  75671. * @returns The clamped value.
  75672. */
  75673. private static clamp;
  75674. /**
  75675. * Clones the current color curve instance.
  75676. * @return The cloned curves
  75677. */
  75678. clone(): ColorCurves;
  75679. /**
  75680. * Serializes the current color curve instance to a json representation.
  75681. * @return a JSON representation
  75682. */
  75683. serialize(): any;
  75684. /**
  75685. * Parses the color curve from a json representation.
  75686. * @param source the JSON source to parse
  75687. * @return The parsed curves
  75688. */
  75689. static Parse(source: any): ColorCurves;
  75690. }
  75691. }
  75692. declare module BABYLON {
  75693. /**
  75694. * Interface to follow in your material defines to integrate easily the
  75695. * Image proccessing functions.
  75696. * @hidden
  75697. */
  75698. export interface IImageProcessingConfigurationDefines {
  75699. IMAGEPROCESSING: boolean;
  75700. VIGNETTE: boolean;
  75701. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75702. VIGNETTEBLENDMODEOPAQUE: boolean;
  75703. TONEMAPPING: boolean;
  75704. TONEMAPPING_ACES: boolean;
  75705. CONTRAST: boolean;
  75706. EXPOSURE: boolean;
  75707. COLORCURVES: boolean;
  75708. COLORGRADING: boolean;
  75709. COLORGRADING3D: boolean;
  75710. SAMPLER3DGREENDEPTH: boolean;
  75711. SAMPLER3DBGRMAP: boolean;
  75712. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75713. }
  75714. /**
  75715. * @hidden
  75716. */
  75717. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  75718. IMAGEPROCESSING: boolean;
  75719. VIGNETTE: boolean;
  75720. VIGNETTEBLENDMODEMULTIPLY: boolean;
  75721. VIGNETTEBLENDMODEOPAQUE: boolean;
  75722. TONEMAPPING: boolean;
  75723. TONEMAPPING_ACES: boolean;
  75724. CONTRAST: boolean;
  75725. COLORCURVES: boolean;
  75726. COLORGRADING: boolean;
  75727. COLORGRADING3D: boolean;
  75728. SAMPLER3DGREENDEPTH: boolean;
  75729. SAMPLER3DBGRMAP: boolean;
  75730. IMAGEPROCESSINGPOSTPROCESS: boolean;
  75731. EXPOSURE: boolean;
  75732. constructor();
  75733. }
  75734. /**
  75735. * This groups together the common properties used for image processing either in direct forward pass
  75736. * or through post processing effect depending on the use of the image processing pipeline in your scene
  75737. * or not.
  75738. */
  75739. export class ImageProcessingConfiguration {
  75740. /**
  75741. * Default tone mapping applied in BabylonJS.
  75742. */
  75743. static readonly TONEMAPPING_STANDARD: number;
  75744. /**
  75745. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  75746. * to other engines rendering to increase portability.
  75747. */
  75748. static readonly TONEMAPPING_ACES: number;
  75749. /**
  75750. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  75751. */
  75752. colorCurves: Nullable<ColorCurves>;
  75753. private _colorCurvesEnabled;
  75754. /**
  75755. * Gets wether the color curves effect is enabled.
  75756. */
  75757. /**
  75758. * Sets wether the color curves effect is enabled.
  75759. */
  75760. colorCurvesEnabled: boolean;
  75761. private _colorGradingTexture;
  75762. /**
  75763. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75764. */
  75765. /**
  75766. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  75767. */
  75768. colorGradingTexture: Nullable<BaseTexture>;
  75769. private _colorGradingEnabled;
  75770. /**
  75771. * Gets wether the color grading effect is enabled.
  75772. */
  75773. /**
  75774. * Sets wether the color grading effect is enabled.
  75775. */
  75776. colorGradingEnabled: boolean;
  75777. private _colorGradingWithGreenDepth;
  75778. /**
  75779. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  75780. */
  75781. /**
  75782. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  75783. */
  75784. colorGradingWithGreenDepth: boolean;
  75785. private _colorGradingBGR;
  75786. /**
  75787. * Gets wether the color grading texture contains BGR values.
  75788. */
  75789. /**
  75790. * Sets wether the color grading texture contains BGR values.
  75791. */
  75792. colorGradingBGR: boolean;
  75793. /** @hidden */
  75794. _exposure: number;
  75795. /**
  75796. * Gets the Exposure used in the effect.
  75797. */
  75798. /**
  75799. * Sets the Exposure used in the effect.
  75800. */
  75801. exposure: number;
  75802. private _toneMappingEnabled;
  75803. /**
  75804. * Gets wether the tone mapping effect is enabled.
  75805. */
  75806. /**
  75807. * Sets wether the tone mapping effect is enabled.
  75808. */
  75809. toneMappingEnabled: boolean;
  75810. private _toneMappingType;
  75811. /**
  75812. * Gets the type of tone mapping effect.
  75813. */
  75814. /**
  75815. * Sets the type of tone mapping effect used in BabylonJS.
  75816. */
  75817. toneMappingType: number;
  75818. protected _contrast: number;
  75819. /**
  75820. * Gets the contrast used in the effect.
  75821. */
  75822. /**
  75823. * Sets the contrast used in the effect.
  75824. */
  75825. contrast: number;
  75826. /**
  75827. * Vignette stretch size.
  75828. */
  75829. vignetteStretch: number;
  75830. /**
  75831. * Vignette centre X Offset.
  75832. */
  75833. vignetteCentreX: number;
  75834. /**
  75835. * Vignette centre Y Offset.
  75836. */
  75837. vignetteCentreY: number;
  75838. /**
  75839. * Vignette weight or intensity of the vignette effect.
  75840. */
  75841. vignetteWeight: number;
  75842. /**
  75843. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  75844. * if vignetteEnabled is set to true.
  75845. */
  75846. vignetteColor: Color4;
  75847. /**
  75848. * Camera field of view used by the Vignette effect.
  75849. */
  75850. vignetteCameraFov: number;
  75851. private _vignetteBlendMode;
  75852. /**
  75853. * Gets the vignette blend mode allowing different kind of effect.
  75854. */
  75855. /**
  75856. * Sets the vignette blend mode allowing different kind of effect.
  75857. */
  75858. vignetteBlendMode: number;
  75859. private _vignetteEnabled;
  75860. /**
  75861. * Gets wether the vignette effect is enabled.
  75862. */
  75863. /**
  75864. * Sets wether the vignette effect is enabled.
  75865. */
  75866. vignetteEnabled: boolean;
  75867. private _applyByPostProcess;
  75868. /**
  75869. * Gets wether the image processing is applied through a post process or not.
  75870. */
  75871. /**
  75872. * Sets wether the image processing is applied through a post process or not.
  75873. */
  75874. applyByPostProcess: boolean;
  75875. private _isEnabled;
  75876. /**
  75877. * Gets wether the image processing is enabled or not.
  75878. */
  75879. /**
  75880. * Sets wether the image processing is enabled or not.
  75881. */
  75882. isEnabled: boolean;
  75883. /**
  75884. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  75885. */
  75886. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  75887. /**
  75888. * Method called each time the image processing information changes requires to recompile the effect.
  75889. */
  75890. protected _updateParameters(): void;
  75891. /**
  75892. * Gets the current class name.
  75893. * @return "ImageProcessingConfiguration"
  75894. */
  75895. getClassName(): string;
  75896. /**
  75897. * Prepare the list of uniforms associated with the Image Processing effects.
  75898. * @param uniforms The list of uniforms used in the effect
  75899. * @param defines the list of defines currently in use
  75900. */
  75901. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  75902. /**
  75903. * Prepare the list of samplers associated with the Image Processing effects.
  75904. * @param samplersList The list of uniforms used in the effect
  75905. * @param defines the list of defines currently in use
  75906. */
  75907. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  75908. /**
  75909. * Prepare the list of defines associated to the shader.
  75910. * @param defines the list of defines to complete
  75911. * @param forPostProcess Define if we are currently in post process mode or not
  75912. */
  75913. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  75914. /**
  75915. * Returns true if all the image processing information are ready.
  75916. * @returns True if ready, otherwise, false
  75917. */
  75918. isReady(): boolean;
  75919. /**
  75920. * Binds the image processing to the shader.
  75921. * @param effect The effect to bind to
  75922. * @param overrideAspectRatio Override the aspect ratio of the effect
  75923. */
  75924. bind(effect: Effect, overrideAspectRatio?: number): void;
  75925. /**
  75926. * Clones the current image processing instance.
  75927. * @return The cloned image processing
  75928. */
  75929. clone(): ImageProcessingConfiguration;
  75930. /**
  75931. * Serializes the current image processing instance to a json representation.
  75932. * @return a JSON representation
  75933. */
  75934. serialize(): any;
  75935. /**
  75936. * Parses the image processing from a json representation.
  75937. * @param source the JSON source to parse
  75938. * @return The parsed image processing
  75939. */
  75940. static Parse(source: any): ImageProcessingConfiguration;
  75941. private static _VIGNETTEMODE_MULTIPLY;
  75942. private static _VIGNETTEMODE_OPAQUE;
  75943. /**
  75944. * Used to apply the vignette as a mix with the pixel color.
  75945. */
  75946. static readonly VIGNETTEMODE_MULTIPLY: number;
  75947. /**
  75948. * Used to apply the vignette as a replacement of the pixel color.
  75949. */
  75950. static readonly VIGNETTEMODE_OPAQUE: number;
  75951. }
  75952. }
  75953. declare module BABYLON {
  75954. /** @hidden */
  75955. export var postprocessVertexShader: {
  75956. name: string;
  75957. shader: string;
  75958. };
  75959. }
  75960. declare module BABYLON {
  75961. interface ThinEngine {
  75962. /**
  75963. * Creates a new render target texture
  75964. * @param size defines the size of the texture
  75965. * @param options defines the options used to create the texture
  75966. * @returns a new render target texture stored in an InternalTexture
  75967. */
  75968. createRenderTargetTexture(size: number | {
  75969. width: number;
  75970. height: number;
  75971. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  75972. /**
  75973. * Creates a depth stencil texture.
  75974. * This is only available in WebGL 2 or with the depth texture extension available.
  75975. * @param size The size of face edge in the texture.
  75976. * @param options The options defining the texture.
  75977. * @returns The texture
  75978. */
  75979. createDepthStencilTexture(size: number | {
  75980. width: number;
  75981. height: number;
  75982. }, options: DepthTextureCreationOptions): InternalTexture;
  75983. /** @hidden */
  75984. _createDepthStencilTexture(size: number | {
  75985. width: number;
  75986. height: number;
  75987. }, options: DepthTextureCreationOptions): InternalTexture;
  75988. }
  75989. }
  75990. declare module BABYLON {
  75991. /** Defines supported spaces */
  75992. export enum Space {
  75993. /** Local (object) space */
  75994. LOCAL = 0,
  75995. /** World space */
  75996. WORLD = 1,
  75997. /** Bone space */
  75998. BONE = 2
  75999. }
  76000. /** Defines the 3 main axes */
  76001. export class Axis {
  76002. /** X axis */
  76003. static X: Vector3;
  76004. /** Y axis */
  76005. static Y: Vector3;
  76006. /** Z axis */
  76007. static Z: Vector3;
  76008. }
  76009. }
  76010. declare module BABYLON {
  76011. /**
  76012. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76013. * This is the base of the follow, arc rotate cameras and Free camera
  76014. * @see http://doc.babylonjs.com/features/cameras
  76015. */
  76016. export class TargetCamera extends Camera {
  76017. private static _RigCamTransformMatrix;
  76018. private static _TargetTransformMatrix;
  76019. private static _TargetFocalPoint;
  76020. /**
  76021. * Define the current direction the camera is moving to
  76022. */
  76023. cameraDirection: Vector3;
  76024. /**
  76025. * Define the current rotation the camera is rotating to
  76026. */
  76027. cameraRotation: Vector2;
  76028. /**
  76029. * When set, the up vector of the camera will be updated by the rotation of the camera
  76030. */
  76031. updateUpVectorFromRotation: boolean;
  76032. private _tmpQuaternion;
  76033. /**
  76034. * Define the current rotation of the camera
  76035. */
  76036. rotation: Vector3;
  76037. /**
  76038. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76039. */
  76040. rotationQuaternion: Quaternion;
  76041. /**
  76042. * Define the current speed of the camera
  76043. */
  76044. speed: number;
  76045. /**
  76046. * Add cconstraint to the camera to prevent it to move freely in all directions and
  76047. * around all axis.
  76048. */
  76049. noRotationConstraint: boolean;
  76050. /**
  76051. * Define the current target of the camera as an object or a position.
  76052. */
  76053. lockedTarget: any;
  76054. /** @hidden */
  76055. _currentTarget: Vector3;
  76056. /** @hidden */
  76057. _initialFocalDistance: number;
  76058. /** @hidden */
  76059. _viewMatrix: Matrix;
  76060. /** @hidden */
  76061. _camMatrix: Matrix;
  76062. /** @hidden */
  76063. _cameraTransformMatrix: Matrix;
  76064. /** @hidden */
  76065. _cameraRotationMatrix: Matrix;
  76066. /** @hidden */
  76067. _referencePoint: Vector3;
  76068. /** @hidden */
  76069. _transformedReferencePoint: Vector3;
  76070. protected _globalCurrentTarget: Vector3;
  76071. protected _globalCurrentUpVector: Vector3;
  76072. /** @hidden */
  76073. _reset: () => void;
  76074. private _defaultUp;
  76075. /**
  76076. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76077. * This is the base of the follow, arc rotate cameras and Free camera
  76078. * @see http://doc.babylonjs.com/features/cameras
  76079. * @param name Defines the name of the camera in the scene
  76080. * @param position Defines the start position of the camera in the scene
  76081. * @param scene Defines the scene the camera belongs to
  76082. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76083. */
  76084. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76085. /**
  76086. * Gets the position in front of the camera at a given distance.
  76087. * @param distance The distance from the camera we want the position to be
  76088. * @returns the position
  76089. */
  76090. getFrontPosition(distance: number): Vector3;
  76091. /** @hidden */
  76092. _getLockedTargetPosition(): Nullable<Vector3>;
  76093. private _storedPosition;
  76094. private _storedRotation;
  76095. private _storedRotationQuaternion;
  76096. /**
  76097. * Store current camera state of the camera (fov, position, rotation, etc..)
  76098. * @returns the camera
  76099. */
  76100. storeState(): Camera;
  76101. /**
  76102. * Restored camera state. You must call storeState() first
  76103. * @returns whether it was successful or not
  76104. * @hidden
  76105. */
  76106. _restoreStateValues(): boolean;
  76107. /** @hidden */
  76108. _initCache(): void;
  76109. /** @hidden */
  76110. _updateCache(ignoreParentClass?: boolean): void;
  76111. /** @hidden */
  76112. _isSynchronizedViewMatrix(): boolean;
  76113. /** @hidden */
  76114. _computeLocalCameraSpeed(): number;
  76115. /**
  76116. * Defines the target the camera should look at.
  76117. * @param target Defines the new target as a Vector or a mesh
  76118. */
  76119. setTarget(target: Vector3): void;
  76120. /**
  76121. * Return the current target position of the camera. This value is expressed in local space.
  76122. * @returns the target position
  76123. */
  76124. getTarget(): Vector3;
  76125. /** @hidden */
  76126. _decideIfNeedsToMove(): boolean;
  76127. /** @hidden */
  76128. _updatePosition(): void;
  76129. /** @hidden */
  76130. _checkInputs(): void;
  76131. protected _updateCameraRotationMatrix(): void;
  76132. /**
  76133. * 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)
  76134. * @returns the current camera
  76135. */
  76136. private _rotateUpVectorWithCameraRotationMatrix;
  76137. private _cachedRotationZ;
  76138. private _cachedQuaternionRotationZ;
  76139. /** @hidden */
  76140. _getViewMatrix(): Matrix;
  76141. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76142. /**
  76143. * @hidden
  76144. */
  76145. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76146. /**
  76147. * @hidden
  76148. */
  76149. _updateRigCameras(): void;
  76150. private _getRigCamPositionAndTarget;
  76151. /**
  76152. * Gets the current object class name.
  76153. * @return the class name
  76154. */
  76155. getClassName(): string;
  76156. }
  76157. }
  76158. declare module BABYLON {
  76159. /**
  76160. * Gather the list of keyboard event types as constants.
  76161. */
  76162. export class KeyboardEventTypes {
  76163. /**
  76164. * The keydown event is fired when a key becomes active (pressed).
  76165. */
  76166. static readonly KEYDOWN: number;
  76167. /**
  76168. * The keyup event is fired when a key has been released.
  76169. */
  76170. static readonly KEYUP: number;
  76171. }
  76172. /**
  76173. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76174. */
  76175. export class KeyboardInfo {
  76176. /**
  76177. * Defines the type of event (KeyboardEventTypes)
  76178. */
  76179. type: number;
  76180. /**
  76181. * Defines the related dom event
  76182. */
  76183. event: KeyboardEvent;
  76184. /**
  76185. * Instantiates a new keyboard info.
  76186. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76187. * @param type Defines the type of event (KeyboardEventTypes)
  76188. * @param event Defines the related dom event
  76189. */
  76190. constructor(
  76191. /**
  76192. * Defines the type of event (KeyboardEventTypes)
  76193. */
  76194. type: number,
  76195. /**
  76196. * Defines the related dom event
  76197. */
  76198. event: KeyboardEvent);
  76199. }
  76200. /**
  76201. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76202. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76203. */
  76204. export class KeyboardInfoPre extends KeyboardInfo {
  76205. /**
  76206. * Defines the type of event (KeyboardEventTypes)
  76207. */
  76208. type: number;
  76209. /**
  76210. * Defines the related dom event
  76211. */
  76212. event: KeyboardEvent;
  76213. /**
  76214. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76215. */
  76216. skipOnPointerObservable: boolean;
  76217. /**
  76218. * Instantiates a new keyboard pre info.
  76219. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76220. * @param type Defines the type of event (KeyboardEventTypes)
  76221. * @param event Defines the related dom event
  76222. */
  76223. constructor(
  76224. /**
  76225. * Defines the type of event (KeyboardEventTypes)
  76226. */
  76227. type: number,
  76228. /**
  76229. * Defines the related dom event
  76230. */
  76231. event: KeyboardEvent);
  76232. }
  76233. }
  76234. declare module BABYLON {
  76235. /**
  76236. * Manage the keyboard inputs to control the movement of a free camera.
  76237. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76238. */
  76239. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76240. /**
  76241. * Defines the camera the input is attached to.
  76242. */
  76243. camera: FreeCamera;
  76244. /**
  76245. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76246. */
  76247. keysUp: number[];
  76248. /**
  76249. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76250. */
  76251. keysDown: number[];
  76252. /**
  76253. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76254. */
  76255. keysLeft: number[];
  76256. /**
  76257. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76258. */
  76259. keysRight: number[];
  76260. private _keys;
  76261. private _onCanvasBlurObserver;
  76262. private _onKeyboardObserver;
  76263. private _engine;
  76264. private _scene;
  76265. /**
  76266. * Attach the input controls to a specific dom element to get the input from.
  76267. * @param element Defines the element the controls should be listened from
  76268. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76269. */
  76270. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76271. /**
  76272. * Detach the current controls from the specified dom element.
  76273. * @param element Defines the element to stop listening the inputs from
  76274. */
  76275. detachControl(element: Nullable<HTMLElement>): void;
  76276. /**
  76277. * Update the current camera state depending on the inputs that have been used this frame.
  76278. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76279. */
  76280. checkInputs(): void;
  76281. /**
  76282. * Gets the class name of the current intput.
  76283. * @returns the class name
  76284. */
  76285. getClassName(): string;
  76286. /** @hidden */
  76287. _onLostFocus(): void;
  76288. /**
  76289. * Get the friendly name associated with the input class.
  76290. * @returns the input friendly name
  76291. */
  76292. getSimpleName(): string;
  76293. }
  76294. }
  76295. declare module BABYLON {
  76296. /**
  76297. * Interface describing all the common properties and methods a shadow light needs to implement.
  76298. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76299. * as well as binding the different shadow properties to the effects.
  76300. */
  76301. export interface IShadowLight extends Light {
  76302. /**
  76303. * The light id in the scene (used in scene.findLighById for instance)
  76304. */
  76305. id: string;
  76306. /**
  76307. * The position the shdow will be casted from.
  76308. */
  76309. position: Vector3;
  76310. /**
  76311. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76312. */
  76313. direction: Vector3;
  76314. /**
  76315. * The transformed position. Position of the light in world space taking parenting in account.
  76316. */
  76317. transformedPosition: Vector3;
  76318. /**
  76319. * The transformed direction. Direction of the light in world space taking parenting in account.
  76320. */
  76321. transformedDirection: Vector3;
  76322. /**
  76323. * The friendly name of the light in the scene.
  76324. */
  76325. name: string;
  76326. /**
  76327. * Defines the shadow projection clipping minimum z value.
  76328. */
  76329. shadowMinZ: number;
  76330. /**
  76331. * Defines the shadow projection clipping maximum z value.
  76332. */
  76333. shadowMaxZ: number;
  76334. /**
  76335. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76336. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76337. */
  76338. computeTransformedInformation(): boolean;
  76339. /**
  76340. * Gets the scene the light belongs to.
  76341. * @returns The scene
  76342. */
  76343. getScene(): Scene;
  76344. /**
  76345. * Callback defining a custom Projection Matrix Builder.
  76346. * This can be used to override the default projection matrix computation.
  76347. */
  76348. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76349. /**
  76350. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76351. * @param matrix The materix to updated with the projection information
  76352. * @param viewMatrix The transform matrix of the light
  76353. * @param renderList The list of mesh to render in the map
  76354. * @returns The current light
  76355. */
  76356. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76357. /**
  76358. * Gets the current depth scale used in ESM.
  76359. * @returns The scale
  76360. */
  76361. getDepthScale(): number;
  76362. /**
  76363. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76364. * @returns true if a cube texture needs to be use
  76365. */
  76366. needCube(): boolean;
  76367. /**
  76368. * Detects if the projection matrix requires to be recomputed this frame.
  76369. * @returns true if it requires to be recomputed otherwise, false.
  76370. */
  76371. needProjectionMatrixCompute(): boolean;
  76372. /**
  76373. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76374. */
  76375. forceProjectionMatrixCompute(): void;
  76376. /**
  76377. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76378. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76379. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76380. */
  76381. getShadowDirection(faceIndex?: number): Vector3;
  76382. /**
  76383. * Gets the minZ used for shadow according to both the scene and the light.
  76384. * @param activeCamera The camera we are returning the min for
  76385. * @returns the depth min z
  76386. */
  76387. getDepthMinZ(activeCamera: Camera): number;
  76388. /**
  76389. * Gets the maxZ used for shadow according to both the scene and the light.
  76390. * @param activeCamera The camera we are returning the max for
  76391. * @returns the depth max z
  76392. */
  76393. getDepthMaxZ(activeCamera: Camera): number;
  76394. }
  76395. /**
  76396. * Base implementation IShadowLight
  76397. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  76398. */
  76399. export abstract class ShadowLight extends Light implements IShadowLight {
  76400. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  76401. protected _position: Vector3;
  76402. protected _setPosition(value: Vector3): void;
  76403. /**
  76404. * Sets the position the shadow will be casted from. Also use as the light position for both
  76405. * point and spot lights.
  76406. */
  76407. /**
  76408. * Sets the position the shadow will be casted from. Also use as the light position for both
  76409. * point and spot lights.
  76410. */
  76411. position: Vector3;
  76412. protected _direction: Vector3;
  76413. protected _setDirection(value: Vector3): void;
  76414. /**
  76415. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  76416. * Also use as the light direction on spot and directional lights.
  76417. */
  76418. /**
  76419. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  76420. * Also use as the light direction on spot and directional lights.
  76421. */
  76422. direction: Vector3;
  76423. private _shadowMinZ;
  76424. /**
  76425. * Gets the shadow projection clipping minimum z value.
  76426. */
  76427. /**
  76428. * Sets the shadow projection clipping minimum z value.
  76429. */
  76430. shadowMinZ: number;
  76431. private _shadowMaxZ;
  76432. /**
  76433. * Sets the shadow projection clipping maximum z value.
  76434. */
  76435. /**
  76436. * Gets the shadow projection clipping maximum z value.
  76437. */
  76438. shadowMaxZ: number;
  76439. /**
  76440. * Callback defining a custom Projection Matrix Builder.
  76441. * This can be used to override the default projection matrix computation.
  76442. */
  76443. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76444. /**
  76445. * The transformed position. Position of the light in world space taking parenting in account.
  76446. */
  76447. transformedPosition: Vector3;
  76448. /**
  76449. * The transformed direction. Direction of the light in world space taking parenting in account.
  76450. */
  76451. transformedDirection: Vector3;
  76452. private _needProjectionMatrixCompute;
  76453. /**
  76454. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76455. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76456. */
  76457. computeTransformedInformation(): boolean;
  76458. /**
  76459. * Return the depth scale used for the shadow map.
  76460. * @returns the depth scale.
  76461. */
  76462. getDepthScale(): number;
  76463. /**
  76464. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76465. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76466. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76467. */
  76468. getShadowDirection(faceIndex?: number): Vector3;
  76469. /**
  76470. * Returns the ShadowLight absolute position in the World.
  76471. * @returns the position vector in world space
  76472. */
  76473. getAbsolutePosition(): Vector3;
  76474. /**
  76475. * Sets the ShadowLight direction toward the passed target.
  76476. * @param target The point to target in local space
  76477. * @returns the updated ShadowLight direction
  76478. */
  76479. setDirectionToTarget(target: Vector3): Vector3;
  76480. /**
  76481. * Returns the light rotation in euler definition.
  76482. * @returns the x y z rotation in local space.
  76483. */
  76484. getRotation(): Vector3;
  76485. /**
  76486. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76487. * @returns true if a cube texture needs to be use
  76488. */
  76489. needCube(): boolean;
  76490. /**
  76491. * Detects if the projection matrix requires to be recomputed this frame.
  76492. * @returns true if it requires to be recomputed otherwise, false.
  76493. */
  76494. needProjectionMatrixCompute(): boolean;
  76495. /**
  76496. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76497. */
  76498. forceProjectionMatrixCompute(): void;
  76499. /** @hidden */
  76500. _initCache(): void;
  76501. /** @hidden */
  76502. _isSynchronized(): boolean;
  76503. /**
  76504. * Computes the world matrix of the node
  76505. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  76506. * @returns the world matrix
  76507. */
  76508. computeWorldMatrix(force?: boolean): Matrix;
  76509. /**
  76510. * Gets the minZ used for shadow according to both the scene and the light.
  76511. * @param activeCamera The camera we are returning the min for
  76512. * @returns the depth min z
  76513. */
  76514. getDepthMinZ(activeCamera: Camera): number;
  76515. /**
  76516. * Gets the maxZ used for shadow according to both the scene and the light.
  76517. * @param activeCamera The camera we are returning the max for
  76518. * @returns the depth max z
  76519. */
  76520. getDepthMaxZ(activeCamera: Camera): number;
  76521. /**
  76522. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76523. * @param matrix The materix to updated with the projection information
  76524. * @param viewMatrix The transform matrix of the light
  76525. * @param renderList The list of mesh to render in the map
  76526. * @returns The current light
  76527. */
  76528. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76529. }
  76530. }
  76531. declare module BABYLON {
  76532. /**
  76533. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  76534. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  76535. */
  76536. export class EffectFallbacks implements IEffectFallbacks {
  76537. private _defines;
  76538. private _currentRank;
  76539. private _maxRank;
  76540. private _mesh;
  76541. /**
  76542. * Removes the fallback from the bound mesh.
  76543. */
  76544. unBindMesh(): void;
  76545. /**
  76546. * Adds a fallback on the specified property.
  76547. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76548. * @param define The name of the define in the shader
  76549. */
  76550. addFallback(rank: number, define: string): void;
  76551. /**
  76552. * Sets the mesh to use CPU skinning when needing to fallback.
  76553. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76554. * @param mesh The mesh to use the fallbacks.
  76555. */
  76556. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  76557. /**
  76558. * Checks to see if more fallbacks are still availible.
  76559. */
  76560. readonly hasMoreFallbacks: boolean;
  76561. /**
  76562. * Removes the defines that should be removed when falling back.
  76563. * @param currentDefines defines the current define statements for the shader.
  76564. * @param effect defines the current effect we try to compile
  76565. * @returns The resulting defines with defines of the current rank removed.
  76566. */
  76567. reduce(currentDefines: string, effect: Effect): string;
  76568. }
  76569. }
  76570. declare module BABYLON {
  76571. /**
  76572. * "Static Class" containing the most commonly used helper while dealing with material for
  76573. * rendering purpose.
  76574. *
  76575. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  76576. *
  76577. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  76578. */
  76579. export class MaterialHelper {
  76580. /**
  76581. * Bind the current view position to an effect.
  76582. * @param effect The effect to be bound
  76583. * @param scene The scene the eyes position is used from
  76584. */
  76585. static BindEyePosition(effect: Effect, scene: Scene): void;
  76586. /**
  76587. * Helps preparing the defines values about the UVs in used in the effect.
  76588. * UVs are shared as much as we can accross channels in the shaders.
  76589. * @param texture The texture we are preparing the UVs for
  76590. * @param defines The defines to update
  76591. * @param key The channel key "diffuse", "specular"... used in the shader
  76592. */
  76593. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  76594. /**
  76595. * Binds a texture matrix value to its corrsponding uniform
  76596. * @param texture The texture to bind the matrix for
  76597. * @param uniformBuffer The uniform buffer receivin the data
  76598. * @param key The channel key "diffuse", "specular"... used in the shader
  76599. */
  76600. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  76601. /**
  76602. * Gets the current status of the fog (should it be enabled?)
  76603. * @param mesh defines the mesh to evaluate for fog support
  76604. * @param scene defines the hosting scene
  76605. * @returns true if fog must be enabled
  76606. */
  76607. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  76608. /**
  76609. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  76610. * @param mesh defines the current mesh
  76611. * @param scene defines the current scene
  76612. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  76613. * @param pointsCloud defines if point cloud rendering has to be turned on
  76614. * @param fogEnabled defines if fog has to be turned on
  76615. * @param alphaTest defines if alpha testing has to be turned on
  76616. * @param defines defines the current list of defines
  76617. */
  76618. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  76619. /**
  76620. * Helper used to prepare the list of defines associated with frame values for shader compilation
  76621. * @param scene defines the current scene
  76622. * @param engine defines the current engine
  76623. * @param defines specifies the list of active defines
  76624. * @param useInstances defines if instances have to be turned on
  76625. * @param useClipPlane defines if clip plane have to be turned on
  76626. */
  76627. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  76628. /**
  76629. * Prepares the defines for bones
  76630. * @param mesh The mesh containing the geometry data we will draw
  76631. * @param defines The defines to update
  76632. */
  76633. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  76634. /**
  76635. * Prepares the defines for morph targets
  76636. * @param mesh The mesh containing the geometry data we will draw
  76637. * @param defines The defines to update
  76638. */
  76639. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  76640. /**
  76641. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  76642. * @param mesh The mesh containing the geometry data we will draw
  76643. * @param defines The defines to update
  76644. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  76645. * @param useBones Precise whether bones should be used or not (override mesh info)
  76646. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  76647. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  76648. * @returns false if defines are considered not dirty and have not been checked
  76649. */
  76650. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  76651. /**
  76652. * Prepares the defines related to multiview
  76653. * @param scene The scene we are intending to draw
  76654. * @param defines The defines to update
  76655. */
  76656. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  76657. /**
  76658. * Prepares the defines related to the light information passed in parameter
  76659. * @param scene The scene we are intending to draw
  76660. * @param mesh The mesh the effect is compiling for
  76661. * @param light The light the effect is compiling for
  76662. * @param lightIndex The index of the light
  76663. * @param defines The defines to update
  76664. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76665. * @param state Defines the current state regarding what is needed (normals, etc...)
  76666. */
  76667. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  76668. needNormals: boolean;
  76669. needRebuild: boolean;
  76670. shadowEnabled: boolean;
  76671. specularEnabled: boolean;
  76672. lightmapMode: boolean;
  76673. }): void;
  76674. /**
  76675. * Prepares the defines related to the light information passed in parameter
  76676. * @param scene The scene we are intending to draw
  76677. * @param mesh The mesh the effect is compiling for
  76678. * @param defines The defines to update
  76679. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  76680. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  76681. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  76682. * @returns true if normals will be required for the rest of the effect
  76683. */
  76684. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  76685. /**
  76686. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  76687. * @param lightIndex defines the light index
  76688. * @param uniformsList The uniform list
  76689. * @param samplersList The sampler list
  76690. * @param projectedLightTexture defines if projected texture must be used
  76691. * @param uniformBuffersList defines an optional list of uniform buffers
  76692. */
  76693. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  76694. /**
  76695. * Prepares the uniforms and samplers list to be used in the effect
  76696. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  76697. * @param samplersList The sampler list
  76698. * @param defines The defines helping in the list generation
  76699. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  76700. */
  76701. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  76702. /**
  76703. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  76704. * @param defines The defines to update while falling back
  76705. * @param fallbacks The authorized effect fallbacks
  76706. * @param maxSimultaneousLights The maximum number of lights allowed
  76707. * @param rank the current rank of the Effect
  76708. * @returns The newly affected rank
  76709. */
  76710. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  76711. private static _TmpMorphInfluencers;
  76712. /**
  76713. * Prepares the list of attributes required for morph targets according to the effect defines.
  76714. * @param attribs The current list of supported attribs
  76715. * @param mesh The mesh to prepare the morph targets attributes for
  76716. * @param influencers The number of influencers
  76717. */
  76718. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  76719. /**
  76720. * Prepares the list of attributes required for morph targets according to the effect defines.
  76721. * @param attribs The current list of supported attribs
  76722. * @param mesh The mesh to prepare the morph targets attributes for
  76723. * @param defines The current Defines of the effect
  76724. */
  76725. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  76726. /**
  76727. * Prepares the list of attributes required for bones according to the effect defines.
  76728. * @param attribs The current list of supported attribs
  76729. * @param mesh The mesh to prepare the bones attributes for
  76730. * @param defines The current Defines of the effect
  76731. * @param fallbacks The current efffect fallback strategy
  76732. */
  76733. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  76734. /**
  76735. * Check and prepare the list of attributes required for instances according to the effect defines.
  76736. * @param attribs The current list of supported attribs
  76737. * @param defines The current MaterialDefines of the effect
  76738. */
  76739. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  76740. /**
  76741. * Add the list of attributes required for instances to the attribs array.
  76742. * @param attribs The current list of supported attribs
  76743. */
  76744. static PushAttributesForInstances(attribs: string[]): void;
  76745. /**
  76746. * Binds the light information to the effect.
  76747. * @param light The light containing the generator
  76748. * @param effect The effect we are binding the data to
  76749. * @param lightIndex The light index in the effect used to render
  76750. */
  76751. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  76752. /**
  76753. * Binds the lights information from the scene to the effect for the given mesh.
  76754. * @param light Light to bind
  76755. * @param lightIndex Light index
  76756. * @param scene The scene where the light belongs to
  76757. * @param effect The effect we are binding the data to
  76758. * @param useSpecular Defines if specular is supported
  76759. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76760. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76761. */
  76762. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76763. /**
  76764. * Binds the lights information from the scene to the effect for the given mesh.
  76765. * @param scene The scene the lights belongs to
  76766. * @param mesh The mesh we are binding the information to render
  76767. * @param effect The effect we are binding the data to
  76768. * @param defines The generated defines for the effect
  76769. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  76770. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  76771. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  76772. */
  76773. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  76774. private static _tempFogColor;
  76775. /**
  76776. * Binds the fog information from the scene to the effect for the given mesh.
  76777. * @param scene The scene the lights belongs to
  76778. * @param mesh The mesh we are binding the information to render
  76779. * @param effect The effect we are binding the data to
  76780. * @param linearSpace Defines if the fog effect is applied in linear space
  76781. */
  76782. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  76783. /**
  76784. * Binds the bones information from the mesh to the effect.
  76785. * @param mesh The mesh we are binding the information to render
  76786. * @param effect The effect we are binding the data to
  76787. */
  76788. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  76789. /**
  76790. * Binds the morph targets information from the mesh to the effect.
  76791. * @param abstractMesh The mesh we are binding the information to render
  76792. * @param effect The effect we are binding the data to
  76793. */
  76794. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  76795. /**
  76796. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  76797. * @param defines The generated defines used in the effect
  76798. * @param effect The effect we are binding the data to
  76799. * @param scene The scene we are willing to render with logarithmic scale for
  76800. */
  76801. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  76802. /**
  76803. * Binds the clip plane information from the scene to the effect.
  76804. * @param scene The scene the clip plane information are extracted from
  76805. * @param effect The effect we are binding the data to
  76806. */
  76807. static BindClipPlane(effect: Effect, scene: Scene): void;
  76808. }
  76809. }
  76810. declare module BABYLON {
  76811. /** @hidden */
  76812. export var packingFunctions: {
  76813. name: string;
  76814. shader: string;
  76815. };
  76816. }
  76817. declare module BABYLON {
  76818. /** @hidden */
  76819. export var shadowMapPixelShader: {
  76820. name: string;
  76821. shader: string;
  76822. };
  76823. }
  76824. declare module BABYLON {
  76825. /** @hidden */
  76826. export var bonesDeclaration: {
  76827. name: string;
  76828. shader: string;
  76829. };
  76830. }
  76831. declare module BABYLON {
  76832. /** @hidden */
  76833. export var morphTargetsVertexGlobalDeclaration: {
  76834. name: string;
  76835. shader: string;
  76836. };
  76837. }
  76838. declare module BABYLON {
  76839. /** @hidden */
  76840. export var morphTargetsVertexDeclaration: {
  76841. name: string;
  76842. shader: string;
  76843. };
  76844. }
  76845. declare module BABYLON {
  76846. /** @hidden */
  76847. export var instancesDeclaration: {
  76848. name: string;
  76849. shader: string;
  76850. };
  76851. }
  76852. declare module BABYLON {
  76853. /** @hidden */
  76854. export var helperFunctions: {
  76855. name: string;
  76856. shader: string;
  76857. };
  76858. }
  76859. declare module BABYLON {
  76860. /** @hidden */
  76861. export var morphTargetsVertex: {
  76862. name: string;
  76863. shader: string;
  76864. };
  76865. }
  76866. declare module BABYLON {
  76867. /** @hidden */
  76868. export var instancesVertex: {
  76869. name: string;
  76870. shader: string;
  76871. };
  76872. }
  76873. declare module BABYLON {
  76874. /** @hidden */
  76875. export var bonesVertex: {
  76876. name: string;
  76877. shader: string;
  76878. };
  76879. }
  76880. declare module BABYLON {
  76881. /** @hidden */
  76882. export var shadowMapVertexShader: {
  76883. name: string;
  76884. shader: string;
  76885. };
  76886. }
  76887. declare module BABYLON {
  76888. /** @hidden */
  76889. export var depthBoxBlurPixelShader: {
  76890. name: string;
  76891. shader: string;
  76892. };
  76893. }
  76894. declare module BABYLON {
  76895. /**
  76896. * Defines the options associated with the creation of a custom shader for a shadow generator.
  76897. */
  76898. export interface ICustomShaderOptions {
  76899. /**
  76900. * Gets or sets the custom shader name to use
  76901. */
  76902. shaderName: string;
  76903. /**
  76904. * The list of attribute names used in the shader
  76905. */
  76906. attributes?: string[];
  76907. /**
  76908. * The list of unifrom names used in the shader
  76909. */
  76910. uniforms?: string[];
  76911. /**
  76912. * The list of sampler names used in the shader
  76913. */
  76914. samplers?: string[];
  76915. /**
  76916. * The list of defines used in the shader
  76917. */
  76918. defines?: string[];
  76919. }
  76920. /**
  76921. * Interface to implement to create a shadow generator compatible with BJS.
  76922. */
  76923. export interface IShadowGenerator {
  76924. /**
  76925. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76926. * @returns The render target texture if present otherwise, null
  76927. */
  76928. getShadowMap(): Nullable<RenderTargetTexture>;
  76929. /**
  76930. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76931. * @returns The render target texture if the shadow map is present otherwise, null
  76932. */
  76933. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  76934. /**
  76935. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76936. * @param subMesh The submesh we want to render in the shadow map
  76937. * @param useInstances Defines wether will draw in the map using instances
  76938. * @returns true if ready otherwise, false
  76939. */
  76940. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  76941. /**
  76942. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76943. * @param defines Defines of the material we want to update
  76944. * @param lightIndex Index of the light in the enabled light list of the material
  76945. */
  76946. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  76947. /**
  76948. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76949. * defined in the generator but impacting the effect).
  76950. * It implies the unifroms available on the materials are the standard BJS ones.
  76951. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76952. * @param effect The effect we are binfing the information for
  76953. */
  76954. bindShadowLight(lightIndex: string, effect: Effect): void;
  76955. /**
  76956. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76957. * (eq to shadow prjection matrix * light transform matrix)
  76958. * @returns The transform matrix used to create the shadow map
  76959. */
  76960. getTransformMatrix(): Matrix;
  76961. /**
  76962. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76963. * Cube and 2D textures for instance.
  76964. */
  76965. recreateShadowMap(): void;
  76966. /**
  76967. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76968. * @param onCompiled Callback triggered at the and of the effects compilation
  76969. * @param options Sets of optional options forcing the compilation with different modes
  76970. */
  76971. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  76972. useInstances: boolean;
  76973. }>): void;
  76974. /**
  76975. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76976. * @param options Sets of optional options forcing the compilation with different modes
  76977. * @returns A promise that resolves when the compilation completes
  76978. */
  76979. forceCompilationAsync(options?: Partial<{
  76980. useInstances: boolean;
  76981. }>): Promise<void>;
  76982. /**
  76983. * Serializes the shadow generator setup to a json object.
  76984. * @returns The serialized JSON object
  76985. */
  76986. serialize(): any;
  76987. /**
  76988. * Disposes the Shadow map and related Textures and effects.
  76989. */
  76990. dispose(): void;
  76991. }
  76992. /**
  76993. * Default implementation IShadowGenerator.
  76994. * This is the main object responsible of generating shadows in the framework.
  76995. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76996. */
  76997. export class ShadowGenerator implements IShadowGenerator {
  76998. /**
  76999. * Shadow generator mode None: no filtering applied.
  77000. */
  77001. static readonly FILTER_NONE: number;
  77002. /**
  77003. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77004. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77005. */
  77006. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77007. /**
  77008. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77009. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77010. */
  77011. static readonly FILTER_POISSONSAMPLING: number;
  77012. /**
  77013. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77014. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77015. */
  77016. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77017. /**
  77018. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77019. * edge artifacts on steep falloff.
  77020. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77021. */
  77022. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77023. /**
  77024. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77025. * edge artifacts on steep falloff.
  77026. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77027. */
  77028. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77029. /**
  77030. * Shadow generator mode PCF: Percentage Closer Filtering
  77031. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77032. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77033. */
  77034. static readonly FILTER_PCF: number;
  77035. /**
  77036. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77037. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77038. * Contact Hardening
  77039. */
  77040. static readonly FILTER_PCSS: number;
  77041. /**
  77042. * Reserved for PCF and PCSS
  77043. * Highest Quality.
  77044. *
  77045. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77046. *
  77047. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77048. */
  77049. static readonly QUALITY_HIGH: number;
  77050. /**
  77051. * Reserved for PCF and PCSS
  77052. * Good tradeoff for quality/perf cross devices
  77053. *
  77054. * Execute PCF on a 3*3 kernel.
  77055. *
  77056. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77057. */
  77058. static readonly QUALITY_MEDIUM: number;
  77059. /**
  77060. * Reserved for PCF and PCSS
  77061. * The lowest quality but the fastest.
  77062. *
  77063. * Execute PCF on a 1*1 kernel.
  77064. *
  77065. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77066. */
  77067. static readonly QUALITY_LOW: number;
  77068. /** Gets or sets the custom shader name to use */
  77069. customShaderOptions: ICustomShaderOptions;
  77070. /**
  77071. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77072. */
  77073. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77074. /**
  77075. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77076. */
  77077. onAfterShadowMapRenderObservable: Observable<Effect>;
  77078. /**
  77079. * Observable triggered before a mesh is rendered in the shadow map.
  77080. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77081. */
  77082. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77083. /**
  77084. * Observable triggered after a mesh is rendered in the shadow map.
  77085. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77086. */
  77087. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77088. private _bias;
  77089. /**
  77090. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77091. */
  77092. /**
  77093. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77094. */
  77095. bias: number;
  77096. private _normalBias;
  77097. /**
  77098. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77099. */
  77100. /**
  77101. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77102. */
  77103. normalBias: number;
  77104. private _blurBoxOffset;
  77105. /**
  77106. * Gets the blur box offset: offset applied during the blur pass.
  77107. * Only useful if useKernelBlur = false
  77108. */
  77109. /**
  77110. * Sets the blur box offset: offset applied during the blur pass.
  77111. * Only useful if useKernelBlur = false
  77112. */
  77113. blurBoxOffset: number;
  77114. private _blurScale;
  77115. /**
  77116. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77117. * 2 means half of the size.
  77118. */
  77119. /**
  77120. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77121. * 2 means half of the size.
  77122. */
  77123. blurScale: number;
  77124. private _blurKernel;
  77125. /**
  77126. * Gets the blur kernel: kernel size of the blur pass.
  77127. * Only useful if useKernelBlur = true
  77128. */
  77129. /**
  77130. * Sets the blur kernel: kernel size of the blur pass.
  77131. * Only useful if useKernelBlur = true
  77132. */
  77133. blurKernel: number;
  77134. private _useKernelBlur;
  77135. /**
  77136. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77137. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77138. */
  77139. /**
  77140. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77141. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77142. */
  77143. useKernelBlur: boolean;
  77144. private _depthScale;
  77145. /**
  77146. * Gets the depth scale used in ESM mode.
  77147. */
  77148. /**
  77149. * Sets the depth scale used in ESM mode.
  77150. * This can override the scale stored on the light.
  77151. */
  77152. depthScale: number;
  77153. private _filter;
  77154. /**
  77155. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77156. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77157. */
  77158. /**
  77159. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77160. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77161. */
  77162. filter: number;
  77163. /**
  77164. * Gets if the current filter is set to Poisson Sampling.
  77165. */
  77166. /**
  77167. * Sets the current filter to Poisson Sampling.
  77168. */
  77169. usePoissonSampling: boolean;
  77170. /**
  77171. * Gets if the current filter is set to ESM.
  77172. */
  77173. /**
  77174. * Sets the current filter is to ESM.
  77175. */
  77176. useExponentialShadowMap: boolean;
  77177. /**
  77178. * Gets if the current filter is set to filtered ESM.
  77179. */
  77180. /**
  77181. * Gets if the current filter is set to filtered ESM.
  77182. */
  77183. useBlurExponentialShadowMap: boolean;
  77184. /**
  77185. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77186. * exponential to prevent steep falloff artifacts).
  77187. */
  77188. /**
  77189. * Sets the current filter to "close ESM" (using the inverse of the
  77190. * exponential to prevent steep falloff artifacts).
  77191. */
  77192. useCloseExponentialShadowMap: boolean;
  77193. /**
  77194. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77195. * exponential to prevent steep falloff artifacts).
  77196. */
  77197. /**
  77198. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77199. * exponential to prevent steep falloff artifacts).
  77200. */
  77201. useBlurCloseExponentialShadowMap: boolean;
  77202. /**
  77203. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77204. */
  77205. /**
  77206. * Sets the current filter to "PCF" (percentage closer filtering).
  77207. */
  77208. usePercentageCloserFiltering: boolean;
  77209. private _filteringQuality;
  77210. /**
  77211. * Gets the PCF or PCSS Quality.
  77212. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77213. */
  77214. /**
  77215. * Sets the PCF or PCSS Quality.
  77216. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77217. */
  77218. filteringQuality: number;
  77219. /**
  77220. * Gets if the current filter is set to "PCSS" (contact hardening).
  77221. */
  77222. /**
  77223. * Sets the current filter to "PCSS" (contact hardening).
  77224. */
  77225. useContactHardeningShadow: boolean;
  77226. private _contactHardeningLightSizeUVRatio;
  77227. /**
  77228. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77229. * Using a ratio helps keeping shape stability independently of the map size.
  77230. *
  77231. * It does not account for the light projection as it was having too much
  77232. * instability during the light setup or during light position changes.
  77233. *
  77234. * Only valid if useContactHardeningShadow is true.
  77235. */
  77236. /**
  77237. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77238. * Using a ratio helps keeping shape stability independently of the map size.
  77239. *
  77240. * It does not account for the light projection as it was having too much
  77241. * instability during the light setup or during light position changes.
  77242. *
  77243. * Only valid if useContactHardeningShadow is true.
  77244. */
  77245. contactHardeningLightSizeUVRatio: number;
  77246. private _darkness;
  77247. /** Gets or sets the actual darkness of a shadow */
  77248. darkness: number;
  77249. /**
  77250. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77251. * 0 means strongest and 1 would means no shadow.
  77252. * @returns the darkness.
  77253. */
  77254. getDarkness(): number;
  77255. /**
  77256. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77257. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77258. * @returns the shadow generator allowing fluent coding.
  77259. */
  77260. setDarkness(darkness: number): ShadowGenerator;
  77261. private _transparencyShadow;
  77262. /** Gets or sets the ability to have transparent shadow */
  77263. transparencyShadow: boolean;
  77264. /**
  77265. * Sets the ability to have transparent shadow (boolean).
  77266. * @param transparent True if transparent else False
  77267. * @returns the shadow generator allowing fluent coding
  77268. */
  77269. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77270. private _shadowMap;
  77271. private _shadowMap2;
  77272. /**
  77273. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77274. * @returns The render target texture if present otherwise, null
  77275. */
  77276. getShadowMap(): Nullable<RenderTargetTexture>;
  77277. /**
  77278. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77279. * @returns The render target texture if the shadow map is present otherwise, null
  77280. */
  77281. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77282. /**
  77283. * Gets the class name of that object
  77284. * @returns "ShadowGenerator"
  77285. */
  77286. getClassName(): string;
  77287. /**
  77288. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77289. * @param mesh Mesh to add
  77290. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77291. * @returns the Shadow Generator itself
  77292. */
  77293. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77294. /**
  77295. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77296. * @param mesh Mesh to remove
  77297. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77298. * @returns the Shadow Generator itself
  77299. */
  77300. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77301. /**
  77302. * Controls the extent to which the shadows fade out at the edge of the frustum
  77303. * Used only by directionals and spots
  77304. */
  77305. frustumEdgeFalloff: number;
  77306. private _light;
  77307. /**
  77308. * Returns the associated light object.
  77309. * @returns the light generating the shadow
  77310. */
  77311. getLight(): IShadowLight;
  77312. /**
  77313. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77314. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77315. * It might on the other hand introduce peter panning.
  77316. */
  77317. forceBackFacesOnly: boolean;
  77318. private _scene;
  77319. private _lightDirection;
  77320. private _effect;
  77321. private _viewMatrix;
  77322. private _projectionMatrix;
  77323. private _transformMatrix;
  77324. private _cachedPosition;
  77325. private _cachedDirection;
  77326. private _cachedDefines;
  77327. private _currentRenderID;
  77328. private _boxBlurPostprocess;
  77329. private _kernelBlurXPostprocess;
  77330. private _kernelBlurYPostprocess;
  77331. private _blurPostProcesses;
  77332. private _mapSize;
  77333. private _currentFaceIndex;
  77334. private _currentFaceIndexCache;
  77335. private _textureType;
  77336. private _defaultTextureMatrix;
  77337. private _storedUniqueId;
  77338. /** @hidden */
  77339. static _SceneComponentInitialization: (scene: Scene) => void;
  77340. /**
  77341. * Creates a ShadowGenerator object.
  77342. * A ShadowGenerator is the required tool to use the shadows.
  77343. * Each light casting shadows needs to use its own ShadowGenerator.
  77344. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77345. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77346. * @param light The light object generating the shadows.
  77347. * @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.
  77348. */
  77349. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  77350. private _initializeGenerator;
  77351. private _initializeShadowMap;
  77352. private _initializeBlurRTTAndPostProcesses;
  77353. private _renderForShadowMap;
  77354. private _renderSubMeshForShadowMap;
  77355. private _applyFilterValues;
  77356. /**
  77357. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77358. * @param onCompiled Callback triggered at the and of the effects compilation
  77359. * @param options Sets of optional options forcing the compilation with different modes
  77360. */
  77361. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77362. useInstances: boolean;
  77363. }>): void;
  77364. /**
  77365. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77366. * @param options Sets of optional options forcing the compilation with different modes
  77367. * @returns A promise that resolves when the compilation completes
  77368. */
  77369. forceCompilationAsync(options?: Partial<{
  77370. useInstances: boolean;
  77371. }>): Promise<void>;
  77372. /**
  77373. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77374. * @param subMesh The submesh we want to render in the shadow map
  77375. * @param useInstances Defines wether will draw in the map using instances
  77376. * @returns true if ready otherwise, false
  77377. */
  77378. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77379. /**
  77380. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77381. * @param defines Defines of the material we want to update
  77382. * @param lightIndex Index of the light in the enabled light list of the material
  77383. */
  77384. prepareDefines(defines: any, lightIndex: number): void;
  77385. /**
  77386. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77387. * defined in the generator but impacting the effect).
  77388. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77389. * @param effect The effect we are binfing the information for
  77390. */
  77391. bindShadowLight(lightIndex: string, effect: Effect): void;
  77392. /**
  77393. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77394. * (eq to shadow prjection matrix * light transform matrix)
  77395. * @returns The transform matrix used to create the shadow map
  77396. */
  77397. getTransformMatrix(): Matrix;
  77398. /**
  77399. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77400. * Cube and 2D textures for instance.
  77401. */
  77402. recreateShadowMap(): void;
  77403. private _disposeBlurPostProcesses;
  77404. private _disposeRTTandPostProcesses;
  77405. /**
  77406. * Disposes the ShadowGenerator.
  77407. * Returns nothing.
  77408. */
  77409. dispose(): void;
  77410. /**
  77411. * Serializes the shadow generator setup to a json object.
  77412. * @returns The serialized JSON object
  77413. */
  77414. serialize(): any;
  77415. /**
  77416. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77417. * @param parsedShadowGenerator The JSON object to parse
  77418. * @param scene The scene to create the shadow map for
  77419. * @returns The parsed shadow generator
  77420. */
  77421. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  77422. }
  77423. }
  77424. declare module BABYLON {
  77425. /**
  77426. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  77427. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  77428. * 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.
  77429. */
  77430. export abstract class Light extends Node {
  77431. /**
  77432. * Falloff Default: light is falling off following the material specification:
  77433. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  77434. */
  77435. static readonly FALLOFF_DEFAULT: number;
  77436. /**
  77437. * Falloff Physical: light is falling off following the inverse squared distance law.
  77438. */
  77439. static readonly FALLOFF_PHYSICAL: number;
  77440. /**
  77441. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  77442. * to enhance interoperability with other engines.
  77443. */
  77444. static readonly FALLOFF_GLTF: number;
  77445. /**
  77446. * Falloff Standard: light is falling off like in the standard material
  77447. * to enhance interoperability with other materials.
  77448. */
  77449. static readonly FALLOFF_STANDARD: number;
  77450. /**
  77451. * If every light affecting the material is in this lightmapMode,
  77452. * material.lightmapTexture adds or multiplies
  77453. * (depends on material.useLightmapAsShadowmap)
  77454. * after every other light calculations.
  77455. */
  77456. static readonly LIGHTMAP_DEFAULT: number;
  77457. /**
  77458. * material.lightmapTexture as only diffuse lighting from this light
  77459. * adds only specular lighting from this light
  77460. * adds dynamic shadows
  77461. */
  77462. static readonly LIGHTMAP_SPECULAR: number;
  77463. /**
  77464. * material.lightmapTexture as only lighting
  77465. * no light calculation from this light
  77466. * only adds dynamic shadows from this light
  77467. */
  77468. static readonly LIGHTMAP_SHADOWSONLY: number;
  77469. /**
  77470. * Each light type uses the default quantity according to its type:
  77471. * point/spot lights use luminous intensity
  77472. * directional lights use illuminance
  77473. */
  77474. static readonly INTENSITYMODE_AUTOMATIC: number;
  77475. /**
  77476. * lumen (lm)
  77477. */
  77478. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  77479. /**
  77480. * candela (lm/sr)
  77481. */
  77482. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  77483. /**
  77484. * lux (lm/m^2)
  77485. */
  77486. static readonly INTENSITYMODE_ILLUMINANCE: number;
  77487. /**
  77488. * nit (cd/m^2)
  77489. */
  77490. static readonly INTENSITYMODE_LUMINANCE: number;
  77491. /**
  77492. * Light type const id of the point light.
  77493. */
  77494. static readonly LIGHTTYPEID_POINTLIGHT: number;
  77495. /**
  77496. * Light type const id of the directional light.
  77497. */
  77498. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  77499. /**
  77500. * Light type const id of the spot light.
  77501. */
  77502. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  77503. /**
  77504. * Light type const id of the hemispheric light.
  77505. */
  77506. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  77507. /**
  77508. * Diffuse gives the basic color to an object.
  77509. */
  77510. diffuse: Color3;
  77511. /**
  77512. * Specular produces a highlight color on an object.
  77513. * Note: This is note affecting PBR materials.
  77514. */
  77515. specular: Color3;
  77516. /**
  77517. * Defines the falloff type for this light. This lets overrriding how punctual light are
  77518. * falling off base on range or angle.
  77519. * This can be set to any values in Light.FALLOFF_x.
  77520. *
  77521. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  77522. * other types of materials.
  77523. */
  77524. falloffType: number;
  77525. /**
  77526. * Strength of the light.
  77527. * Note: By default it is define in the framework own unit.
  77528. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  77529. */
  77530. intensity: number;
  77531. private _range;
  77532. protected _inverseSquaredRange: number;
  77533. /**
  77534. * Defines how far from the source the light is impacting in scene units.
  77535. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77536. */
  77537. /**
  77538. * Defines how far from the source the light is impacting in scene units.
  77539. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77540. */
  77541. range: number;
  77542. /**
  77543. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  77544. * of light.
  77545. */
  77546. private _photometricScale;
  77547. private _intensityMode;
  77548. /**
  77549. * Gets the photometric scale used to interpret the intensity.
  77550. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77551. */
  77552. /**
  77553. * Sets the photometric scale used to interpret the intensity.
  77554. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77555. */
  77556. intensityMode: number;
  77557. private _radius;
  77558. /**
  77559. * Gets the light radius used by PBR Materials to simulate soft area lights.
  77560. */
  77561. /**
  77562. * sets the light radius used by PBR Materials to simulate soft area lights.
  77563. */
  77564. radius: number;
  77565. private _renderPriority;
  77566. /**
  77567. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  77568. * exceeding the number allowed of the materials.
  77569. */
  77570. renderPriority: number;
  77571. private _shadowEnabled;
  77572. /**
  77573. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77574. * the current shadow generator.
  77575. */
  77576. /**
  77577. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77578. * the current shadow generator.
  77579. */
  77580. shadowEnabled: boolean;
  77581. private _includedOnlyMeshes;
  77582. /**
  77583. * Gets the only meshes impacted by this light.
  77584. */
  77585. /**
  77586. * Sets the only meshes impacted by this light.
  77587. */
  77588. includedOnlyMeshes: AbstractMesh[];
  77589. private _excludedMeshes;
  77590. /**
  77591. * Gets the meshes not impacted by this light.
  77592. */
  77593. /**
  77594. * Sets the meshes not impacted by this light.
  77595. */
  77596. excludedMeshes: AbstractMesh[];
  77597. private _excludeWithLayerMask;
  77598. /**
  77599. * Gets the layer id use to find what meshes are not impacted by the light.
  77600. * Inactive if 0
  77601. */
  77602. /**
  77603. * Sets the layer id use to find what meshes are not impacted by the light.
  77604. * Inactive if 0
  77605. */
  77606. excludeWithLayerMask: number;
  77607. private _includeOnlyWithLayerMask;
  77608. /**
  77609. * Gets the layer id use to find what meshes are impacted by the light.
  77610. * Inactive if 0
  77611. */
  77612. /**
  77613. * Sets the layer id use to find what meshes are impacted by the light.
  77614. * Inactive if 0
  77615. */
  77616. includeOnlyWithLayerMask: number;
  77617. private _lightmapMode;
  77618. /**
  77619. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77620. */
  77621. /**
  77622. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77623. */
  77624. lightmapMode: number;
  77625. /**
  77626. * Shadow generator associted to the light.
  77627. * @hidden Internal use only.
  77628. */
  77629. _shadowGenerator: Nullable<IShadowGenerator>;
  77630. /**
  77631. * @hidden Internal use only.
  77632. */
  77633. _excludedMeshesIds: string[];
  77634. /**
  77635. * @hidden Internal use only.
  77636. */
  77637. _includedOnlyMeshesIds: string[];
  77638. /**
  77639. * The current light unifom buffer.
  77640. * @hidden Internal use only.
  77641. */
  77642. _uniformBuffer: UniformBuffer;
  77643. /** @hidden */
  77644. _renderId: number;
  77645. /**
  77646. * Creates a Light object in the scene.
  77647. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77648. * @param name The firendly name of the light
  77649. * @param scene The scene the light belongs too
  77650. */
  77651. constructor(name: string, scene: Scene);
  77652. protected abstract _buildUniformLayout(): void;
  77653. /**
  77654. * Sets the passed Effect "effect" with the Light information.
  77655. * @param effect The effect to update
  77656. * @param lightIndex The index of the light in the effect to update
  77657. * @returns The light
  77658. */
  77659. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  77660. /**
  77661. * Sets the passed Effect "effect" with the Light information.
  77662. * @param effect The effect to update
  77663. * @param lightDataUniformName The uniform used to store light data (position or direction)
  77664. * @returns The light
  77665. */
  77666. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  77667. /**
  77668. * Returns the string "Light".
  77669. * @returns the class name
  77670. */
  77671. getClassName(): string;
  77672. /** @hidden */
  77673. readonly _isLight: boolean;
  77674. /**
  77675. * Converts the light information to a readable string for debug purpose.
  77676. * @param fullDetails Supports for multiple levels of logging within scene loading
  77677. * @returns the human readable light info
  77678. */
  77679. toString(fullDetails?: boolean): string;
  77680. /** @hidden */
  77681. protected _syncParentEnabledState(): void;
  77682. /**
  77683. * Set the enabled state of this node.
  77684. * @param value - the new enabled state
  77685. */
  77686. setEnabled(value: boolean): void;
  77687. /**
  77688. * Returns the Light associated shadow generator if any.
  77689. * @return the associated shadow generator.
  77690. */
  77691. getShadowGenerator(): Nullable<IShadowGenerator>;
  77692. /**
  77693. * Returns a Vector3, the absolute light position in the World.
  77694. * @returns the world space position of the light
  77695. */
  77696. getAbsolutePosition(): Vector3;
  77697. /**
  77698. * Specifies if the light will affect the passed mesh.
  77699. * @param mesh The mesh to test against the light
  77700. * @return true the mesh is affected otherwise, false.
  77701. */
  77702. canAffectMesh(mesh: AbstractMesh): boolean;
  77703. /**
  77704. * Sort function to order lights for rendering.
  77705. * @param a First Light object to compare to second.
  77706. * @param b Second Light object to compare first.
  77707. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  77708. */
  77709. static CompareLightsPriority(a: Light, b: Light): number;
  77710. /**
  77711. * Releases resources associated with this node.
  77712. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77713. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77714. */
  77715. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77716. /**
  77717. * Returns the light type ID (integer).
  77718. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  77719. */
  77720. getTypeID(): number;
  77721. /**
  77722. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  77723. * @returns the scaled intensity in intensity mode unit
  77724. */
  77725. getScaledIntensity(): number;
  77726. /**
  77727. * Returns a new Light object, named "name", from the current one.
  77728. * @param name The name of the cloned light
  77729. * @returns the new created light
  77730. */
  77731. clone(name: string): Nullable<Light>;
  77732. /**
  77733. * Serializes the current light into a Serialization object.
  77734. * @returns the serialized object.
  77735. */
  77736. serialize(): any;
  77737. /**
  77738. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  77739. * This new light is named "name" and added to the passed scene.
  77740. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  77741. * @param name The friendly name of the light
  77742. * @param scene The scene the new light will belong to
  77743. * @returns the constructor function
  77744. */
  77745. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  77746. /**
  77747. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  77748. * @param parsedLight The JSON representation of the light
  77749. * @param scene The scene to create the parsed light in
  77750. * @returns the created light after parsing
  77751. */
  77752. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  77753. private _hookArrayForExcluded;
  77754. private _hookArrayForIncludedOnly;
  77755. private _resyncMeshes;
  77756. /**
  77757. * Forces the meshes to update their light related information in their rendering used effects
  77758. * @hidden Internal Use Only
  77759. */
  77760. _markMeshesAsLightDirty(): void;
  77761. /**
  77762. * Recomputes the cached photometric scale if needed.
  77763. */
  77764. private _computePhotometricScale;
  77765. /**
  77766. * Returns the Photometric Scale according to the light type and intensity mode.
  77767. */
  77768. private _getPhotometricScale;
  77769. /**
  77770. * Reorder the light in the scene according to their defined priority.
  77771. * @hidden Internal Use Only
  77772. */
  77773. _reorderLightsInScene(): void;
  77774. /**
  77775. * Prepares the list of defines specific to the light type.
  77776. * @param defines the list of defines
  77777. * @param lightIndex defines the index of the light for the effect
  77778. */
  77779. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  77780. }
  77781. }
  77782. declare module BABYLON {
  77783. /**
  77784. * Interface used to define Action
  77785. */
  77786. export interface IAction {
  77787. /**
  77788. * Trigger for the action
  77789. */
  77790. trigger: number;
  77791. /** Options of the trigger */
  77792. triggerOptions: any;
  77793. /**
  77794. * Gets the trigger parameters
  77795. * @returns the trigger parameters
  77796. */
  77797. getTriggerParameter(): any;
  77798. /**
  77799. * Internal only - executes current action event
  77800. * @hidden
  77801. */
  77802. _executeCurrent(evt?: ActionEvent): void;
  77803. /**
  77804. * Serialize placeholder for child classes
  77805. * @param parent of child
  77806. * @returns the serialized object
  77807. */
  77808. serialize(parent: any): any;
  77809. /**
  77810. * Internal only
  77811. * @hidden
  77812. */
  77813. _prepare(): void;
  77814. /**
  77815. * Internal only - manager for action
  77816. * @hidden
  77817. */
  77818. _actionManager: AbstractActionManager;
  77819. /**
  77820. * Adds action to chain of actions, may be a DoNothingAction
  77821. * @param action defines the next action to execute
  77822. * @returns The action passed in
  77823. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77824. */
  77825. then(action: IAction): IAction;
  77826. }
  77827. /**
  77828. * The action to be carried out following a trigger
  77829. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  77830. */
  77831. export class Action implements IAction {
  77832. /** the trigger, with or without parameters, for the action */
  77833. triggerOptions: any;
  77834. /**
  77835. * Trigger for the action
  77836. */
  77837. trigger: number;
  77838. /**
  77839. * Internal only - manager for action
  77840. * @hidden
  77841. */
  77842. _actionManager: ActionManager;
  77843. private _nextActiveAction;
  77844. private _child;
  77845. private _condition?;
  77846. private _triggerParameter;
  77847. /**
  77848. * An event triggered prior to action being executed.
  77849. */
  77850. onBeforeExecuteObservable: Observable<Action>;
  77851. /**
  77852. * Creates a new Action
  77853. * @param triggerOptions the trigger, with or without parameters, for the action
  77854. * @param condition an optional determinant of action
  77855. */
  77856. constructor(
  77857. /** the trigger, with or without parameters, for the action */
  77858. triggerOptions: any, condition?: Condition);
  77859. /**
  77860. * Internal only
  77861. * @hidden
  77862. */
  77863. _prepare(): void;
  77864. /**
  77865. * Gets the trigger parameters
  77866. * @returns the trigger parameters
  77867. */
  77868. getTriggerParameter(): any;
  77869. /**
  77870. * Internal only - executes current action event
  77871. * @hidden
  77872. */
  77873. _executeCurrent(evt?: ActionEvent): void;
  77874. /**
  77875. * Execute placeholder for child classes
  77876. * @param evt optional action event
  77877. */
  77878. execute(evt?: ActionEvent): void;
  77879. /**
  77880. * Skips to next active action
  77881. */
  77882. skipToNextActiveAction(): void;
  77883. /**
  77884. * Adds action to chain of actions, may be a DoNothingAction
  77885. * @param action defines the next action to execute
  77886. * @returns The action passed in
  77887. * @see https://www.babylonjs-playground.com/#1T30HR#0
  77888. */
  77889. then(action: Action): Action;
  77890. /**
  77891. * Internal only
  77892. * @hidden
  77893. */
  77894. _getProperty(propertyPath: string): string;
  77895. /**
  77896. * Internal only
  77897. * @hidden
  77898. */
  77899. _getEffectiveTarget(target: any, propertyPath: string): any;
  77900. /**
  77901. * Serialize placeholder for child classes
  77902. * @param parent of child
  77903. * @returns the serialized object
  77904. */
  77905. serialize(parent: any): any;
  77906. /**
  77907. * Internal only called by serialize
  77908. * @hidden
  77909. */
  77910. protected _serialize(serializedAction: any, parent?: any): any;
  77911. /**
  77912. * Internal only
  77913. * @hidden
  77914. */
  77915. static _SerializeValueAsString: (value: any) => string;
  77916. /**
  77917. * Internal only
  77918. * @hidden
  77919. */
  77920. static _GetTargetProperty: (target: Node | Scene) => {
  77921. name: string;
  77922. targetType: string;
  77923. value: string;
  77924. };
  77925. }
  77926. }
  77927. declare module BABYLON {
  77928. /**
  77929. * A Condition applied to an Action
  77930. */
  77931. export class Condition {
  77932. /**
  77933. * Internal only - manager for action
  77934. * @hidden
  77935. */
  77936. _actionManager: ActionManager;
  77937. /**
  77938. * Internal only
  77939. * @hidden
  77940. */
  77941. _evaluationId: number;
  77942. /**
  77943. * Internal only
  77944. * @hidden
  77945. */
  77946. _currentResult: boolean;
  77947. /**
  77948. * Creates a new Condition
  77949. * @param actionManager the manager of the action the condition is applied to
  77950. */
  77951. constructor(actionManager: ActionManager);
  77952. /**
  77953. * Check if the current condition is valid
  77954. * @returns a boolean
  77955. */
  77956. isValid(): boolean;
  77957. /**
  77958. * Internal only
  77959. * @hidden
  77960. */
  77961. _getProperty(propertyPath: string): string;
  77962. /**
  77963. * Internal only
  77964. * @hidden
  77965. */
  77966. _getEffectiveTarget(target: any, propertyPath: string): any;
  77967. /**
  77968. * Serialize placeholder for child classes
  77969. * @returns the serialized object
  77970. */
  77971. serialize(): any;
  77972. /**
  77973. * Internal only
  77974. * @hidden
  77975. */
  77976. protected _serialize(serializedCondition: any): any;
  77977. }
  77978. /**
  77979. * Defines specific conditional operators as extensions of Condition
  77980. */
  77981. export class ValueCondition extends Condition {
  77982. /** path to specify the property of the target the conditional operator uses */
  77983. propertyPath: string;
  77984. /** the value compared by the conditional operator against the current value of the property */
  77985. value: any;
  77986. /** the conditional operator, default ValueCondition.IsEqual */
  77987. operator: number;
  77988. /**
  77989. * Internal only
  77990. * @hidden
  77991. */
  77992. private static _IsEqual;
  77993. /**
  77994. * Internal only
  77995. * @hidden
  77996. */
  77997. private static _IsDifferent;
  77998. /**
  77999. * Internal only
  78000. * @hidden
  78001. */
  78002. private static _IsGreater;
  78003. /**
  78004. * Internal only
  78005. * @hidden
  78006. */
  78007. private static _IsLesser;
  78008. /**
  78009. * returns the number for IsEqual
  78010. */
  78011. static readonly IsEqual: number;
  78012. /**
  78013. * Returns the number for IsDifferent
  78014. */
  78015. static readonly IsDifferent: number;
  78016. /**
  78017. * Returns the number for IsGreater
  78018. */
  78019. static readonly IsGreater: number;
  78020. /**
  78021. * Returns the number for IsLesser
  78022. */
  78023. static readonly IsLesser: number;
  78024. /**
  78025. * Internal only The action manager for the condition
  78026. * @hidden
  78027. */
  78028. _actionManager: ActionManager;
  78029. /**
  78030. * Internal only
  78031. * @hidden
  78032. */
  78033. private _target;
  78034. /**
  78035. * Internal only
  78036. * @hidden
  78037. */
  78038. private _effectiveTarget;
  78039. /**
  78040. * Internal only
  78041. * @hidden
  78042. */
  78043. private _property;
  78044. /**
  78045. * Creates a new ValueCondition
  78046. * @param actionManager manager for the action the condition applies to
  78047. * @param target for the action
  78048. * @param propertyPath path to specify the property of the target the conditional operator uses
  78049. * @param value the value compared by the conditional operator against the current value of the property
  78050. * @param operator the conditional operator, default ValueCondition.IsEqual
  78051. */
  78052. constructor(actionManager: ActionManager, target: any,
  78053. /** path to specify the property of the target the conditional operator uses */
  78054. propertyPath: string,
  78055. /** the value compared by the conditional operator against the current value of the property */
  78056. value: any,
  78057. /** the conditional operator, default ValueCondition.IsEqual */
  78058. operator?: number);
  78059. /**
  78060. * Compares the given value with the property value for the specified conditional operator
  78061. * @returns the result of the comparison
  78062. */
  78063. isValid(): boolean;
  78064. /**
  78065. * Serialize the ValueCondition into a JSON compatible object
  78066. * @returns serialization object
  78067. */
  78068. serialize(): any;
  78069. /**
  78070. * Gets the name of the conditional operator for the ValueCondition
  78071. * @param operator the conditional operator
  78072. * @returns the name
  78073. */
  78074. static GetOperatorName(operator: number): string;
  78075. }
  78076. /**
  78077. * Defines a predicate condition as an extension of Condition
  78078. */
  78079. export class PredicateCondition extends Condition {
  78080. /** defines the predicate function used to validate the condition */
  78081. predicate: () => boolean;
  78082. /**
  78083. * Internal only - manager for action
  78084. * @hidden
  78085. */
  78086. _actionManager: ActionManager;
  78087. /**
  78088. * Creates a new PredicateCondition
  78089. * @param actionManager manager for the action the condition applies to
  78090. * @param predicate defines the predicate function used to validate the condition
  78091. */
  78092. constructor(actionManager: ActionManager,
  78093. /** defines the predicate function used to validate the condition */
  78094. predicate: () => boolean);
  78095. /**
  78096. * @returns the validity of the predicate condition
  78097. */
  78098. isValid(): boolean;
  78099. }
  78100. /**
  78101. * Defines a state condition as an extension of Condition
  78102. */
  78103. export class StateCondition extends Condition {
  78104. /** Value to compare with target state */
  78105. value: string;
  78106. /**
  78107. * Internal only - manager for action
  78108. * @hidden
  78109. */
  78110. _actionManager: ActionManager;
  78111. /**
  78112. * Internal only
  78113. * @hidden
  78114. */
  78115. private _target;
  78116. /**
  78117. * Creates a new StateCondition
  78118. * @param actionManager manager for the action the condition applies to
  78119. * @param target of the condition
  78120. * @param value to compare with target state
  78121. */
  78122. constructor(actionManager: ActionManager, target: any,
  78123. /** Value to compare with target state */
  78124. value: string);
  78125. /**
  78126. * Gets a boolean indicating if the current condition is met
  78127. * @returns the validity of the state
  78128. */
  78129. isValid(): boolean;
  78130. /**
  78131. * Serialize the StateCondition into a JSON compatible object
  78132. * @returns serialization object
  78133. */
  78134. serialize(): any;
  78135. }
  78136. }
  78137. declare module BABYLON {
  78138. /**
  78139. * This defines an action responsible to toggle a boolean once triggered.
  78140. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78141. */
  78142. export class SwitchBooleanAction extends Action {
  78143. /**
  78144. * The path to the boolean property in the target object
  78145. */
  78146. propertyPath: string;
  78147. private _target;
  78148. private _effectiveTarget;
  78149. private _property;
  78150. /**
  78151. * Instantiate the action
  78152. * @param triggerOptions defines the trigger options
  78153. * @param target defines the object containing the boolean
  78154. * @param propertyPath defines the path to the boolean property in the target object
  78155. * @param condition defines the trigger related conditions
  78156. */
  78157. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78158. /** @hidden */
  78159. _prepare(): void;
  78160. /**
  78161. * Execute the action toggle the boolean value.
  78162. */
  78163. execute(): void;
  78164. /**
  78165. * Serializes the actions and its related information.
  78166. * @param parent defines the object to serialize in
  78167. * @returns the serialized object
  78168. */
  78169. serialize(parent: any): any;
  78170. }
  78171. /**
  78172. * This defines an action responsible to set a the state field of the target
  78173. * to a desired value once triggered.
  78174. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78175. */
  78176. export class SetStateAction extends Action {
  78177. /**
  78178. * The value to store in the state field.
  78179. */
  78180. value: string;
  78181. private _target;
  78182. /**
  78183. * Instantiate the action
  78184. * @param triggerOptions defines the trigger options
  78185. * @param target defines the object containing the state property
  78186. * @param value defines the value to store in the state field
  78187. * @param condition defines the trigger related conditions
  78188. */
  78189. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78190. /**
  78191. * Execute the action and store the value on the target state property.
  78192. */
  78193. execute(): void;
  78194. /**
  78195. * Serializes the actions and its related information.
  78196. * @param parent defines the object to serialize in
  78197. * @returns the serialized object
  78198. */
  78199. serialize(parent: any): any;
  78200. }
  78201. /**
  78202. * This defines an action responsible to set a property of the target
  78203. * to a desired value once triggered.
  78204. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78205. */
  78206. export class SetValueAction extends Action {
  78207. /**
  78208. * The path of the property to set in the target.
  78209. */
  78210. propertyPath: string;
  78211. /**
  78212. * The value to set in the property
  78213. */
  78214. value: any;
  78215. private _target;
  78216. private _effectiveTarget;
  78217. private _property;
  78218. /**
  78219. * Instantiate the action
  78220. * @param triggerOptions defines the trigger options
  78221. * @param target defines the object containing the property
  78222. * @param propertyPath defines the path of the property to set in the target
  78223. * @param value defines the value to set in the property
  78224. * @param condition defines the trigger related conditions
  78225. */
  78226. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78227. /** @hidden */
  78228. _prepare(): void;
  78229. /**
  78230. * Execute the action and set the targetted property to the desired value.
  78231. */
  78232. execute(): void;
  78233. /**
  78234. * Serializes the actions and its related information.
  78235. * @param parent defines the object to serialize in
  78236. * @returns the serialized object
  78237. */
  78238. serialize(parent: any): any;
  78239. }
  78240. /**
  78241. * This defines an action responsible to increment the target value
  78242. * to a desired value once triggered.
  78243. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78244. */
  78245. export class IncrementValueAction extends Action {
  78246. /**
  78247. * The path of the property to increment in the target.
  78248. */
  78249. propertyPath: string;
  78250. /**
  78251. * The value we should increment the property by.
  78252. */
  78253. value: any;
  78254. private _target;
  78255. private _effectiveTarget;
  78256. private _property;
  78257. /**
  78258. * Instantiate the action
  78259. * @param triggerOptions defines the trigger options
  78260. * @param target defines the object containing the property
  78261. * @param propertyPath defines the path of the property to increment in the target
  78262. * @param value defines the value value we should increment the property by
  78263. * @param condition defines the trigger related conditions
  78264. */
  78265. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78266. /** @hidden */
  78267. _prepare(): void;
  78268. /**
  78269. * Execute the action and increment the target of the value amount.
  78270. */
  78271. execute(): void;
  78272. /**
  78273. * Serializes the actions and its related information.
  78274. * @param parent defines the object to serialize in
  78275. * @returns the serialized object
  78276. */
  78277. serialize(parent: any): any;
  78278. }
  78279. /**
  78280. * This defines an action responsible to start an animation once triggered.
  78281. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78282. */
  78283. export class PlayAnimationAction extends Action {
  78284. /**
  78285. * Where the animation should start (animation frame)
  78286. */
  78287. from: number;
  78288. /**
  78289. * Where the animation should stop (animation frame)
  78290. */
  78291. to: number;
  78292. /**
  78293. * Define if the animation should loop or stop after the first play.
  78294. */
  78295. loop?: boolean;
  78296. private _target;
  78297. /**
  78298. * Instantiate the action
  78299. * @param triggerOptions defines the trigger options
  78300. * @param target defines the target animation or animation name
  78301. * @param from defines from where the animation should start (animation frame)
  78302. * @param end defines where the animation should stop (animation frame)
  78303. * @param loop defines if the animation should loop or stop after the first play
  78304. * @param condition defines the trigger related conditions
  78305. */
  78306. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78307. /** @hidden */
  78308. _prepare(): void;
  78309. /**
  78310. * Execute the action and play the animation.
  78311. */
  78312. execute(): void;
  78313. /**
  78314. * Serializes the actions and its related information.
  78315. * @param parent defines the object to serialize in
  78316. * @returns the serialized object
  78317. */
  78318. serialize(parent: any): any;
  78319. }
  78320. /**
  78321. * This defines an action responsible to stop an animation once triggered.
  78322. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78323. */
  78324. export class StopAnimationAction extends Action {
  78325. private _target;
  78326. /**
  78327. * Instantiate the action
  78328. * @param triggerOptions defines the trigger options
  78329. * @param target defines the target animation or animation name
  78330. * @param condition defines the trigger related conditions
  78331. */
  78332. constructor(triggerOptions: any, target: any, condition?: Condition);
  78333. /** @hidden */
  78334. _prepare(): void;
  78335. /**
  78336. * Execute the action and stop the animation.
  78337. */
  78338. execute(): void;
  78339. /**
  78340. * Serializes the actions and its related information.
  78341. * @param parent defines the object to serialize in
  78342. * @returns the serialized object
  78343. */
  78344. serialize(parent: any): any;
  78345. }
  78346. /**
  78347. * This defines an action responsible that does nothing once triggered.
  78348. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78349. */
  78350. export class DoNothingAction extends Action {
  78351. /**
  78352. * Instantiate the action
  78353. * @param triggerOptions defines the trigger options
  78354. * @param condition defines the trigger related conditions
  78355. */
  78356. constructor(triggerOptions?: any, condition?: Condition);
  78357. /**
  78358. * Execute the action and do nothing.
  78359. */
  78360. execute(): void;
  78361. /**
  78362. * Serializes the actions and its related information.
  78363. * @param parent defines the object to serialize in
  78364. * @returns the serialized object
  78365. */
  78366. serialize(parent: any): any;
  78367. }
  78368. /**
  78369. * This defines an action responsible to trigger several actions once triggered.
  78370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78371. */
  78372. export class CombineAction extends Action {
  78373. /**
  78374. * The list of aggregated animations to run.
  78375. */
  78376. children: Action[];
  78377. /**
  78378. * Instantiate the action
  78379. * @param triggerOptions defines the trigger options
  78380. * @param children defines the list of aggregated animations to run
  78381. * @param condition defines the trigger related conditions
  78382. */
  78383. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  78384. /** @hidden */
  78385. _prepare(): void;
  78386. /**
  78387. * Execute the action and executes all the aggregated actions.
  78388. */
  78389. execute(evt: ActionEvent): void;
  78390. /**
  78391. * Serializes the actions and its related information.
  78392. * @param parent defines the object to serialize in
  78393. * @returns the serialized object
  78394. */
  78395. serialize(parent: any): any;
  78396. }
  78397. /**
  78398. * This defines an action responsible to run code (external event) once triggered.
  78399. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78400. */
  78401. export class ExecuteCodeAction extends Action {
  78402. /**
  78403. * The callback function to run.
  78404. */
  78405. func: (evt: ActionEvent) => void;
  78406. /**
  78407. * Instantiate the action
  78408. * @param triggerOptions defines the trigger options
  78409. * @param func defines the callback function to run
  78410. * @param condition defines the trigger related conditions
  78411. */
  78412. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  78413. /**
  78414. * Execute the action and run the attached code.
  78415. */
  78416. execute(evt: ActionEvent): void;
  78417. }
  78418. /**
  78419. * This defines an action responsible to set the parent property of the target once triggered.
  78420. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78421. */
  78422. export class SetParentAction extends Action {
  78423. private _parent;
  78424. private _target;
  78425. /**
  78426. * Instantiate the action
  78427. * @param triggerOptions defines the trigger options
  78428. * @param target defines the target containing the parent property
  78429. * @param parent defines from where the animation should start (animation frame)
  78430. * @param condition defines the trigger related conditions
  78431. */
  78432. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  78433. /** @hidden */
  78434. _prepare(): void;
  78435. /**
  78436. * Execute the action and set the parent property.
  78437. */
  78438. execute(): void;
  78439. /**
  78440. * Serializes the actions and its related information.
  78441. * @param parent defines the object to serialize in
  78442. * @returns the serialized object
  78443. */
  78444. serialize(parent: any): any;
  78445. }
  78446. }
  78447. declare module BABYLON {
  78448. /**
  78449. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  78450. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  78451. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78452. */
  78453. export class ActionManager extends AbstractActionManager {
  78454. /**
  78455. * Nothing
  78456. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78457. */
  78458. static readonly NothingTrigger: number;
  78459. /**
  78460. * On pick
  78461. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78462. */
  78463. static readonly OnPickTrigger: number;
  78464. /**
  78465. * On left pick
  78466. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78467. */
  78468. static readonly OnLeftPickTrigger: number;
  78469. /**
  78470. * On right pick
  78471. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78472. */
  78473. static readonly OnRightPickTrigger: number;
  78474. /**
  78475. * On center pick
  78476. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78477. */
  78478. static readonly OnCenterPickTrigger: number;
  78479. /**
  78480. * On pick down
  78481. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78482. */
  78483. static readonly OnPickDownTrigger: number;
  78484. /**
  78485. * On double pick
  78486. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78487. */
  78488. static readonly OnDoublePickTrigger: number;
  78489. /**
  78490. * On pick up
  78491. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78492. */
  78493. static readonly OnPickUpTrigger: number;
  78494. /**
  78495. * On pick out.
  78496. * This trigger will only be raised if you also declared a OnPickDown
  78497. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78498. */
  78499. static readonly OnPickOutTrigger: number;
  78500. /**
  78501. * On long press
  78502. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78503. */
  78504. static readonly OnLongPressTrigger: number;
  78505. /**
  78506. * On pointer over
  78507. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78508. */
  78509. static readonly OnPointerOverTrigger: number;
  78510. /**
  78511. * On pointer out
  78512. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78513. */
  78514. static readonly OnPointerOutTrigger: number;
  78515. /**
  78516. * On every frame
  78517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78518. */
  78519. static readonly OnEveryFrameTrigger: number;
  78520. /**
  78521. * On intersection enter
  78522. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78523. */
  78524. static readonly OnIntersectionEnterTrigger: number;
  78525. /**
  78526. * On intersection exit
  78527. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78528. */
  78529. static readonly OnIntersectionExitTrigger: number;
  78530. /**
  78531. * On key down
  78532. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78533. */
  78534. static readonly OnKeyDownTrigger: number;
  78535. /**
  78536. * On key up
  78537. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78538. */
  78539. static readonly OnKeyUpTrigger: number;
  78540. private _scene;
  78541. /**
  78542. * Creates a new action manager
  78543. * @param scene defines the hosting scene
  78544. */
  78545. constructor(scene: Scene);
  78546. /**
  78547. * Releases all associated resources
  78548. */
  78549. dispose(): void;
  78550. /**
  78551. * Gets hosting scene
  78552. * @returns the hosting scene
  78553. */
  78554. getScene(): Scene;
  78555. /**
  78556. * Does this action manager handles actions of any of the given triggers
  78557. * @param triggers defines the triggers to be tested
  78558. * @return a boolean indicating whether one (or more) of the triggers is handled
  78559. */
  78560. hasSpecificTriggers(triggers: number[]): boolean;
  78561. /**
  78562. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  78563. * speed.
  78564. * @param triggerA defines the trigger to be tested
  78565. * @param triggerB defines the trigger to be tested
  78566. * @return a boolean indicating whether one (or more) of the triggers is handled
  78567. */
  78568. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  78569. /**
  78570. * Does this action manager handles actions of a given trigger
  78571. * @param trigger defines the trigger to be tested
  78572. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  78573. * @return whether the trigger is handled
  78574. */
  78575. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  78576. /**
  78577. * Does this action manager has pointer triggers
  78578. */
  78579. readonly hasPointerTriggers: boolean;
  78580. /**
  78581. * Does this action manager has pick triggers
  78582. */
  78583. readonly hasPickTriggers: boolean;
  78584. /**
  78585. * Registers an action to this action manager
  78586. * @param action defines the action to be registered
  78587. * @return the action amended (prepared) after registration
  78588. */
  78589. registerAction(action: IAction): Nullable<IAction>;
  78590. /**
  78591. * Unregisters an action to this action manager
  78592. * @param action defines the action to be unregistered
  78593. * @return a boolean indicating whether the action has been unregistered
  78594. */
  78595. unregisterAction(action: IAction): Boolean;
  78596. /**
  78597. * Process a specific trigger
  78598. * @param trigger defines the trigger to process
  78599. * @param evt defines the event details to be processed
  78600. */
  78601. processTrigger(trigger: number, evt?: IActionEvent): void;
  78602. /** @hidden */
  78603. _getEffectiveTarget(target: any, propertyPath: string): any;
  78604. /** @hidden */
  78605. _getProperty(propertyPath: string): string;
  78606. /**
  78607. * Serialize this manager to a JSON object
  78608. * @param name defines the property name to store this manager
  78609. * @returns a JSON representation of this manager
  78610. */
  78611. serialize(name: string): any;
  78612. /**
  78613. * Creates a new ActionManager from a JSON data
  78614. * @param parsedActions defines the JSON data to read from
  78615. * @param object defines the hosting mesh
  78616. * @param scene defines the hosting scene
  78617. */
  78618. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  78619. /**
  78620. * Get a trigger name by index
  78621. * @param trigger defines the trigger index
  78622. * @returns a trigger name
  78623. */
  78624. static GetTriggerName(trigger: number): string;
  78625. }
  78626. }
  78627. declare module BABYLON {
  78628. /**
  78629. * Class representing a ray with position and direction
  78630. */
  78631. export class Ray {
  78632. /** origin point */
  78633. origin: Vector3;
  78634. /** direction */
  78635. direction: Vector3;
  78636. /** length of the ray */
  78637. length: number;
  78638. private static readonly TmpVector3;
  78639. private _tmpRay;
  78640. /**
  78641. * Creates a new ray
  78642. * @param origin origin point
  78643. * @param direction direction
  78644. * @param length length of the ray
  78645. */
  78646. constructor(
  78647. /** origin point */
  78648. origin: Vector3,
  78649. /** direction */
  78650. direction: Vector3,
  78651. /** length of the ray */
  78652. length?: number);
  78653. /**
  78654. * Checks if the ray intersects a box
  78655. * @param minimum bound of the box
  78656. * @param maximum bound of the box
  78657. * @param intersectionTreshold extra extend to be added to the box in all direction
  78658. * @returns if the box was hit
  78659. */
  78660. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  78661. /**
  78662. * Checks if the ray intersects a box
  78663. * @param box the bounding box to check
  78664. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  78665. * @returns if the box was hit
  78666. */
  78667. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  78668. /**
  78669. * If the ray hits a sphere
  78670. * @param sphere the bounding sphere to check
  78671. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  78672. * @returns true if it hits the sphere
  78673. */
  78674. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  78675. /**
  78676. * If the ray hits a triange
  78677. * @param vertex0 triangle vertex
  78678. * @param vertex1 triangle vertex
  78679. * @param vertex2 triangle vertex
  78680. * @returns intersection information if hit
  78681. */
  78682. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  78683. /**
  78684. * Checks if ray intersects a plane
  78685. * @param plane the plane to check
  78686. * @returns the distance away it was hit
  78687. */
  78688. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  78689. /**
  78690. * Calculate the intercept of a ray on a given axis
  78691. * @param axis to check 'x' | 'y' | 'z'
  78692. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  78693. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  78694. */
  78695. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  78696. /**
  78697. * Checks if ray intersects a mesh
  78698. * @param mesh the mesh to check
  78699. * @param fastCheck if only the bounding box should checked
  78700. * @returns picking info of the intersecton
  78701. */
  78702. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  78703. /**
  78704. * Checks if ray intersects a mesh
  78705. * @param meshes the meshes to check
  78706. * @param fastCheck if only the bounding box should checked
  78707. * @param results array to store result in
  78708. * @returns Array of picking infos
  78709. */
  78710. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  78711. private _comparePickingInfo;
  78712. private static smallnum;
  78713. private static rayl;
  78714. /**
  78715. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  78716. * @param sega the first point of the segment to test the intersection against
  78717. * @param segb the second point of the segment to test the intersection against
  78718. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  78719. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  78720. */
  78721. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  78722. /**
  78723. * Update the ray from viewport position
  78724. * @param x position
  78725. * @param y y position
  78726. * @param viewportWidth viewport width
  78727. * @param viewportHeight viewport height
  78728. * @param world world matrix
  78729. * @param view view matrix
  78730. * @param projection projection matrix
  78731. * @returns this ray updated
  78732. */
  78733. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78734. /**
  78735. * Creates a ray with origin and direction of 0,0,0
  78736. * @returns the new ray
  78737. */
  78738. static Zero(): Ray;
  78739. /**
  78740. * Creates a new ray from screen space and viewport
  78741. * @param x position
  78742. * @param y y position
  78743. * @param viewportWidth viewport width
  78744. * @param viewportHeight viewport height
  78745. * @param world world matrix
  78746. * @param view view matrix
  78747. * @param projection projection matrix
  78748. * @returns new ray
  78749. */
  78750. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  78751. /**
  78752. * 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
  78753. * transformed to the given world matrix.
  78754. * @param origin The origin point
  78755. * @param end The end point
  78756. * @param world a matrix to transform the ray to. Default is the identity matrix.
  78757. * @returns the new ray
  78758. */
  78759. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  78760. /**
  78761. * Transforms a ray by a matrix
  78762. * @param ray ray to transform
  78763. * @param matrix matrix to apply
  78764. * @returns the resulting new ray
  78765. */
  78766. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  78767. /**
  78768. * Transforms a ray by a matrix
  78769. * @param ray ray to transform
  78770. * @param matrix matrix to apply
  78771. * @param result ray to store result in
  78772. */
  78773. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  78774. /**
  78775. * Unproject a ray from screen space to object space
  78776. * @param sourceX defines the screen space x coordinate to use
  78777. * @param sourceY defines the screen space y coordinate to use
  78778. * @param viewportWidth defines the current width of the viewport
  78779. * @param viewportHeight defines the current height of the viewport
  78780. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  78781. * @param view defines the view matrix to use
  78782. * @param projection defines the projection matrix to use
  78783. */
  78784. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  78785. }
  78786. /**
  78787. * Type used to define predicate used to select faces when a mesh intersection is detected
  78788. */
  78789. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  78790. interface Scene {
  78791. /** @hidden */
  78792. _tempPickingRay: Nullable<Ray>;
  78793. /** @hidden */
  78794. _cachedRayForTransform: Ray;
  78795. /** @hidden */
  78796. _pickWithRayInverseMatrix: Matrix;
  78797. /** @hidden */
  78798. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  78799. /** @hidden */
  78800. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  78801. }
  78802. }
  78803. declare module BABYLON {
  78804. /**
  78805. * Groups all the scene component constants in one place to ease maintenance.
  78806. * @hidden
  78807. */
  78808. export class SceneComponentConstants {
  78809. static readonly NAME_EFFECTLAYER: string;
  78810. static readonly NAME_LAYER: string;
  78811. static readonly NAME_LENSFLARESYSTEM: string;
  78812. static readonly NAME_BOUNDINGBOXRENDERER: string;
  78813. static readonly NAME_PARTICLESYSTEM: string;
  78814. static readonly NAME_GAMEPAD: string;
  78815. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  78816. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  78817. static readonly NAME_DEPTHRENDERER: string;
  78818. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  78819. static readonly NAME_SPRITE: string;
  78820. static readonly NAME_OUTLINERENDERER: string;
  78821. static readonly NAME_PROCEDURALTEXTURE: string;
  78822. static readonly NAME_SHADOWGENERATOR: string;
  78823. static readonly NAME_OCTREE: string;
  78824. static readonly NAME_PHYSICSENGINE: string;
  78825. static readonly NAME_AUDIO: string;
  78826. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  78827. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78828. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  78829. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  78830. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  78831. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  78832. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  78833. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  78834. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  78835. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  78836. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  78837. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  78838. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  78839. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  78840. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  78841. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  78842. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  78843. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  78844. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  78845. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  78846. static readonly STEP_AFTERRENDER_AUDIO: number;
  78847. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  78848. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  78849. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  78850. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  78851. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  78852. static readonly STEP_POINTERMOVE_SPRITE: number;
  78853. static readonly STEP_POINTERDOWN_SPRITE: number;
  78854. static readonly STEP_POINTERUP_SPRITE: number;
  78855. }
  78856. /**
  78857. * This represents a scene component.
  78858. *
  78859. * This is used to decouple the dependency the scene is having on the different workloads like
  78860. * layers, post processes...
  78861. */
  78862. export interface ISceneComponent {
  78863. /**
  78864. * The name of the component. Each component must have a unique name.
  78865. */
  78866. name: string;
  78867. /**
  78868. * The scene the component belongs to.
  78869. */
  78870. scene: Scene;
  78871. /**
  78872. * Register the component to one instance of a scene.
  78873. */
  78874. register(): void;
  78875. /**
  78876. * Rebuilds the elements related to this component in case of
  78877. * context lost for instance.
  78878. */
  78879. rebuild(): void;
  78880. /**
  78881. * Disposes the component and the associated ressources.
  78882. */
  78883. dispose(): void;
  78884. }
  78885. /**
  78886. * This represents a SERIALIZABLE scene component.
  78887. *
  78888. * This extends Scene Component to add Serialization methods on top.
  78889. */
  78890. export interface ISceneSerializableComponent extends ISceneComponent {
  78891. /**
  78892. * Adds all the elements from the container to the scene
  78893. * @param container the container holding the elements
  78894. */
  78895. addFromContainer(container: AbstractScene): void;
  78896. /**
  78897. * Removes all the elements in the container from the scene
  78898. * @param container contains the elements to remove
  78899. * @param dispose if the removed element should be disposed (default: false)
  78900. */
  78901. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  78902. /**
  78903. * Serializes the component data to the specified json object
  78904. * @param serializationObject The object to serialize to
  78905. */
  78906. serialize(serializationObject: any): void;
  78907. }
  78908. /**
  78909. * Strong typing of a Mesh related stage step action
  78910. */
  78911. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  78912. /**
  78913. * Strong typing of a Evaluate Sub Mesh related stage step action
  78914. */
  78915. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  78916. /**
  78917. * Strong typing of a Active Mesh related stage step action
  78918. */
  78919. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  78920. /**
  78921. * Strong typing of a Camera related stage step action
  78922. */
  78923. export type CameraStageAction = (camera: Camera) => void;
  78924. /**
  78925. * Strong typing of a Camera Frame buffer related stage step action
  78926. */
  78927. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  78928. /**
  78929. * Strong typing of a Render Target related stage step action
  78930. */
  78931. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  78932. /**
  78933. * Strong typing of a RenderingGroup related stage step action
  78934. */
  78935. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  78936. /**
  78937. * Strong typing of a Mesh Render related stage step action
  78938. */
  78939. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  78940. /**
  78941. * Strong typing of a simple stage step action
  78942. */
  78943. export type SimpleStageAction = () => void;
  78944. /**
  78945. * Strong typing of a render target action.
  78946. */
  78947. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  78948. /**
  78949. * Strong typing of a pointer move action.
  78950. */
  78951. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  78952. /**
  78953. * Strong typing of a pointer up/down action.
  78954. */
  78955. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  78956. /**
  78957. * Representation of a stage in the scene (Basically a list of ordered steps)
  78958. * @hidden
  78959. */
  78960. export class Stage<T extends Function> extends Array<{
  78961. index: number;
  78962. component: ISceneComponent;
  78963. action: T;
  78964. }> {
  78965. /**
  78966. * Hide ctor from the rest of the world.
  78967. * @param items The items to add.
  78968. */
  78969. private constructor();
  78970. /**
  78971. * Creates a new Stage.
  78972. * @returns A new instance of a Stage
  78973. */
  78974. static Create<T extends Function>(): Stage<T>;
  78975. /**
  78976. * Registers a step in an ordered way in the targeted stage.
  78977. * @param index Defines the position to register the step in
  78978. * @param component Defines the component attached to the step
  78979. * @param action Defines the action to launch during the step
  78980. */
  78981. registerStep(index: number, component: ISceneComponent, action: T): void;
  78982. /**
  78983. * Clears all the steps from the stage.
  78984. */
  78985. clear(): void;
  78986. }
  78987. }
  78988. declare module BABYLON {
  78989. interface Scene {
  78990. /** @hidden */
  78991. _pointerOverSprite: Nullable<Sprite>;
  78992. /** @hidden */
  78993. _pickedDownSprite: Nullable<Sprite>;
  78994. /** @hidden */
  78995. _tempSpritePickingRay: Nullable<Ray>;
  78996. /**
  78997. * All of the sprite managers added to this scene
  78998. * @see http://doc.babylonjs.com/babylon101/sprites
  78999. */
  79000. spriteManagers: Array<ISpriteManager>;
  79001. /**
  79002. * An event triggered when sprites rendering is about to start
  79003. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79004. */
  79005. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79006. /**
  79007. * An event triggered when sprites rendering is done
  79008. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79009. */
  79010. onAfterSpritesRenderingObservable: Observable<Scene>;
  79011. /** @hidden */
  79012. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79013. /** Launch a ray to try to pick a sprite in the scene
  79014. * @param x position on screen
  79015. * @param y position on screen
  79016. * @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
  79017. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79018. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79019. * @returns a PickingInfo
  79020. */
  79021. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79022. /** Use the given ray to pick a sprite in the scene
  79023. * @param ray The ray (in world space) to use to pick meshes
  79024. * @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
  79025. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79026. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79027. * @returns a PickingInfo
  79028. */
  79029. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79030. /** @hidden */
  79031. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79032. /** Launch a ray to try to pick sprites in the scene
  79033. * @param x position on screen
  79034. * @param y position on screen
  79035. * @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
  79036. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79037. * @returns a PickingInfo array
  79038. */
  79039. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79040. /** Use the given ray to pick sprites in the scene
  79041. * @param ray The ray (in world space) to use to pick meshes
  79042. * @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
  79043. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79044. * @returns a PickingInfo array
  79045. */
  79046. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79047. /**
  79048. * Force the sprite under the pointer
  79049. * @param sprite defines the sprite to use
  79050. */
  79051. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79052. /**
  79053. * Gets the sprite under the pointer
  79054. * @returns a Sprite or null if no sprite is under the pointer
  79055. */
  79056. getPointerOverSprite(): Nullable<Sprite>;
  79057. }
  79058. /**
  79059. * Defines the sprite scene component responsible to manage sprites
  79060. * in a given scene.
  79061. */
  79062. export class SpriteSceneComponent implements ISceneComponent {
  79063. /**
  79064. * The component name helpfull to identify the component in the list of scene components.
  79065. */
  79066. readonly name: string;
  79067. /**
  79068. * The scene the component belongs to.
  79069. */
  79070. scene: Scene;
  79071. /** @hidden */
  79072. private _spritePredicate;
  79073. /**
  79074. * Creates a new instance of the component for the given scene
  79075. * @param scene Defines the scene to register the component in
  79076. */
  79077. constructor(scene: Scene);
  79078. /**
  79079. * Registers the component in a given scene
  79080. */
  79081. register(): void;
  79082. /**
  79083. * Rebuilds the elements related to this component in case of
  79084. * context lost for instance.
  79085. */
  79086. rebuild(): void;
  79087. /**
  79088. * Disposes the component and the associated ressources.
  79089. */
  79090. dispose(): void;
  79091. private _pickSpriteButKeepRay;
  79092. private _pointerMove;
  79093. private _pointerDown;
  79094. private _pointerUp;
  79095. }
  79096. }
  79097. declare module BABYLON {
  79098. /** @hidden */
  79099. export var fogFragmentDeclaration: {
  79100. name: string;
  79101. shader: string;
  79102. };
  79103. }
  79104. declare module BABYLON {
  79105. /** @hidden */
  79106. export var fogFragment: {
  79107. name: string;
  79108. shader: string;
  79109. };
  79110. }
  79111. declare module BABYLON {
  79112. /** @hidden */
  79113. export var spritesPixelShader: {
  79114. name: string;
  79115. shader: string;
  79116. };
  79117. }
  79118. declare module BABYLON {
  79119. /** @hidden */
  79120. export var fogVertexDeclaration: {
  79121. name: string;
  79122. shader: string;
  79123. };
  79124. }
  79125. declare module BABYLON {
  79126. /** @hidden */
  79127. export var spritesVertexShader: {
  79128. name: string;
  79129. shader: string;
  79130. };
  79131. }
  79132. declare module BABYLON {
  79133. /**
  79134. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79135. */
  79136. export interface ISpriteManager extends IDisposable {
  79137. /**
  79138. * Restricts the camera to viewing objects with the same layerMask.
  79139. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79140. */
  79141. layerMask: number;
  79142. /**
  79143. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79144. */
  79145. isPickable: boolean;
  79146. /**
  79147. * Specifies the rendering group id for this mesh (0 by default)
  79148. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79149. */
  79150. renderingGroupId: number;
  79151. /**
  79152. * Defines the list of sprites managed by the manager.
  79153. */
  79154. sprites: Array<Sprite>;
  79155. /**
  79156. * Tests the intersection of a sprite with a specific ray.
  79157. * @param ray The ray we are sending to test the collision
  79158. * @param camera The camera space we are sending rays in
  79159. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79160. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79161. * @returns picking info or null.
  79162. */
  79163. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79164. /**
  79165. * Intersects the sprites with a ray
  79166. * @param ray defines the ray to intersect with
  79167. * @param camera defines the current active camera
  79168. * @param predicate defines a predicate used to select candidate sprites
  79169. * @returns null if no hit or a PickingInfo array
  79170. */
  79171. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79172. /**
  79173. * Renders the list of sprites on screen.
  79174. */
  79175. render(): void;
  79176. }
  79177. /**
  79178. * Class used to manage multiple sprites on the same spritesheet
  79179. * @see http://doc.babylonjs.com/babylon101/sprites
  79180. */
  79181. export class SpriteManager implements ISpriteManager {
  79182. /** defines the manager's name */
  79183. name: string;
  79184. /** Gets the list of sprites */
  79185. sprites: Sprite[];
  79186. /** Gets or sets the rendering group id (0 by default) */
  79187. renderingGroupId: number;
  79188. /** Gets or sets camera layer mask */
  79189. layerMask: number;
  79190. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79191. fogEnabled: boolean;
  79192. /** Gets or sets a boolean indicating if the sprites are pickable */
  79193. isPickable: boolean;
  79194. /** Defines the default width of a cell in the spritesheet */
  79195. cellWidth: number;
  79196. /** Defines the default height of a cell in the spritesheet */
  79197. cellHeight: number;
  79198. /** Associative array from JSON sprite data file */
  79199. private _cellData;
  79200. /** Array of sprite names from JSON sprite data file */
  79201. private _spriteMap;
  79202. /** True when packed cell data from JSON file is ready*/
  79203. private _packedAndReady;
  79204. /**
  79205. * An event triggered when the manager is disposed.
  79206. */
  79207. onDisposeObservable: Observable<SpriteManager>;
  79208. private _onDisposeObserver;
  79209. /**
  79210. * Callback called when the manager is disposed
  79211. */
  79212. onDispose: () => void;
  79213. private _capacity;
  79214. private _fromPacked;
  79215. private _spriteTexture;
  79216. private _epsilon;
  79217. private _scene;
  79218. private _vertexData;
  79219. private _buffer;
  79220. private _vertexBuffers;
  79221. private _indexBuffer;
  79222. private _effectBase;
  79223. private _effectFog;
  79224. /**
  79225. * Gets or sets the spritesheet texture
  79226. */
  79227. texture: Texture;
  79228. /**
  79229. * Creates a new sprite manager
  79230. * @param name defines the manager's name
  79231. * @param imgUrl defines the sprite sheet url
  79232. * @param capacity defines the maximum allowed number of sprites
  79233. * @param cellSize defines the size of a sprite cell
  79234. * @param scene defines the hosting scene
  79235. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79236. * @param samplingMode defines the smapling mode to use with spritesheet
  79237. * @param fromPacked set to false; do not alter
  79238. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79239. */
  79240. constructor(
  79241. /** defines the manager's name */
  79242. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79243. private _makePacked;
  79244. private _appendSpriteVertex;
  79245. /**
  79246. * Intersects the sprites with a ray
  79247. * @param ray defines the ray to intersect with
  79248. * @param camera defines the current active camera
  79249. * @param predicate defines a predicate used to select candidate sprites
  79250. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79251. * @returns null if no hit or a PickingInfo
  79252. */
  79253. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79254. /**
  79255. * Intersects the sprites with a ray
  79256. * @param ray defines the ray to intersect with
  79257. * @param camera defines the current active camera
  79258. * @param predicate defines a predicate used to select candidate sprites
  79259. * @returns null if no hit or a PickingInfo array
  79260. */
  79261. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79262. /**
  79263. * Render all child sprites
  79264. */
  79265. render(): void;
  79266. /**
  79267. * Release associated resources
  79268. */
  79269. dispose(): void;
  79270. }
  79271. }
  79272. declare module BABYLON {
  79273. /**
  79274. * Class used to represent a sprite
  79275. * @see http://doc.babylonjs.com/babylon101/sprites
  79276. */
  79277. export class Sprite {
  79278. /** defines the name */
  79279. name: string;
  79280. /** Gets or sets the current world position */
  79281. position: Vector3;
  79282. /** Gets or sets the main color */
  79283. color: Color4;
  79284. /** Gets or sets the width */
  79285. width: number;
  79286. /** Gets or sets the height */
  79287. height: number;
  79288. /** Gets or sets rotation angle */
  79289. angle: number;
  79290. /** Gets or sets the cell index in the sprite sheet */
  79291. cellIndex: number;
  79292. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79293. cellRef: string;
  79294. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79295. invertU: number;
  79296. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79297. invertV: number;
  79298. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79299. disposeWhenFinishedAnimating: boolean;
  79300. /** Gets the list of attached animations */
  79301. animations: Animation[];
  79302. /** Gets or sets a boolean indicating if the sprite can be picked */
  79303. isPickable: boolean;
  79304. /**
  79305. * Gets or sets the associated action manager
  79306. */
  79307. actionManager: Nullable<ActionManager>;
  79308. private _animationStarted;
  79309. private _loopAnimation;
  79310. private _fromIndex;
  79311. private _toIndex;
  79312. private _delay;
  79313. private _direction;
  79314. private _manager;
  79315. private _time;
  79316. private _onAnimationEnd;
  79317. /**
  79318. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79319. */
  79320. isVisible: boolean;
  79321. /**
  79322. * Gets or sets the sprite size
  79323. */
  79324. size: number;
  79325. /**
  79326. * Creates a new Sprite
  79327. * @param name defines the name
  79328. * @param manager defines the manager
  79329. */
  79330. constructor(
  79331. /** defines the name */
  79332. name: string, manager: ISpriteManager);
  79333. /**
  79334. * Starts an animation
  79335. * @param from defines the initial key
  79336. * @param to defines the end key
  79337. * @param loop defines if the animation must loop
  79338. * @param delay defines the start delay (in ms)
  79339. * @param onAnimationEnd defines a callback to call when animation ends
  79340. */
  79341. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79342. /** Stops current animation (if any) */
  79343. stopAnimation(): void;
  79344. /** @hidden */
  79345. _animate(deltaTime: number): void;
  79346. /** Release associated resources */
  79347. dispose(): void;
  79348. }
  79349. }
  79350. declare module BABYLON {
  79351. /**
  79352. * Information about the result of picking within a scene
  79353. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  79354. */
  79355. export class PickingInfo {
  79356. /** @hidden */
  79357. _pickingUnavailable: boolean;
  79358. /**
  79359. * If the pick collided with an object
  79360. */
  79361. hit: boolean;
  79362. /**
  79363. * Distance away where the pick collided
  79364. */
  79365. distance: number;
  79366. /**
  79367. * The location of pick collision
  79368. */
  79369. pickedPoint: Nullable<Vector3>;
  79370. /**
  79371. * The mesh corresponding the the pick collision
  79372. */
  79373. pickedMesh: Nullable<AbstractMesh>;
  79374. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  79375. bu: number;
  79376. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  79377. bv: number;
  79378. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  79379. faceId: number;
  79380. /** Id of the the submesh that was picked */
  79381. subMeshId: number;
  79382. /** If a sprite was picked, this will be the sprite the pick collided with */
  79383. pickedSprite: Nullable<Sprite>;
  79384. /**
  79385. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  79386. */
  79387. originMesh: Nullable<AbstractMesh>;
  79388. /**
  79389. * The ray that was used to perform the picking.
  79390. */
  79391. ray: Nullable<Ray>;
  79392. /**
  79393. * Gets the normal correspodning to the face the pick collided with
  79394. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  79395. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  79396. * @returns The normal correspodning to the face the pick collided with
  79397. */
  79398. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  79399. /**
  79400. * Gets the texture coordinates of where the pick occured
  79401. * @returns the vector containing the coordnates of the texture
  79402. */
  79403. getTextureCoordinates(): Nullable<Vector2>;
  79404. }
  79405. }
  79406. declare module BABYLON {
  79407. /**
  79408. * Gather the list of pointer event types as constants.
  79409. */
  79410. export class PointerEventTypes {
  79411. /**
  79412. * 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.
  79413. */
  79414. static readonly POINTERDOWN: number;
  79415. /**
  79416. * The pointerup event is fired when a pointer is no longer active.
  79417. */
  79418. static readonly POINTERUP: number;
  79419. /**
  79420. * The pointermove event is fired when a pointer changes coordinates.
  79421. */
  79422. static readonly POINTERMOVE: number;
  79423. /**
  79424. * The pointerwheel event is fired when a mouse wheel has been rotated.
  79425. */
  79426. static readonly POINTERWHEEL: number;
  79427. /**
  79428. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  79429. */
  79430. static readonly POINTERPICK: number;
  79431. /**
  79432. * The pointertap event is fired when a the object has been touched and released without drag.
  79433. */
  79434. static readonly POINTERTAP: number;
  79435. /**
  79436. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  79437. */
  79438. static readonly POINTERDOUBLETAP: number;
  79439. }
  79440. /**
  79441. * Base class of pointer info types.
  79442. */
  79443. export class PointerInfoBase {
  79444. /**
  79445. * Defines the type of event (PointerEventTypes)
  79446. */
  79447. type: number;
  79448. /**
  79449. * Defines the related dom event
  79450. */
  79451. event: PointerEvent | MouseWheelEvent;
  79452. /**
  79453. * Instantiates the base class of pointers info.
  79454. * @param type Defines the type of event (PointerEventTypes)
  79455. * @param event Defines the related dom event
  79456. */
  79457. constructor(
  79458. /**
  79459. * Defines the type of event (PointerEventTypes)
  79460. */
  79461. type: number,
  79462. /**
  79463. * Defines the related dom event
  79464. */
  79465. event: PointerEvent | MouseWheelEvent);
  79466. }
  79467. /**
  79468. * This class is used to store pointer related info for the onPrePointerObservable event.
  79469. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  79470. */
  79471. export class PointerInfoPre extends PointerInfoBase {
  79472. /**
  79473. * Ray from a pointer if availible (eg. 6dof controller)
  79474. */
  79475. ray: Nullable<Ray>;
  79476. /**
  79477. * Defines the local position of the pointer on the canvas.
  79478. */
  79479. localPosition: Vector2;
  79480. /**
  79481. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  79482. */
  79483. skipOnPointerObservable: boolean;
  79484. /**
  79485. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  79486. * @param type Defines the type of event (PointerEventTypes)
  79487. * @param event Defines the related dom event
  79488. * @param localX Defines the local x coordinates of the pointer when the event occured
  79489. * @param localY Defines the local y coordinates of the pointer when the event occured
  79490. */
  79491. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  79492. }
  79493. /**
  79494. * This type contains all the data related to a pointer event in Babylon.js.
  79495. * 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.
  79496. */
  79497. export class PointerInfo extends PointerInfoBase {
  79498. /**
  79499. * Defines the picking info associated to the info (if any)\
  79500. */
  79501. pickInfo: Nullable<PickingInfo>;
  79502. /**
  79503. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  79504. * @param type Defines the type of event (PointerEventTypes)
  79505. * @param event Defines the related dom event
  79506. * @param pickInfo Defines the picking info associated to the info (if any)\
  79507. */
  79508. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  79509. /**
  79510. * Defines the picking info associated to the info (if any)\
  79511. */
  79512. pickInfo: Nullable<PickingInfo>);
  79513. }
  79514. /**
  79515. * Data relating to a touch event on the screen.
  79516. */
  79517. export interface PointerTouch {
  79518. /**
  79519. * X coordinate of touch.
  79520. */
  79521. x: number;
  79522. /**
  79523. * Y coordinate of touch.
  79524. */
  79525. y: number;
  79526. /**
  79527. * Id of touch. Unique for each finger.
  79528. */
  79529. pointerId: number;
  79530. /**
  79531. * Event type passed from DOM.
  79532. */
  79533. type: any;
  79534. }
  79535. }
  79536. declare module BABYLON {
  79537. /**
  79538. * Manage the mouse inputs to control the movement of a free camera.
  79539. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79540. */
  79541. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  79542. /**
  79543. * Define if touch is enabled in the mouse input
  79544. */
  79545. touchEnabled: boolean;
  79546. /**
  79547. * Defines the camera the input is attached to.
  79548. */
  79549. camera: FreeCamera;
  79550. /**
  79551. * Defines the buttons associated with the input to handle camera move.
  79552. */
  79553. buttons: number[];
  79554. /**
  79555. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  79556. */
  79557. angularSensibility: number;
  79558. private _pointerInput;
  79559. private _onMouseMove;
  79560. private _observer;
  79561. private previousPosition;
  79562. /**
  79563. * Observable for when a pointer move event occurs containing the move offset
  79564. */
  79565. onPointerMovedObservable: Observable<{
  79566. offsetX: number;
  79567. offsetY: number;
  79568. }>;
  79569. /**
  79570. * @hidden
  79571. * If the camera should be rotated automatically based on pointer movement
  79572. */
  79573. _allowCameraRotation: boolean;
  79574. /**
  79575. * Manage the mouse inputs to control the movement of a free camera.
  79576. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79577. * @param touchEnabled Defines if touch is enabled or not
  79578. */
  79579. constructor(
  79580. /**
  79581. * Define if touch is enabled in the mouse input
  79582. */
  79583. touchEnabled?: boolean);
  79584. /**
  79585. * Attach the input controls to a specific dom element to get the input from.
  79586. * @param element Defines the element the controls should be listened from
  79587. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79588. */
  79589. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79590. /**
  79591. * Called on JS contextmenu event.
  79592. * Override this method to provide functionality.
  79593. */
  79594. protected onContextMenu(evt: PointerEvent): void;
  79595. /**
  79596. * Detach the current controls from the specified dom element.
  79597. * @param element Defines the element to stop listening the inputs from
  79598. */
  79599. detachControl(element: Nullable<HTMLElement>): void;
  79600. /**
  79601. * Gets the class name of the current intput.
  79602. * @returns the class name
  79603. */
  79604. getClassName(): string;
  79605. /**
  79606. * Get the friendly name associated with the input class.
  79607. * @returns the input friendly name
  79608. */
  79609. getSimpleName(): string;
  79610. }
  79611. }
  79612. declare module BABYLON {
  79613. /**
  79614. * Manage the touch inputs to control the movement of a free camera.
  79615. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79616. */
  79617. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  79618. /**
  79619. * Defines the camera the input is attached to.
  79620. */
  79621. camera: FreeCamera;
  79622. /**
  79623. * Defines the touch sensibility for rotation.
  79624. * The higher the faster.
  79625. */
  79626. touchAngularSensibility: number;
  79627. /**
  79628. * Defines the touch sensibility for move.
  79629. * The higher the faster.
  79630. */
  79631. touchMoveSensibility: number;
  79632. private _offsetX;
  79633. private _offsetY;
  79634. private _pointerPressed;
  79635. private _pointerInput;
  79636. private _observer;
  79637. private _onLostFocus;
  79638. /**
  79639. * Attach the input controls to a specific dom element to get the input from.
  79640. * @param element Defines the element the controls should be listened from
  79641. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79642. */
  79643. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79644. /**
  79645. * Detach the current controls from the specified dom element.
  79646. * @param element Defines the element to stop listening the inputs from
  79647. */
  79648. detachControl(element: Nullable<HTMLElement>): void;
  79649. /**
  79650. * Update the current camera state depending on the inputs that have been used this frame.
  79651. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79652. */
  79653. checkInputs(): void;
  79654. /**
  79655. * Gets the class name of the current intput.
  79656. * @returns the class name
  79657. */
  79658. getClassName(): string;
  79659. /**
  79660. * Get the friendly name associated with the input class.
  79661. * @returns the input friendly name
  79662. */
  79663. getSimpleName(): string;
  79664. }
  79665. }
  79666. declare module BABYLON {
  79667. /**
  79668. * Default Inputs manager for the FreeCamera.
  79669. * It groups all the default supported inputs for ease of use.
  79670. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79671. */
  79672. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  79673. /**
  79674. * @hidden
  79675. */
  79676. _mouseInput: Nullable<FreeCameraMouseInput>;
  79677. /**
  79678. * Instantiates a new FreeCameraInputsManager.
  79679. * @param camera Defines the camera the inputs belong to
  79680. */
  79681. constructor(camera: FreeCamera);
  79682. /**
  79683. * Add keyboard input support to the input manager.
  79684. * @returns the current input manager
  79685. */
  79686. addKeyboard(): FreeCameraInputsManager;
  79687. /**
  79688. * Add mouse input support to the input manager.
  79689. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  79690. * @returns the current input manager
  79691. */
  79692. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  79693. /**
  79694. * Removes the mouse input support from the manager
  79695. * @returns the current input manager
  79696. */
  79697. removeMouse(): FreeCameraInputsManager;
  79698. /**
  79699. * Add touch input support to the input manager.
  79700. * @returns the current input manager
  79701. */
  79702. addTouch(): FreeCameraInputsManager;
  79703. /**
  79704. * Remove all attached input methods from a camera
  79705. */
  79706. clear(): void;
  79707. }
  79708. }
  79709. declare module BABYLON {
  79710. /**
  79711. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79712. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  79713. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79714. */
  79715. export class FreeCamera extends TargetCamera {
  79716. /**
  79717. * Define the collision ellipsoid of the camera.
  79718. * This is helpful to simulate a camera body like the player body around the camera
  79719. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  79720. */
  79721. ellipsoid: Vector3;
  79722. /**
  79723. * Define an offset for the position of the ellipsoid around the camera.
  79724. * This can be helpful to determine the center of the body near the gravity center of the body
  79725. * instead of its head.
  79726. */
  79727. ellipsoidOffset: Vector3;
  79728. /**
  79729. * Enable or disable collisions of the camera with the rest of the scene objects.
  79730. */
  79731. checkCollisions: boolean;
  79732. /**
  79733. * Enable or disable gravity on the camera.
  79734. */
  79735. applyGravity: boolean;
  79736. /**
  79737. * Define the input manager associated to the camera.
  79738. */
  79739. inputs: FreeCameraInputsManager;
  79740. /**
  79741. * Gets the input sensibility for a mouse input. (default is 2000.0)
  79742. * Higher values reduce sensitivity.
  79743. */
  79744. /**
  79745. * Sets the input sensibility for a mouse input. (default is 2000.0)
  79746. * Higher values reduce sensitivity.
  79747. */
  79748. angularSensibility: number;
  79749. /**
  79750. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  79751. */
  79752. keysUp: number[];
  79753. /**
  79754. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  79755. */
  79756. keysDown: number[];
  79757. /**
  79758. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  79759. */
  79760. keysLeft: number[];
  79761. /**
  79762. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  79763. */
  79764. keysRight: number[];
  79765. /**
  79766. * Event raised when the camera collide with a mesh in the scene.
  79767. */
  79768. onCollide: (collidedMesh: AbstractMesh) => void;
  79769. private _collider;
  79770. private _needMoveForGravity;
  79771. private _oldPosition;
  79772. private _diffPosition;
  79773. private _newPosition;
  79774. /** @hidden */
  79775. _localDirection: Vector3;
  79776. /** @hidden */
  79777. _transformedDirection: Vector3;
  79778. /**
  79779. * Instantiates a Free Camera.
  79780. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  79781. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  79782. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79783. * @param name Define the name of the camera in the scene
  79784. * @param position Define the start position of the camera in the scene
  79785. * @param scene Define the scene the camera belongs to
  79786. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  79787. */
  79788. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  79789. /**
  79790. * Attached controls to the current camera.
  79791. * @param element Defines the element the controls should be listened from
  79792. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79793. */
  79794. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79795. /**
  79796. * Detach the current controls from the camera.
  79797. * The camera will stop reacting to inputs.
  79798. * @param element Defines the element to stop listening the inputs from
  79799. */
  79800. detachControl(element: HTMLElement): void;
  79801. private _collisionMask;
  79802. /**
  79803. * Define a collision mask to limit the list of object the camera can collide with
  79804. */
  79805. collisionMask: number;
  79806. /** @hidden */
  79807. _collideWithWorld(displacement: Vector3): void;
  79808. private _onCollisionPositionChange;
  79809. /** @hidden */
  79810. _checkInputs(): void;
  79811. /** @hidden */
  79812. _decideIfNeedsToMove(): boolean;
  79813. /** @hidden */
  79814. _updatePosition(): void;
  79815. /**
  79816. * Destroy the camera and release the current resources hold by it.
  79817. */
  79818. dispose(): void;
  79819. /**
  79820. * Gets the current object class name.
  79821. * @return the class name
  79822. */
  79823. getClassName(): string;
  79824. }
  79825. }
  79826. declare module BABYLON {
  79827. /**
  79828. * Represents a gamepad control stick position
  79829. */
  79830. export class StickValues {
  79831. /**
  79832. * The x component of the control stick
  79833. */
  79834. x: number;
  79835. /**
  79836. * The y component of the control stick
  79837. */
  79838. y: number;
  79839. /**
  79840. * Initializes the gamepad x and y control stick values
  79841. * @param x The x component of the gamepad control stick value
  79842. * @param y The y component of the gamepad control stick value
  79843. */
  79844. constructor(
  79845. /**
  79846. * The x component of the control stick
  79847. */
  79848. x: number,
  79849. /**
  79850. * The y component of the control stick
  79851. */
  79852. y: number);
  79853. }
  79854. /**
  79855. * An interface which manages callbacks for gamepad button changes
  79856. */
  79857. export interface GamepadButtonChanges {
  79858. /**
  79859. * Called when a gamepad has been changed
  79860. */
  79861. changed: boolean;
  79862. /**
  79863. * Called when a gamepad press event has been triggered
  79864. */
  79865. pressChanged: boolean;
  79866. /**
  79867. * Called when a touch event has been triggered
  79868. */
  79869. touchChanged: boolean;
  79870. /**
  79871. * Called when a value has changed
  79872. */
  79873. valueChanged: boolean;
  79874. }
  79875. /**
  79876. * Represents a gamepad
  79877. */
  79878. export class Gamepad {
  79879. /**
  79880. * The id of the gamepad
  79881. */
  79882. id: string;
  79883. /**
  79884. * The index of the gamepad
  79885. */
  79886. index: number;
  79887. /**
  79888. * The browser gamepad
  79889. */
  79890. browserGamepad: any;
  79891. /**
  79892. * Specifies what type of gamepad this represents
  79893. */
  79894. type: number;
  79895. private _leftStick;
  79896. private _rightStick;
  79897. /** @hidden */
  79898. _isConnected: boolean;
  79899. private _leftStickAxisX;
  79900. private _leftStickAxisY;
  79901. private _rightStickAxisX;
  79902. private _rightStickAxisY;
  79903. /**
  79904. * Triggered when the left control stick has been changed
  79905. */
  79906. private _onleftstickchanged;
  79907. /**
  79908. * Triggered when the right control stick has been changed
  79909. */
  79910. private _onrightstickchanged;
  79911. /**
  79912. * Represents a gamepad controller
  79913. */
  79914. static GAMEPAD: number;
  79915. /**
  79916. * Represents a generic controller
  79917. */
  79918. static GENERIC: number;
  79919. /**
  79920. * Represents an XBox controller
  79921. */
  79922. static XBOX: number;
  79923. /**
  79924. * Represents a pose-enabled controller
  79925. */
  79926. static POSE_ENABLED: number;
  79927. /**
  79928. * Represents an Dual Shock controller
  79929. */
  79930. static DUALSHOCK: number;
  79931. /**
  79932. * Specifies whether the left control stick should be Y-inverted
  79933. */
  79934. protected _invertLeftStickY: boolean;
  79935. /**
  79936. * Specifies if the gamepad has been connected
  79937. */
  79938. readonly isConnected: boolean;
  79939. /**
  79940. * Initializes the gamepad
  79941. * @param id The id of the gamepad
  79942. * @param index The index of the gamepad
  79943. * @param browserGamepad The browser gamepad
  79944. * @param leftStickX The x component of the left joystick
  79945. * @param leftStickY The y component of the left joystick
  79946. * @param rightStickX The x component of the right joystick
  79947. * @param rightStickY The y component of the right joystick
  79948. */
  79949. constructor(
  79950. /**
  79951. * The id of the gamepad
  79952. */
  79953. id: string,
  79954. /**
  79955. * The index of the gamepad
  79956. */
  79957. index: number,
  79958. /**
  79959. * The browser gamepad
  79960. */
  79961. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  79962. /**
  79963. * Callback triggered when the left joystick has changed
  79964. * @param callback
  79965. */
  79966. onleftstickchanged(callback: (values: StickValues) => void): void;
  79967. /**
  79968. * Callback triggered when the right joystick has changed
  79969. * @param callback
  79970. */
  79971. onrightstickchanged(callback: (values: StickValues) => void): void;
  79972. /**
  79973. * Gets the left joystick
  79974. */
  79975. /**
  79976. * Sets the left joystick values
  79977. */
  79978. leftStick: StickValues;
  79979. /**
  79980. * Gets the right joystick
  79981. */
  79982. /**
  79983. * Sets the right joystick value
  79984. */
  79985. rightStick: StickValues;
  79986. /**
  79987. * Updates the gamepad joystick positions
  79988. */
  79989. update(): void;
  79990. /**
  79991. * Disposes the gamepad
  79992. */
  79993. dispose(): void;
  79994. }
  79995. /**
  79996. * Represents a generic gamepad
  79997. */
  79998. export class GenericPad extends Gamepad {
  79999. private _buttons;
  80000. private _onbuttondown;
  80001. private _onbuttonup;
  80002. /**
  80003. * Observable triggered when a button has been pressed
  80004. */
  80005. onButtonDownObservable: Observable<number>;
  80006. /**
  80007. * Observable triggered when a button has been released
  80008. */
  80009. onButtonUpObservable: Observable<number>;
  80010. /**
  80011. * Callback triggered when a button has been pressed
  80012. * @param callback Called when a button has been pressed
  80013. */
  80014. onbuttondown(callback: (buttonPressed: number) => void): void;
  80015. /**
  80016. * Callback triggered when a button has been released
  80017. * @param callback Called when a button has been released
  80018. */
  80019. onbuttonup(callback: (buttonReleased: number) => void): void;
  80020. /**
  80021. * Initializes the generic gamepad
  80022. * @param id The id of the generic gamepad
  80023. * @param index The index of the generic gamepad
  80024. * @param browserGamepad The browser gamepad
  80025. */
  80026. constructor(id: string, index: number, browserGamepad: any);
  80027. private _setButtonValue;
  80028. /**
  80029. * Updates the generic gamepad
  80030. */
  80031. update(): void;
  80032. /**
  80033. * Disposes the generic gamepad
  80034. */
  80035. dispose(): void;
  80036. }
  80037. }
  80038. declare module BABYLON {
  80039. interface Engine {
  80040. /**
  80041. * Creates a raw texture
  80042. * @param data defines the data to store in the texture
  80043. * @param width defines the width of the texture
  80044. * @param height defines the height of the texture
  80045. * @param format defines the format of the data
  80046. * @param generateMipMaps defines if the engine should generate the mip levels
  80047. * @param invertY defines if data must be stored with Y axis inverted
  80048. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80049. * @param compression defines the compression used (null by default)
  80050. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80051. * @returns the raw texture inside an InternalTexture
  80052. */
  80053. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80054. /**
  80055. * Update a raw texture
  80056. * @param texture defines the texture to update
  80057. * @param data defines the data to store in the texture
  80058. * @param format defines the format of the data
  80059. * @param invertY defines if data must be stored with Y axis inverted
  80060. */
  80061. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80062. /**
  80063. * Update a raw texture
  80064. * @param texture defines the texture to update
  80065. * @param data defines the data to store in the texture
  80066. * @param format defines the format of the data
  80067. * @param invertY defines if data must be stored with Y axis inverted
  80068. * @param compression defines the compression used (null by default)
  80069. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80070. */
  80071. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80072. /**
  80073. * Creates a new raw cube texture
  80074. * @param data defines the array of data to use to create each face
  80075. * @param size defines the size of the textures
  80076. * @param format defines the format of the data
  80077. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80078. * @param generateMipMaps defines if the engine should generate the mip levels
  80079. * @param invertY defines if data must be stored with Y axis inverted
  80080. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80081. * @param compression defines the compression used (null by default)
  80082. * @returns the cube texture as an InternalTexture
  80083. */
  80084. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80085. /**
  80086. * Update a raw cube texture
  80087. * @param texture defines the texture to udpdate
  80088. * @param data defines the data to store
  80089. * @param format defines the data format
  80090. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80091. * @param invertY defines if data must be stored with Y axis inverted
  80092. */
  80093. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80094. /**
  80095. * Update a raw cube texture
  80096. * @param texture defines the texture to udpdate
  80097. * @param data defines the data to store
  80098. * @param format defines the data format
  80099. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80100. * @param invertY defines if data must be stored with Y axis inverted
  80101. * @param compression defines the compression used (null by default)
  80102. */
  80103. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80104. /**
  80105. * Update a raw cube texture
  80106. * @param texture defines the texture to udpdate
  80107. * @param data defines the data to store
  80108. * @param format defines the data format
  80109. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80110. * @param invertY defines if data must be stored with Y axis inverted
  80111. * @param compression defines the compression used (null by default)
  80112. * @param level defines which level of the texture to update
  80113. */
  80114. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80115. /**
  80116. * Creates a new raw cube texture from a specified url
  80117. * @param url defines the url where the data is located
  80118. * @param scene defines the current scene
  80119. * @param size defines the size of the textures
  80120. * @param format defines the format of the data
  80121. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80122. * @param noMipmap defines if the engine should avoid generating the mip levels
  80123. * @param callback defines a callback used to extract texture data from loaded data
  80124. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80125. * @param onLoad defines a callback called when texture is loaded
  80126. * @param onError defines a callback called if there is an error
  80127. * @returns the cube texture as an InternalTexture
  80128. */
  80129. 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;
  80130. /**
  80131. * Creates a new raw cube texture from a specified url
  80132. * @param url defines the url where the data is located
  80133. * @param scene defines the current scene
  80134. * @param size defines the size of the textures
  80135. * @param format defines the format of the data
  80136. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80137. * @param noMipmap defines if the engine should avoid generating the mip levels
  80138. * @param callback defines a callback used to extract texture data from loaded data
  80139. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80140. * @param onLoad defines a callback called when texture is loaded
  80141. * @param onError defines a callback called if there is an error
  80142. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80143. * @param invertY defines if data must be stored with Y axis inverted
  80144. * @returns the cube texture as an InternalTexture
  80145. */
  80146. 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;
  80147. /**
  80148. * Creates a new raw 3D texture
  80149. * @param data defines the data used to create the texture
  80150. * @param width defines the width of the texture
  80151. * @param height defines the height of the texture
  80152. * @param depth defines the depth of the texture
  80153. * @param format defines the format of the texture
  80154. * @param generateMipMaps defines if the engine must generate mip levels
  80155. * @param invertY defines if data must be stored with Y axis inverted
  80156. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80157. * @param compression defines the compressed used (can be null)
  80158. * @param textureType defines the compressed used (can be null)
  80159. * @returns a new raw 3D texture (stored in an InternalTexture)
  80160. */
  80161. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80162. /**
  80163. * Update a raw 3D texture
  80164. * @param texture defines the texture to update
  80165. * @param data defines the data to store
  80166. * @param format defines the data format
  80167. * @param invertY defines if data must be stored with Y axis inverted
  80168. */
  80169. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80170. /**
  80171. * Update a raw 3D texture
  80172. * @param texture defines the texture to update
  80173. * @param data defines the data to store
  80174. * @param format defines the data format
  80175. * @param invertY defines if data must be stored with Y axis inverted
  80176. * @param compression defines the used compression (can be null)
  80177. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80178. */
  80179. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80180. }
  80181. }
  80182. declare module BABYLON {
  80183. /**
  80184. * Raw texture can help creating a texture directly from an array of data.
  80185. * This can be super useful if you either get the data from an uncompressed source or
  80186. * if you wish to create your texture pixel by pixel.
  80187. */
  80188. export class RawTexture extends Texture {
  80189. /**
  80190. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80191. */
  80192. format: number;
  80193. private _engine;
  80194. /**
  80195. * Instantiates a new RawTexture.
  80196. * Raw texture can help creating a texture directly from an array of data.
  80197. * This can be super useful if you either get the data from an uncompressed source or
  80198. * if you wish to create your texture pixel by pixel.
  80199. * @param data define the array of data to use to create the texture
  80200. * @param width define the width of the texture
  80201. * @param height define the height of the texture
  80202. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80203. * @param scene define the scene the texture belongs to
  80204. * @param generateMipMaps define whether mip maps should be generated or not
  80205. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80206. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80207. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80208. */
  80209. constructor(data: ArrayBufferView, width: number, height: number,
  80210. /**
  80211. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80212. */
  80213. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80214. /**
  80215. * Updates the texture underlying data.
  80216. * @param data Define the new data of the texture
  80217. */
  80218. update(data: ArrayBufferView): void;
  80219. /**
  80220. * Creates a luminance texture from some data.
  80221. * @param data Define the texture data
  80222. * @param width Define the width of the texture
  80223. * @param height Define the height of the texture
  80224. * @param scene Define the scene the texture belongs to
  80225. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80226. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80227. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80228. * @returns the luminance texture
  80229. */
  80230. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80231. /**
  80232. * Creates a luminance alpha texture from some data.
  80233. * @param data Define the texture data
  80234. * @param width Define the width of the texture
  80235. * @param height Define the height of the texture
  80236. * @param scene Define the scene the texture belongs to
  80237. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80238. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80239. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80240. * @returns the luminance alpha texture
  80241. */
  80242. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80243. /**
  80244. * Creates an alpha texture from some data.
  80245. * @param data Define the texture data
  80246. * @param width Define the width of the texture
  80247. * @param height Define the height of the texture
  80248. * @param scene Define the scene the texture belongs to
  80249. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80250. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80251. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80252. * @returns the alpha texture
  80253. */
  80254. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80255. /**
  80256. * Creates a RGB texture from some data.
  80257. * @param data Define the texture data
  80258. * @param width Define the width of the texture
  80259. * @param height Define the height of the texture
  80260. * @param scene Define the scene the texture belongs to
  80261. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80262. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80263. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80264. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80265. * @returns the RGB alpha texture
  80266. */
  80267. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80268. /**
  80269. * Creates a RGBA texture from some data.
  80270. * @param data Define the texture data
  80271. * @param width Define the width of the texture
  80272. * @param height Define the height of the texture
  80273. * @param scene Define the scene the texture belongs to
  80274. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80275. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80276. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80277. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80278. * @returns the RGBA texture
  80279. */
  80280. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80281. /**
  80282. * Creates a R texture from some data.
  80283. * @param data Define the texture data
  80284. * @param width Define the width of the texture
  80285. * @param height Define the height of the texture
  80286. * @param scene Define the scene the texture belongs to
  80287. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80288. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80289. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80290. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80291. * @returns the R texture
  80292. */
  80293. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80294. }
  80295. }
  80296. declare module BABYLON {
  80297. /**
  80298. * Interface for the size containing width and height
  80299. */
  80300. export interface ISize {
  80301. /**
  80302. * Width
  80303. */
  80304. width: number;
  80305. /**
  80306. * Heighht
  80307. */
  80308. height: number;
  80309. }
  80310. /**
  80311. * Size containing widht and height
  80312. */
  80313. export class Size implements ISize {
  80314. /**
  80315. * Width
  80316. */
  80317. width: number;
  80318. /**
  80319. * Height
  80320. */
  80321. height: number;
  80322. /**
  80323. * Creates a Size object from the given width and height (floats).
  80324. * @param width width of the new size
  80325. * @param height height of the new size
  80326. */
  80327. constructor(width: number, height: number);
  80328. /**
  80329. * Returns a string with the Size width and height
  80330. * @returns a string with the Size width and height
  80331. */
  80332. toString(): string;
  80333. /**
  80334. * "Size"
  80335. * @returns the string "Size"
  80336. */
  80337. getClassName(): string;
  80338. /**
  80339. * Returns the Size hash code.
  80340. * @returns a hash code for a unique width and height
  80341. */
  80342. getHashCode(): number;
  80343. /**
  80344. * Updates the current size from the given one.
  80345. * @param src the given size
  80346. */
  80347. copyFrom(src: Size): void;
  80348. /**
  80349. * Updates in place the current Size from the given floats.
  80350. * @param width width of the new size
  80351. * @param height height of the new size
  80352. * @returns the updated Size.
  80353. */
  80354. copyFromFloats(width: number, height: number): Size;
  80355. /**
  80356. * Updates in place the current Size from the given floats.
  80357. * @param width width to set
  80358. * @param height height to set
  80359. * @returns the updated Size.
  80360. */
  80361. set(width: number, height: number): Size;
  80362. /**
  80363. * Multiplies the width and height by numbers
  80364. * @param w factor to multiple the width by
  80365. * @param h factor to multiple the height by
  80366. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  80367. */
  80368. multiplyByFloats(w: number, h: number): Size;
  80369. /**
  80370. * Clones the size
  80371. * @returns a new Size copied from the given one.
  80372. */
  80373. clone(): Size;
  80374. /**
  80375. * True if the current Size and the given one width and height are strictly equal.
  80376. * @param other the other size to compare against
  80377. * @returns True if the current Size and the given one width and height are strictly equal.
  80378. */
  80379. equals(other: Size): boolean;
  80380. /**
  80381. * The surface of the Size : width * height (float).
  80382. */
  80383. readonly surface: number;
  80384. /**
  80385. * Create a new size of zero
  80386. * @returns a new Size set to (0.0, 0.0)
  80387. */
  80388. static Zero(): Size;
  80389. /**
  80390. * Sums the width and height of two sizes
  80391. * @param otherSize size to add to this size
  80392. * @returns a new Size set as the addition result of the current Size and the given one.
  80393. */
  80394. add(otherSize: Size): Size;
  80395. /**
  80396. * Subtracts the width and height of two
  80397. * @param otherSize size to subtract to this size
  80398. * @returns a new Size set as the subtraction result of the given one from the current Size.
  80399. */
  80400. subtract(otherSize: Size): Size;
  80401. /**
  80402. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  80403. * @param start starting size to lerp between
  80404. * @param end end size to lerp between
  80405. * @param amount amount to lerp between the start and end values
  80406. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  80407. */
  80408. static Lerp(start: Size, end: Size, amount: number): Size;
  80409. }
  80410. }
  80411. declare module BABYLON {
  80412. /**
  80413. * Defines a runtime animation
  80414. */
  80415. export class RuntimeAnimation {
  80416. private _events;
  80417. /**
  80418. * The current frame of the runtime animation
  80419. */
  80420. private _currentFrame;
  80421. /**
  80422. * The animation used by the runtime animation
  80423. */
  80424. private _animation;
  80425. /**
  80426. * The target of the runtime animation
  80427. */
  80428. private _target;
  80429. /**
  80430. * The initiating animatable
  80431. */
  80432. private _host;
  80433. /**
  80434. * The original value of the runtime animation
  80435. */
  80436. private _originalValue;
  80437. /**
  80438. * The original blend value of the runtime animation
  80439. */
  80440. private _originalBlendValue;
  80441. /**
  80442. * The offsets cache of the runtime animation
  80443. */
  80444. private _offsetsCache;
  80445. /**
  80446. * The high limits cache of the runtime animation
  80447. */
  80448. private _highLimitsCache;
  80449. /**
  80450. * Specifies if the runtime animation has been stopped
  80451. */
  80452. private _stopped;
  80453. /**
  80454. * The blending factor of the runtime animation
  80455. */
  80456. private _blendingFactor;
  80457. /**
  80458. * The BabylonJS scene
  80459. */
  80460. private _scene;
  80461. /**
  80462. * The current value of the runtime animation
  80463. */
  80464. private _currentValue;
  80465. /** @hidden */
  80466. _animationState: _IAnimationState;
  80467. /**
  80468. * The active target of the runtime animation
  80469. */
  80470. private _activeTargets;
  80471. private _currentActiveTarget;
  80472. private _directTarget;
  80473. /**
  80474. * The target path of the runtime animation
  80475. */
  80476. private _targetPath;
  80477. /**
  80478. * The weight of the runtime animation
  80479. */
  80480. private _weight;
  80481. /**
  80482. * The ratio offset of the runtime animation
  80483. */
  80484. private _ratioOffset;
  80485. /**
  80486. * The previous delay of the runtime animation
  80487. */
  80488. private _previousDelay;
  80489. /**
  80490. * The previous ratio of the runtime animation
  80491. */
  80492. private _previousRatio;
  80493. private _enableBlending;
  80494. private _keys;
  80495. private _minFrame;
  80496. private _maxFrame;
  80497. private _minValue;
  80498. private _maxValue;
  80499. private _targetIsArray;
  80500. /**
  80501. * Gets the current frame of the runtime animation
  80502. */
  80503. readonly currentFrame: number;
  80504. /**
  80505. * Gets the weight of the runtime animation
  80506. */
  80507. readonly weight: number;
  80508. /**
  80509. * Gets the current value of the runtime animation
  80510. */
  80511. readonly currentValue: any;
  80512. /**
  80513. * Gets the target path of the runtime animation
  80514. */
  80515. readonly targetPath: string;
  80516. /**
  80517. * Gets the actual target of the runtime animation
  80518. */
  80519. readonly target: any;
  80520. /** @hidden */
  80521. _onLoop: () => void;
  80522. /**
  80523. * Create a new RuntimeAnimation object
  80524. * @param target defines the target of the animation
  80525. * @param animation defines the source animation object
  80526. * @param scene defines the hosting scene
  80527. * @param host defines the initiating Animatable
  80528. */
  80529. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  80530. private _preparePath;
  80531. /**
  80532. * Gets the animation from the runtime animation
  80533. */
  80534. readonly animation: Animation;
  80535. /**
  80536. * Resets the runtime animation to the beginning
  80537. * @param restoreOriginal defines whether to restore the target property to the original value
  80538. */
  80539. reset(restoreOriginal?: boolean): void;
  80540. /**
  80541. * Specifies if the runtime animation is stopped
  80542. * @returns Boolean specifying if the runtime animation is stopped
  80543. */
  80544. isStopped(): boolean;
  80545. /**
  80546. * Disposes of the runtime animation
  80547. */
  80548. dispose(): void;
  80549. /**
  80550. * Apply the interpolated value to the target
  80551. * @param currentValue defines the value computed by the animation
  80552. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  80553. */
  80554. setValue(currentValue: any, weight: number): void;
  80555. private _getOriginalValues;
  80556. private _setValue;
  80557. /**
  80558. * Gets the loop pmode of the runtime animation
  80559. * @returns Loop Mode
  80560. */
  80561. private _getCorrectLoopMode;
  80562. /**
  80563. * Move the current animation to a given frame
  80564. * @param frame defines the frame to move to
  80565. */
  80566. goToFrame(frame: number): void;
  80567. /**
  80568. * @hidden Internal use only
  80569. */
  80570. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  80571. /**
  80572. * Execute the current animation
  80573. * @param delay defines the delay to add to the current frame
  80574. * @param from defines the lower bound of the animation range
  80575. * @param to defines the upper bound of the animation range
  80576. * @param loop defines if the current animation must loop
  80577. * @param speedRatio defines the current speed ratio
  80578. * @param weight defines the weight of the animation (default is -1 so no weight)
  80579. * @param onLoop optional callback called when animation loops
  80580. * @returns a boolean indicating if the animation is running
  80581. */
  80582. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  80583. }
  80584. }
  80585. declare module BABYLON {
  80586. /**
  80587. * Class used to store an actual running animation
  80588. */
  80589. export class Animatable {
  80590. /** defines the target object */
  80591. target: any;
  80592. /** defines the starting frame number (default is 0) */
  80593. fromFrame: number;
  80594. /** defines the ending frame number (default is 100) */
  80595. toFrame: number;
  80596. /** defines if the animation must loop (default is false) */
  80597. loopAnimation: boolean;
  80598. /** defines a callback to call when animation ends if it is not looping */
  80599. onAnimationEnd?: (() => void) | null | undefined;
  80600. /** defines a callback to call when animation loops */
  80601. onAnimationLoop?: (() => void) | null | undefined;
  80602. private _localDelayOffset;
  80603. private _pausedDelay;
  80604. private _runtimeAnimations;
  80605. private _paused;
  80606. private _scene;
  80607. private _speedRatio;
  80608. private _weight;
  80609. private _syncRoot;
  80610. /**
  80611. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  80612. * This will only apply for non looping animation (default is true)
  80613. */
  80614. disposeOnEnd: boolean;
  80615. /**
  80616. * Gets a boolean indicating if the animation has started
  80617. */
  80618. animationStarted: boolean;
  80619. /**
  80620. * Observer raised when the animation ends
  80621. */
  80622. onAnimationEndObservable: Observable<Animatable>;
  80623. /**
  80624. * Observer raised when the animation loops
  80625. */
  80626. onAnimationLoopObservable: Observable<Animatable>;
  80627. /**
  80628. * Gets the root Animatable used to synchronize and normalize animations
  80629. */
  80630. readonly syncRoot: Nullable<Animatable>;
  80631. /**
  80632. * Gets the current frame of the first RuntimeAnimation
  80633. * Used to synchronize Animatables
  80634. */
  80635. readonly masterFrame: number;
  80636. /**
  80637. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  80638. */
  80639. weight: number;
  80640. /**
  80641. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  80642. */
  80643. speedRatio: number;
  80644. /**
  80645. * Creates a new Animatable
  80646. * @param scene defines the hosting scene
  80647. * @param target defines the target object
  80648. * @param fromFrame defines the starting frame number (default is 0)
  80649. * @param toFrame defines the ending frame number (default is 100)
  80650. * @param loopAnimation defines if the animation must loop (default is false)
  80651. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  80652. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  80653. * @param animations defines a group of animation to add to the new Animatable
  80654. * @param onAnimationLoop defines a callback to call when animation loops
  80655. */
  80656. constructor(scene: Scene,
  80657. /** defines the target object */
  80658. target: any,
  80659. /** defines the starting frame number (default is 0) */
  80660. fromFrame?: number,
  80661. /** defines the ending frame number (default is 100) */
  80662. toFrame?: number,
  80663. /** defines if the animation must loop (default is false) */
  80664. loopAnimation?: boolean, speedRatio?: number,
  80665. /** defines a callback to call when animation ends if it is not looping */
  80666. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  80667. /** defines a callback to call when animation loops */
  80668. onAnimationLoop?: (() => void) | null | undefined);
  80669. /**
  80670. * Synchronize and normalize current Animatable with a source Animatable
  80671. * This is useful when using animation weights and when animations are not of the same length
  80672. * @param root defines the root Animatable to synchronize with
  80673. * @returns the current Animatable
  80674. */
  80675. syncWith(root: Animatable): Animatable;
  80676. /**
  80677. * Gets the list of runtime animations
  80678. * @returns an array of RuntimeAnimation
  80679. */
  80680. getAnimations(): RuntimeAnimation[];
  80681. /**
  80682. * Adds more animations to the current animatable
  80683. * @param target defines the target of the animations
  80684. * @param animations defines the new animations to add
  80685. */
  80686. appendAnimations(target: any, animations: Animation[]): void;
  80687. /**
  80688. * Gets the source animation for a specific property
  80689. * @param property defines the propertyu to look for
  80690. * @returns null or the source animation for the given property
  80691. */
  80692. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  80693. /**
  80694. * Gets the runtime animation for a specific property
  80695. * @param property defines the propertyu to look for
  80696. * @returns null or the runtime animation for the given property
  80697. */
  80698. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  80699. /**
  80700. * Resets the animatable to its original state
  80701. */
  80702. reset(): void;
  80703. /**
  80704. * Allows the animatable to blend with current running animations
  80705. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80706. * @param blendingSpeed defines the blending speed to use
  80707. */
  80708. enableBlending(blendingSpeed: number): void;
  80709. /**
  80710. * Disable animation blending
  80711. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  80712. */
  80713. disableBlending(): void;
  80714. /**
  80715. * Jump directly to a given frame
  80716. * @param frame defines the frame to jump to
  80717. */
  80718. goToFrame(frame: number): void;
  80719. /**
  80720. * Pause the animation
  80721. */
  80722. pause(): void;
  80723. /**
  80724. * Restart the animation
  80725. */
  80726. restart(): void;
  80727. private _raiseOnAnimationEnd;
  80728. /**
  80729. * Stop and delete the current animation
  80730. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  80731. * @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)
  80732. */
  80733. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  80734. /**
  80735. * Wait asynchronously for the animation to end
  80736. * @returns a promise which will be fullfilled when the animation ends
  80737. */
  80738. waitAsync(): Promise<Animatable>;
  80739. /** @hidden */
  80740. _animate(delay: number): boolean;
  80741. }
  80742. interface Scene {
  80743. /** @hidden */
  80744. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  80745. /** @hidden */
  80746. _processLateAnimationBindingsForMatrices(holder: {
  80747. totalWeight: number;
  80748. animations: RuntimeAnimation[];
  80749. originalValue: Matrix;
  80750. }): any;
  80751. /** @hidden */
  80752. _processLateAnimationBindingsForQuaternions(holder: {
  80753. totalWeight: number;
  80754. animations: RuntimeAnimation[];
  80755. originalValue: Quaternion;
  80756. }, refQuaternion: Quaternion): Quaternion;
  80757. /** @hidden */
  80758. _processLateAnimationBindings(): void;
  80759. /**
  80760. * Will start the animation sequence of a given target
  80761. * @param target defines the target
  80762. * @param from defines from which frame should animation start
  80763. * @param to defines until which frame should animation run.
  80764. * @param weight defines the weight to apply to the animation (1.0 by default)
  80765. * @param loop defines if the animation loops
  80766. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80767. * @param onAnimationEnd defines the function to be executed when the animation ends
  80768. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80769. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80770. * @param onAnimationLoop defines the callback to call when an animation loops
  80771. * @returns the animatable object created for this animation
  80772. */
  80773. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80774. /**
  80775. * Will start the animation sequence of a given target
  80776. * @param target defines the target
  80777. * @param from defines from which frame should animation start
  80778. * @param to defines until which frame should animation run.
  80779. * @param loop defines if the animation loops
  80780. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80781. * @param onAnimationEnd defines the function to be executed when the animation ends
  80782. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80783. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80784. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  80785. * @param onAnimationLoop defines the callback to call when an animation loops
  80786. * @returns the animatable object created for this animation
  80787. */
  80788. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  80789. /**
  80790. * Will start the animation sequence of a given target and its hierarchy
  80791. * @param target defines the target
  80792. * @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.
  80793. * @param from defines from which frame should animation start
  80794. * @param to defines until which frame should animation run.
  80795. * @param loop defines if the animation loops
  80796. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  80797. * @param onAnimationEnd defines the function to be executed when the animation ends
  80798. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  80799. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  80800. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  80801. * @param onAnimationLoop defines the callback to call when an animation loops
  80802. * @returns the list of created animatables
  80803. */
  80804. 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[];
  80805. /**
  80806. * Begin a new animation on a given node
  80807. * @param target defines the target where the animation will take place
  80808. * @param animations defines the list of animations to start
  80809. * @param from defines the initial value
  80810. * @param to defines the final value
  80811. * @param loop defines if you want animation to loop (off by default)
  80812. * @param speedRatio defines the speed ratio to apply to all animations
  80813. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80814. * @param onAnimationLoop defines the callback to call when an animation loops
  80815. * @returns the list of created animatables
  80816. */
  80817. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  80818. /**
  80819. * Begin a new animation on a given node and its hierarchy
  80820. * @param target defines the root node where the animation will take place
  80821. * @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.
  80822. * @param animations defines the list of animations to start
  80823. * @param from defines the initial value
  80824. * @param to defines the final value
  80825. * @param loop defines if you want animation to loop (off by default)
  80826. * @param speedRatio defines the speed ratio to apply to all animations
  80827. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  80828. * @param onAnimationLoop defines the callback to call when an animation loops
  80829. * @returns the list of animatables created for all nodes
  80830. */
  80831. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  80832. /**
  80833. * Gets the animatable associated with a specific target
  80834. * @param target defines the target of the animatable
  80835. * @returns the required animatable if found
  80836. */
  80837. getAnimatableByTarget(target: any): Nullable<Animatable>;
  80838. /**
  80839. * Gets all animatables associated with a given target
  80840. * @param target defines the target to look animatables for
  80841. * @returns an array of Animatables
  80842. */
  80843. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  80844. /**
  80845. * Stops and removes all animations that have been applied to the scene
  80846. */
  80847. stopAllAnimations(): void;
  80848. /**
  80849. * Gets the current delta time used by animation engine
  80850. */
  80851. deltaTime: number;
  80852. }
  80853. interface Bone {
  80854. /**
  80855. * Copy an animation range from another bone
  80856. * @param source defines the source bone
  80857. * @param rangeName defines the range name to copy
  80858. * @param frameOffset defines the frame offset
  80859. * @param rescaleAsRequired defines if rescaling must be applied if required
  80860. * @param skelDimensionsRatio defines the scaling ratio
  80861. * @returns true if operation was successful
  80862. */
  80863. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  80864. }
  80865. }
  80866. declare module BABYLON {
  80867. /**
  80868. * Class used to override all child animations of a given target
  80869. */
  80870. export class AnimationPropertiesOverride {
  80871. /**
  80872. * Gets or sets a value indicating if animation blending must be used
  80873. */
  80874. enableBlending: boolean;
  80875. /**
  80876. * Gets or sets the blending speed to use when enableBlending is true
  80877. */
  80878. blendingSpeed: number;
  80879. /**
  80880. * Gets or sets the default loop mode to use
  80881. */
  80882. loopMode: number;
  80883. }
  80884. }
  80885. declare module BABYLON {
  80886. /**
  80887. * Class used to handle skinning animations
  80888. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  80889. */
  80890. export class Skeleton implements IAnimatable {
  80891. /** defines the skeleton name */
  80892. name: string;
  80893. /** defines the skeleton Id */
  80894. id: string;
  80895. /**
  80896. * Defines the list of child bones
  80897. */
  80898. bones: Bone[];
  80899. /**
  80900. * Defines an estimate of the dimension of the skeleton at rest
  80901. */
  80902. dimensionsAtRest: Vector3;
  80903. /**
  80904. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  80905. */
  80906. needInitialSkinMatrix: boolean;
  80907. /**
  80908. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  80909. */
  80910. overrideMesh: Nullable<AbstractMesh>;
  80911. /**
  80912. * Gets the list of animations attached to this skeleton
  80913. */
  80914. animations: Array<Animation>;
  80915. private _scene;
  80916. private _isDirty;
  80917. private _transformMatrices;
  80918. private _transformMatrixTexture;
  80919. private _meshesWithPoseMatrix;
  80920. private _animatables;
  80921. private _identity;
  80922. private _synchronizedWithMesh;
  80923. private _ranges;
  80924. private _lastAbsoluteTransformsUpdateId;
  80925. private _canUseTextureForBones;
  80926. private _uniqueId;
  80927. /** @hidden */
  80928. _numBonesWithLinkedTransformNode: number;
  80929. /** @hidden */
  80930. _hasWaitingData: Nullable<boolean>;
  80931. /**
  80932. * Specifies if the skeleton should be serialized
  80933. */
  80934. doNotSerialize: boolean;
  80935. private _useTextureToStoreBoneMatrices;
  80936. /**
  80937. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  80938. * Please note that this option is not available if the hardware does not support it
  80939. */
  80940. useTextureToStoreBoneMatrices: boolean;
  80941. private _animationPropertiesOverride;
  80942. /**
  80943. * Gets or sets the animation properties override
  80944. */
  80945. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  80946. /**
  80947. * List of inspectable custom properties (used by the Inspector)
  80948. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80949. */
  80950. inspectableCustomProperties: IInspectable[];
  80951. /**
  80952. * An observable triggered before computing the skeleton's matrices
  80953. */
  80954. onBeforeComputeObservable: Observable<Skeleton>;
  80955. /**
  80956. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  80957. */
  80958. readonly isUsingTextureForMatrices: boolean;
  80959. /**
  80960. * Gets the unique ID of this skeleton
  80961. */
  80962. readonly uniqueId: number;
  80963. /**
  80964. * Creates a new skeleton
  80965. * @param name defines the skeleton name
  80966. * @param id defines the skeleton Id
  80967. * @param scene defines the hosting scene
  80968. */
  80969. constructor(
  80970. /** defines the skeleton name */
  80971. name: string,
  80972. /** defines the skeleton Id */
  80973. id: string, scene: Scene);
  80974. /**
  80975. * Gets the current object class name.
  80976. * @return the class name
  80977. */
  80978. getClassName(): string;
  80979. /**
  80980. * Returns an array containing the root bones
  80981. * @returns an array containing the root bones
  80982. */
  80983. getChildren(): Array<Bone>;
  80984. /**
  80985. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  80986. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  80987. * @returns a Float32Array containing matrices data
  80988. */
  80989. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  80990. /**
  80991. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  80992. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  80993. * @returns a raw texture containing the data
  80994. */
  80995. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  80996. /**
  80997. * Gets the current hosting scene
  80998. * @returns a scene object
  80999. */
  81000. getScene(): Scene;
  81001. /**
  81002. * Gets a string representing the current skeleton data
  81003. * @param fullDetails defines a boolean indicating if we want a verbose version
  81004. * @returns a string representing the current skeleton data
  81005. */
  81006. toString(fullDetails?: boolean): string;
  81007. /**
  81008. * Get bone's index searching by name
  81009. * @param name defines bone's name to search for
  81010. * @return the indice of the bone. Returns -1 if not found
  81011. */
  81012. getBoneIndexByName(name: string): number;
  81013. /**
  81014. * Creater a new animation range
  81015. * @param name defines the name of the range
  81016. * @param from defines the start key
  81017. * @param to defines the end key
  81018. */
  81019. createAnimationRange(name: string, from: number, to: number): void;
  81020. /**
  81021. * Delete a specific animation range
  81022. * @param name defines the name of the range
  81023. * @param deleteFrames defines if frames must be removed as well
  81024. */
  81025. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81026. /**
  81027. * Gets a specific animation range
  81028. * @param name defines the name of the range to look for
  81029. * @returns the requested animation range or null if not found
  81030. */
  81031. getAnimationRange(name: string): Nullable<AnimationRange>;
  81032. /**
  81033. * Gets the list of all animation ranges defined on this skeleton
  81034. * @returns an array
  81035. */
  81036. getAnimationRanges(): Nullable<AnimationRange>[];
  81037. /**
  81038. * Copy animation range from a source skeleton.
  81039. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81040. * @param source defines the source skeleton
  81041. * @param name defines the name of the range to copy
  81042. * @param rescaleAsRequired defines if rescaling must be applied if required
  81043. * @returns true if operation was successful
  81044. */
  81045. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81046. /**
  81047. * Forces the skeleton to go to rest pose
  81048. */
  81049. returnToRest(): void;
  81050. private _getHighestAnimationFrame;
  81051. /**
  81052. * Begin a specific animation range
  81053. * @param name defines the name of the range to start
  81054. * @param loop defines if looping must be turned on (false by default)
  81055. * @param speedRatio defines the speed ratio to apply (1 by default)
  81056. * @param onAnimationEnd defines a callback which will be called when animation will end
  81057. * @returns a new animatable
  81058. */
  81059. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81060. /** @hidden */
  81061. _markAsDirty(): void;
  81062. /** @hidden */
  81063. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81064. /** @hidden */
  81065. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81066. private _computeTransformMatrices;
  81067. /**
  81068. * Build all resources required to render a skeleton
  81069. */
  81070. prepare(): void;
  81071. /**
  81072. * Gets the list of animatables currently running for this skeleton
  81073. * @returns an array of animatables
  81074. */
  81075. getAnimatables(): IAnimatable[];
  81076. /**
  81077. * Clone the current skeleton
  81078. * @param name defines the name of the new skeleton
  81079. * @param id defines the id of the new skeleton
  81080. * @returns the new skeleton
  81081. */
  81082. clone(name: string, id?: string): Skeleton;
  81083. /**
  81084. * Enable animation blending for this skeleton
  81085. * @param blendingSpeed defines the blending speed to apply
  81086. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81087. */
  81088. enableBlending(blendingSpeed?: number): void;
  81089. /**
  81090. * Releases all resources associated with the current skeleton
  81091. */
  81092. dispose(): void;
  81093. /**
  81094. * Serialize the skeleton in a JSON object
  81095. * @returns a JSON object
  81096. */
  81097. serialize(): any;
  81098. /**
  81099. * Creates a new skeleton from serialized data
  81100. * @param parsedSkeleton defines the serialized data
  81101. * @param scene defines the hosting scene
  81102. * @returns a new skeleton
  81103. */
  81104. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81105. /**
  81106. * Compute all node absolute transforms
  81107. * @param forceUpdate defines if computation must be done even if cache is up to date
  81108. */
  81109. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81110. /**
  81111. * Gets the root pose matrix
  81112. * @returns a matrix
  81113. */
  81114. getPoseMatrix(): Nullable<Matrix>;
  81115. /**
  81116. * Sorts bones per internal index
  81117. */
  81118. sortBones(): void;
  81119. private _sortBones;
  81120. }
  81121. }
  81122. declare module BABYLON {
  81123. /**
  81124. * Class used to store bone information
  81125. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81126. */
  81127. export class Bone extends Node {
  81128. /**
  81129. * defines the bone name
  81130. */
  81131. name: string;
  81132. private static _tmpVecs;
  81133. private static _tmpQuat;
  81134. private static _tmpMats;
  81135. /**
  81136. * Gets the list of child bones
  81137. */
  81138. children: Bone[];
  81139. /** Gets the animations associated with this bone */
  81140. animations: Animation[];
  81141. /**
  81142. * Gets or sets bone length
  81143. */
  81144. length: number;
  81145. /**
  81146. * @hidden Internal only
  81147. * Set this value to map this bone to a different index in the transform matrices
  81148. * Set this value to -1 to exclude the bone from the transform matrices
  81149. */
  81150. _index: Nullable<number>;
  81151. private _skeleton;
  81152. private _localMatrix;
  81153. private _restPose;
  81154. private _baseMatrix;
  81155. private _absoluteTransform;
  81156. private _invertedAbsoluteTransform;
  81157. private _parent;
  81158. private _scalingDeterminant;
  81159. private _worldTransform;
  81160. private _localScaling;
  81161. private _localRotation;
  81162. private _localPosition;
  81163. private _needToDecompose;
  81164. private _needToCompose;
  81165. /** @hidden */
  81166. _linkedTransformNode: Nullable<TransformNode>;
  81167. /** @hidden */
  81168. _waitingTransformNodeId: Nullable<string>;
  81169. /** @hidden */
  81170. /** @hidden */
  81171. _matrix: Matrix;
  81172. /**
  81173. * Create a new bone
  81174. * @param name defines the bone name
  81175. * @param skeleton defines the parent skeleton
  81176. * @param parentBone defines the parent (can be null if the bone is the root)
  81177. * @param localMatrix defines the local matrix
  81178. * @param restPose defines the rest pose matrix
  81179. * @param baseMatrix defines the base matrix
  81180. * @param index defines index of the bone in the hiearchy
  81181. */
  81182. constructor(
  81183. /**
  81184. * defines the bone name
  81185. */
  81186. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81187. /**
  81188. * Gets the current object class name.
  81189. * @return the class name
  81190. */
  81191. getClassName(): string;
  81192. /**
  81193. * Gets the parent skeleton
  81194. * @returns a skeleton
  81195. */
  81196. getSkeleton(): Skeleton;
  81197. /**
  81198. * Gets parent bone
  81199. * @returns a bone or null if the bone is the root of the bone hierarchy
  81200. */
  81201. getParent(): Nullable<Bone>;
  81202. /**
  81203. * Returns an array containing the root bones
  81204. * @returns an array containing the root bones
  81205. */
  81206. getChildren(): Array<Bone>;
  81207. /**
  81208. * Gets the node index in matrix array generated for rendering
  81209. * @returns the node index
  81210. */
  81211. getIndex(): number;
  81212. /**
  81213. * Sets the parent bone
  81214. * @param parent defines the parent (can be null if the bone is the root)
  81215. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81216. */
  81217. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81218. /**
  81219. * Gets the local matrix
  81220. * @returns a matrix
  81221. */
  81222. getLocalMatrix(): Matrix;
  81223. /**
  81224. * Gets the base matrix (initial matrix which remains unchanged)
  81225. * @returns a matrix
  81226. */
  81227. getBaseMatrix(): Matrix;
  81228. /**
  81229. * Gets the rest pose matrix
  81230. * @returns a matrix
  81231. */
  81232. getRestPose(): Matrix;
  81233. /**
  81234. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  81235. */
  81236. getWorldMatrix(): Matrix;
  81237. /**
  81238. * Sets the local matrix to rest pose matrix
  81239. */
  81240. returnToRest(): void;
  81241. /**
  81242. * Gets the inverse of the absolute transform matrix.
  81243. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81244. * @returns a matrix
  81245. */
  81246. getInvertedAbsoluteTransform(): Matrix;
  81247. /**
  81248. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81249. * @returns a matrix
  81250. */
  81251. getAbsoluteTransform(): Matrix;
  81252. /**
  81253. * Links with the given transform node.
  81254. * The local matrix of this bone is copied from the transform node every frame.
  81255. * @param transformNode defines the transform node to link to
  81256. */
  81257. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81258. /**
  81259. * Gets the node used to drive the bone's transformation
  81260. * @returns a transform node or null
  81261. */
  81262. getTransformNode(): Nullable<TransformNode>;
  81263. /** Gets or sets current position (in local space) */
  81264. position: Vector3;
  81265. /** Gets or sets current rotation (in local space) */
  81266. rotation: Vector3;
  81267. /** Gets or sets current rotation quaternion (in local space) */
  81268. rotationQuaternion: Quaternion;
  81269. /** Gets or sets current scaling (in local space) */
  81270. scaling: Vector3;
  81271. /**
  81272. * Gets the animation properties override
  81273. */
  81274. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81275. private _decompose;
  81276. private _compose;
  81277. /**
  81278. * Update the base and local matrices
  81279. * @param matrix defines the new base or local matrix
  81280. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81281. * @param updateLocalMatrix defines if the local matrix should be updated
  81282. */
  81283. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81284. /** @hidden */
  81285. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81286. /**
  81287. * Flag the bone as dirty (Forcing it to update everything)
  81288. */
  81289. markAsDirty(): void;
  81290. /** @hidden */
  81291. _markAsDirtyAndCompose(): void;
  81292. private _markAsDirtyAndDecompose;
  81293. /**
  81294. * Translate the bone in local or world space
  81295. * @param vec The amount to translate the bone
  81296. * @param space The space that the translation is in
  81297. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81298. */
  81299. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81300. /**
  81301. * Set the postion of the bone in local or world space
  81302. * @param position The position to set the bone
  81303. * @param space The space that the position is in
  81304. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81305. */
  81306. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81307. /**
  81308. * Set the absolute position of the bone (world space)
  81309. * @param position The position to set the bone
  81310. * @param mesh The mesh that this bone is attached to
  81311. */
  81312. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81313. /**
  81314. * Scale the bone on the x, y and z axes (in local space)
  81315. * @param x The amount to scale the bone on the x axis
  81316. * @param y The amount to scale the bone on the y axis
  81317. * @param z The amount to scale the bone on the z axis
  81318. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  81319. */
  81320. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  81321. /**
  81322. * Set the bone scaling in local space
  81323. * @param scale defines the scaling vector
  81324. */
  81325. setScale(scale: Vector3): void;
  81326. /**
  81327. * Gets the current scaling in local space
  81328. * @returns the current scaling vector
  81329. */
  81330. getScale(): Vector3;
  81331. /**
  81332. * Gets the current scaling in local space and stores it in a target vector
  81333. * @param result defines the target vector
  81334. */
  81335. getScaleToRef(result: Vector3): void;
  81336. /**
  81337. * Set the yaw, pitch, and roll of the bone in local or world space
  81338. * @param yaw The rotation of the bone on the y axis
  81339. * @param pitch The rotation of the bone on the x axis
  81340. * @param roll The rotation of the bone on the z axis
  81341. * @param space The space that the axes of rotation are in
  81342. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81343. */
  81344. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  81345. /**
  81346. * Add a rotation to the bone on an axis in local or world space
  81347. * @param axis The axis to rotate the bone on
  81348. * @param amount The amount to rotate the bone
  81349. * @param space The space that the axis is in
  81350. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81351. */
  81352. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  81353. /**
  81354. * Set the rotation of the bone to a particular axis angle in local or world space
  81355. * @param axis The axis to rotate the bone on
  81356. * @param angle The angle that the bone should be rotated to
  81357. * @param space The space that the axis is in
  81358. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81359. */
  81360. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  81361. /**
  81362. * Set the euler rotation of the bone in local of world space
  81363. * @param rotation The euler rotation that the bone should be set to
  81364. * @param space The space that the rotation is in
  81365. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81366. */
  81367. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81368. /**
  81369. * Set the quaternion rotation of the bone in local of world space
  81370. * @param quat The quaternion rotation that the bone should be set to
  81371. * @param space The space that the rotation is in
  81372. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81373. */
  81374. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  81375. /**
  81376. * Set the rotation matrix of the bone in local of world space
  81377. * @param rotMat The rotation matrix that the bone should be set to
  81378. * @param space The space that the rotation is in
  81379. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81380. */
  81381. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  81382. private _rotateWithMatrix;
  81383. private _getNegativeRotationToRef;
  81384. /**
  81385. * Get the position of the bone in local or world space
  81386. * @param space The space that the returned position is in
  81387. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81388. * @returns The position of the bone
  81389. */
  81390. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81391. /**
  81392. * Copy the position of the bone to a vector3 in local or world space
  81393. * @param space The space that the returned position is in
  81394. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81395. * @param result The vector3 to copy the position to
  81396. */
  81397. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  81398. /**
  81399. * Get the absolute position of the bone (world space)
  81400. * @param mesh The mesh that this bone is attached to
  81401. * @returns The absolute position of the bone
  81402. */
  81403. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  81404. /**
  81405. * Copy the absolute position of the bone (world space) to the result param
  81406. * @param mesh The mesh that this bone is attached to
  81407. * @param result The vector3 to copy the absolute position to
  81408. */
  81409. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  81410. /**
  81411. * Compute the absolute transforms of this bone and its children
  81412. */
  81413. computeAbsoluteTransforms(): void;
  81414. /**
  81415. * Get the world direction from an axis that is in the local space of the bone
  81416. * @param localAxis The local direction that is used to compute the world direction
  81417. * @param mesh The mesh that this bone is attached to
  81418. * @returns The world direction
  81419. */
  81420. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81421. /**
  81422. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  81423. * @param localAxis The local direction that is used to compute the world direction
  81424. * @param mesh The mesh that this bone is attached to
  81425. * @param result The vector3 that the world direction will be copied to
  81426. */
  81427. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81428. /**
  81429. * Get the euler rotation of the bone in local or world space
  81430. * @param space The space that the rotation should be in
  81431. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81432. * @returns The euler rotation
  81433. */
  81434. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81435. /**
  81436. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  81437. * @param space The space that the rotation should be in
  81438. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81439. * @param result The vector3 that the rotation should be copied to
  81440. */
  81441. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81442. /**
  81443. * Get the quaternion rotation of the bone in either local or world space
  81444. * @param space The space that the rotation should be in
  81445. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81446. * @returns The quaternion rotation
  81447. */
  81448. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  81449. /**
  81450. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  81451. * @param space The space that the rotation should be in
  81452. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81453. * @param result The quaternion that the rotation should be copied to
  81454. */
  81455. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  81456. /**
  81457. * Get the rotation matrix of the bone in local or world space
  81458. * @param space The space that the rotation should be in
  81459. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81460. * @returns The rotation matrix
  81461. */
  81462. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  81463. /**
  81464. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  81465. * @param space The space that the rotation should be in
  81466. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81467. * @param result The quaternion that the rotation should be copied to
  81468. */
  81469. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  81470. /**
  81471. * Get the world position of a point that is in the local space of the bone
  81472. * @param position The local position
  81473. * @param mesh The mesh that this bone is attached to
  81474. * @returns The world position
  81475. */
  81476. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81477. /**
  81478. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  81479. * @param position The local position
  81480. * @param mesh The mesh that this bone is attached to
  81481. * @param result The vector3 that the world position should be copied to
  81482. */
  81483. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81484. /**
  81485. * Get the local position of a point that is in world space
  81486. * @param position The world position
  81487. * @param mesh The mesh that this bone is attached to
  81488. * @returns The local position
  81489. */
  81490. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81491. /**
  81492. * Get the local position of a point that is in world space and copy it to the result param
  81493. * @param position The world position
  81494. * @param mesh The mesh that this bone is attached to
  81495. * @param result The vector3 that the local position should be copied to
  81496. */
  81497. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81498. }
  81499. }
  81500. declare module BABYLON {
  81501. /**
  81502. * 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.
  81503. * @see https://doc.babylonjs.com/how_to/transformnode
  81504. */
  81505. export class TransformNode extends Node {
  81506. /**
  81507. * Object will not rotate to face the camera
  81508. */
  81509. static BILLBOARDMODE_NONE: number;
  81510. /**
  81511. * Object will rotate to face the camera but only on the x axis
  81512. */
  81513. static BILLBOARDMODE_X: number;
  81514. /**
  81515. * Object will rotate to face the camera but only on the y axis
  81516. */
  81517. static BILLBOARDMODE_Y: number;
  81518. /**
  81519. * Object will rotate to face the camera but only on the z axis
  81520. */
  81521. static BILLBOARDMODE_Z: number;
  81522. /**
  81523. * Object will rotate to face the camera
  81524. */
  81525. static BILLBOARDMODE_ALL: number;
  81526. /**
  81527. * Object will rotate to face the camera's position instead of orientation
  81528. */
  81529. static BILLBOARDMODE_USE_POSITION: number;
  81530. private _forward;
  81531. private _forwardInverted;
  81532. private _up;
  81533. private _right;
  81534. private _rightInverted;
  81535. private _position;
  81536. private _rotation;
  81537. private _rotationQuaternion;
  81538. protected _scaling: Vector3;
  81539. protected _isDirty: boolean;
  81540. private _transformToBoneReferal;
  81541. private _isAbsoluteSynced;
  81542. private _billboardMode;
  81543. /**
  81544. * Gets or sets the billboard mode. Default is 0.
  81545. *
  81546. * | Value | Type | Description |
  81547. * | --- | --- | --- |
  81548. * | 0 | BILLBOARDMODE_NONE | |
  81549. * | 1 | BILLBOARDMODE_X | |
  81550. * | 2 | BILLBOARDMODE_Y | |
  81551. * | 4 | BILLBOARDMODE_Z | |
  81552. * | 7 | BILLBOARDMODE_ALL | |
  81553. *
  81554. */
  81555. billboardMode: number;
  81556. private _preserveParentRotationForBillboard;
  81557. /**
  81558. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  81559. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  81560. */
  81561. preserveParentRotationForBillboard: boolean;
  81562. /**
  81563. * 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
  81564. */
  81565. scalingDeterminant: number;
  81566. private _infiniteDistance;
  81567. /**
  81568. * Gets or sets the distance of the object to max, often used by skybox
  81569. */
  81570. infiniteDistance: boolean;
  81571. /**
  81572. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  81573. * By default the system will update normals to compensate
  81574. */
  81575. ignoreNonUniformScaling: boolean;
  81576. /**
  81577. * 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
  81578. */
  81579. reIntegrateRotationIntoRotationQuaternion: boolean;
  81580. /** @hidden */
  81581. _poseMatrix: Nullable<Matrix>;
  81582. /** @hidden */
  81583. _localMatrix: Matrix;
  81584. private _usePivotMatrix;
  81585. private _absolutePosition;
  81586. private _absoluteScaling;
  81587. private _absoluteRotationQuaternion;
  81588. private _pivotMatrix;
  81589. private _pivotMatrixInverse;
  81590. protected _postMultiplyPivotMatrix: boolean;
  81591. protected _isWorldMatrixFrozen: boolean;
  81592. /** @hidden */
  81593. _indexInSceneTransformNodesArray: number;
  81594. /**
  81595. * An event triggered after the world matrix is updated
  81596. */
  81597. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  81598. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  81599. /**
  81600. * Gets a string identifying the name of the class
  81601. * @returns "TransformNode" string
  81602. */
  81603. getClassName(): string;
  81604. /**
  81605. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  81606. */
  81607. position: Vector3;
  81608. /**
  81609. * 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)).
  81610. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  81611. */
  81612. rotation: Vector3;
  81613. /**
  81614. * 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)).
  81615. */
  81616. scaling: Vector3;
  81617. /**
  81618. * 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).
  81619. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  81620. */
  81621. rotationQuaternion: Nullable<Quaternion>;
  81622. /**
  81623. * The forward direction of that transform in world space.
  81624. */
  81625. readonly forward: Vector3;
  81626. /**
  81627. * The up direction of that transform in world space.
  81628. */
  81629. readonly up: Vector3;
  81630. /**
  81631. * The right direction of that transform in world space.
  81632. */
  81633. readonly right: Vector3;
  81634. /**
  81635. * Copies the parameter passed Matrix into the mesh Pose matrix.
  81636. * @param matrix the matrix to copy the pose from
  81637. * @returns this TransformNode.
  81638. */
  81639. updatePoseMatrix(matrix: Matrix): TransformNode;
  81640. /**
  81641. * Returns the mesh Pose matrix.
  81642. * @returns the pose matrix
  81643. */
  81644. getPoseMatrix(): Matrix;
  81645. /** @hidden */
  81646. _isSynchronized(): boolean;
  81647. /** @hidden */
  81648. _initCache(): void;
  81649. /**
  81650. * Flag the transform node as dirty (Forcing it to update everything)
  81651. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  81652. * @returns this transform node
  81653. */
  81654. markAsDirty(property: string): TransformNode;
  81655. /**
  81656. * Returns the current mesh absolute position.
  81657. * Returns a Vector3.
  81658. */
  81659. readonly absolutePosition: Vector3;
  81660. /**
  81661. * Returns the current mesh absolute scaling.
  81662. * Returns a Vector3.
  81663. */
  81664. readonly absoluteScaling: Vector3;
  81665. /**
  81666. * Returns the current mesh absolute rotation.
  81667. * Returns a Quaternion.
  81668. */
  81669. readonly absoluteRotationQuaternion: Quaternion;
  81670. /**
  81671. * Sets a new matrix to apply before all other transformation
  81672. * @param matrix defines the transform matrix
  81673. * @returns the current TransformNode
  81674. */
  81675. setPreTransformMatrix(matrix: Matrix): TransformNode;
  81676. /**
  81677. * Sets a new pivot matrix to the current node
  81678. * @param matrix defines the new pivot matrix to use
  81679. * @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
  81680. * @returns the current TransformNode
  81681. */
  81682. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  81683. /**
  81684. * Returns the mesh pivot matrix.
  81685. * Default : Identity.
  81686. * @returns the matrix
  81687. */
  81688. getPivotMatrix(): Matrix;
  81689. /**
  81690. * Instantiate (when possible) or clone that node with its hierarchy
  81691. * @param newParent defines the new parent to use for the instance (or clone)
  81692. * @param options defines options to configure how copy is done
  81693. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  81694. * @returns an instance (or a clone) of the current node with its hiearchy
  81695. */
  81696. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  81697. doNotInstantiate: boolean;
  81698. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  81699. /**
  81700. * Prevents the World matrix to be computed any longer
  81701. * @param newWorldMatrix defines an optional matrix to use as world matrix
  81702. * @returns the TransformNode.
  81703. */
  81704. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  81705. /**
  81706. * Allows back the World matrix computation.
  81707. * @returns the TransformNode.
  81708. */
  81709. unfreezeWorldMatrix(): this;
  81710. /**
  81711. * True if the World matrix has been frozen.
  81712. */
  81713. readonly isWorldMatrixFrozen: boolean;
  81714. /**
  81715. * Retuns the mesh absolute position in the World.
  81716. * @returns a Vector3.
  81717. */
  81718. getAbsolutePosition(): Vector3;
  81719. /**
  81720. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  81721. * @param absolutePosition the absolute position to set
  81722. * @returns the TransformNode.
  81723. */
  81724. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  81725. /**
  81726. * Sets the mesh position in its local space.
  81727. * @param vector3 the position to set in localspace
  81728. * @returns the TransformNode.
  81729. */
  81730. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  81731. /**
  81732. * Returns the mesh position in the local space from the current World matrix values.
  81733. * @returns a new Vector3.
  81734. */
  81735. getPositionExpressedInLocalSpace(): Vector3;
  81736. /**
  81737. * Translates the mesh along the passed Vector3 in its local space.
  81738. * @param vector3 the distance to translate in localspace
  81739. * @returns the TransformNode.
  81740. */
  81741. locallyTranslate(vector3: Vector3): TransformNode;
  81742. private static _lookAtVectorCache;
  81743. /**
  81744. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  81745. * @param targetPoint the position (must be in same space as current mesh) to look at
  81746. * @param yawCor optional yaw (y-axis) correction in radians
  81747. * @param pitchCor optional pitch (x-axis) correction in radians
  81748. * @param rollCor optional roll (z-axis) correction in radians
  81749. * @param space the choosen space of the target
  81750. * @returns the TransformNode.
  81751. */
  81752. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  81753. /**
  81754. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81755. * This Vector3 is expressed in the World space.
  81756. * @param localAxis axis to rotate
  81757. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  81758. */
  81759. getDirection(localAxis: Vector3): Vector3;
  81760. /**
  81761. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  81762. * localAxis is expressed in the mesh local space.
  81763. * result is computed in the Wordl space from the mesh World matrix.
  81764. * @param localAxis axis to rotate
  81765. * @param result the resulting transformnode
  81766. * @returns this TransformNode.
  81767. */
  81768. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  81769. /**
  81770. * Sets this transform node rotation to the given local axis.
  81771. * @param localAxis the axis in local space
  81772. * @param yawCor optional yaw (y-axis) correction in radians
  81773. * @param pitchCor optional pitch (x-axis) correction in radians
  81774. * @param rollCor optional roll (z-axis) correction in radians
  81775. * @returns this TransformNode
  81776. */
  81777. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  81778. /**
  81779. * Sets a new pivot point to the current node
  81780. * @param point defines the new pivot point to use
  81781. * @param space defines if the point is in world or local space (local by default)
  81782. * @returns the current TransformNode
  81783. */
  81784. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  81785. /**
  81786. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  81787. * @returns the pivot point
  81788. */
  81789. getPivotPoint(): Vector3;
  81790. /**
  81791. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  81792. * @param result the vector3 to store the result
  81793. * @returns this TransformNode.
  81794. */
  81795. getPivotPointToRef(result: Vector3): TransformNode;
  81796. /**
  81797. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  81798. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  81799. */
  81800. getAbsolutePivotPoint(): Vector3;
  81801. /**
  81802. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  81803. * @param result vector3 to store the result
  81804. * @returns this TransformNode.
  81805. */
  81806. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  81807. /**
  81808. * Defines the passed node as the parent of the current node.
  81809. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  81810. * @see https://doc.babylonjs.com/how_to/parenting
  81811. * @param node the node ot set as the parent
  81812. * @returns this TransformNode.
  81813. */
  81814. setParent(node: Nullable<Node>): TransformNode;
  81815. private _nonUniformScaling;
  81816. /**
  81817. * True if the scaling property of this object is non uniform eg. (1,2,1)
  81818. */
  81819. readonly nonUniformScaling: boolean;
  81820. /** @hidden */
  81821. _updateNonUniformScalingState(value: boolean): boolean;
  81822. /**
  81823. * Attach the current TransformNode to another TransformNode associated with a bone
  81824. * @param bone Bone affecting the TransformNode
  81825. * @param affectedTransformNode TransformNode associated with the bone
  81826. * @returns this object
  81827. */
  81828. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  81829. /**
  81830. * Detach the transform node if its associated with a bone
  81831. * @returns this object
  81832. */
  81833. detachFromBone(): TransformNode;
  81834. private static _rotationAxisCache;
  81835. /**
  81836. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  81837. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81838. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81839. * The passed axis is also normalized.
  81840. * @param axis the axis to rotate around
  81841. * @param amount the amount to rotate in radians
  81842. * @param space Space to rotate in (Default: local)
  81843. * @returns the TransformNode.
  81844. */
  81845. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  81846. /**
  81847. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  81848. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  81849. * The passed axis is also normalized. .
  81850. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  81851. * @param point the point to rotate around
  81852. * @param axis the axis to rotate around
  81853. * @param amount the amount to rotate in radians
  81854. * @returns the TransformNode
  81855. */
  81856. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  81857. /**
  81858. * Translates the mesh along the axis vector for the passed distance in the given space.
  81859. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  81860. * @param axis the axis to translate in
  81861. * @param distance the distance to translate
  81862. * @param space Space to rotate in (Default: local)
  81863. * @returns the TransformNode.
  81864. */
  81865. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  81866. /**
  81867. * Adds a rotation step to the mesh current rotation.
  81868. * x, y, z are Euler angles expressed in radians.
  81869. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  81870. * This means this rotation is made in the mesh local space only.
  81871. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  81872. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  81873. * ```javascript
  81874. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  81875. * ```
  81876. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  81877. * 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.
  81878. * @param x Rotation to add
  81879. * @param y Rotation to add
  81880. * @param z Rotation to add
  81881. * @returns the TransformNode.
  81882. */
  81883. addRotation(x: number, y: number, z: number): TransformNode;
  81884. /**
  81885. * @hidden
  81886. */
  81887. protected _getEffectiveParent(): Nullable<Node>;
  81888. /**
  81889. * Computes the world matrix of the node
  81890. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  81891. * @returns the world matrix
  81892. */
  81893. computeWorldMatrix(force?: boolean): Matrix;
  81894. protected _afterComputeWorldMatrix(): void;
  81895. /**
  81896. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  81897. * @param func callback function to add
  81898. *
  81899. * @returns the TransformNode.
  81900. */
  81901. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81902. /**
  81903. * Removes a registered callback function.
  81904. * @param func callback function to remove
  81905. * @returns the TransformNode.
  81906. */
  81907. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  81908. /**
  81909. * Gets the position of the current mesh in camera space
  81910. * @param camera defines the camera to use
  81911. * @returns a position
  81912. */
  81913. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  81914. /**
  81915. * Returns the distance from the mesh to the active camera
  81916. * @param camera defines the camera to use
  81917. * @returns the distance
  81918. */
  81919. getDistanceToCamera(camera?: Nullable<Camera>): number;
  81920. /**
  81921. * Clone the current transform node
  81922. * @param name Name of the new clone
  81923. * @param newParent New parent for the clone
  81924. * @param doNotCloneChildren Do not clone children hierarchy
  81925. * @returns the new transform node
  81926. */
  81927. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  81928. /**
  81929. * Serializes the objects information.
  81930. * @param currentSerializationObject defines the object to serialize in
  81931. * @returns the serialized object
  81932. */
  81933. serialize(currentSerializationObject?: any): any;
  81934. /**
  81935. * Returns a new TransformNode object parsed from the source provided.
  81936. * @param parsedTransformNode is the source.
  81937. * @param scene the scne the object belongs to
  81938. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  81939. * @returns a new TransformNode object parsed from the source provided.
  81940. */
  81941. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  81942. /**
  81943. * Get all child-transformNodes of this node
  81944. * @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
  81945. * @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
  81946. * @returns an array of TransformNode
  81947. */
  81948. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  81949. /**
  81950. * Releases resources associated with this transform node.
  81951. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  81952. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  81953. */
  81954. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  81955. /**
  81956. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  81957. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  81958. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  81959. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  81960. * @returns the current mesh
  81961. */
  81962. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  81963. private _syncAbsoluteScalingAndRotation;
  81964. }
  81965. }
  81966. declare module BABYLON {
  81967. /**
  81968. * Defines the types of pose enabled controllers that are supported
  81969. */
  81970. export enum PoseEnabledControllerType {
  81971. /**
  81972. * HTC Vive
  81973. */
  81974. VIVE = 0,
  81975. /**
  81976. * Oculus Rift
  81977. */
  81978. OCULUS = 1,
  81979. /**
  81980. * Windows mixed reality
  81981. */
  81982. WINDOWS = 2,
  81983. /**
  81984. * Samsung gear VR
  81985. */
  81986. GEAR_VR = 3,
  81987. /**
  81988. * Google Daydream
  81989. */
  81990. DAYDREAM = 4,
  81991. /**
  81992. * Generic
  81993. */
  81994. GENERIC = 5
  81995. }
  81996. /**
  81997. * Defines the MutableGamepadButton interface for the state of a gamepad button
  81998. */
  81999. export interface MutableGamepadButton {
  82000. /**
  82001. * Value of the button/trigger
  82002. */
  82003. value: number;
  82004. /**
  82005. * If the button/trigger is currently touched
  82006. */
  82007. touched: boolean;
  82008. /**
  82009. * If the button/trigger is currently pressed
  82010. */
  82011. pressed: boolean;
  82012. }
  82013. /**
  82014. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82015. * @hidden
  82016. */
  82017. export interface ExtendedGamepadButton extends GamepadButton {
  82018. /**
  82019. * If the button/trigger is currently pressed
  82020. */
  82021. readonly pressed: boolean;
  82022. /**
  82023. * If the button/trigger is currently touched
  82024. */
  82025. readonly touched: boolean;
  82026. /**
  82027. * Value of the button/trigger
  82028. */
  82029. readonly value: number;
  82030. }
  82031. /** @hidden */
  82032. export interface _GamePadFactory {
  82033. /**
  82034. * Returns wether or not the current gamepad can be created for this type of controller.
  82035. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82036. * @returns true if it can be created, otherwise false
  82037. */
  82038. canCreate(gamepadInfo: any): boolean;
  82039. /**
  82040. * Creates a new instance of the Gamepad.
  82041. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82042. * @returns the new gamepad instance
  82043. */
  82044. create(gamepadInfo: any): Gamepad;
  82045. }
  82046. /**
  82047. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82048. */
  82049. export class PoseEnabledControllerHelper {
  82050. /** @hidden */
  82051. static _ControllerFactories: _GamePadFactory[];
  82052. /** @hidden */
  82053. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82054. /**
  82055. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82056. * @param vrGamepad the gamepad to initialized
  82057. * @returns a vr controller of the type the gamepad identified as
  82058. */
  82059. static InitiateController(vrGamepad: any): Gamepad;
  82060. }
  82061. /**
  82062. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82063. */
  82064. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82065. /**
  82066. * If the controller is used in a webXR session
  82067. */
  82068. isXR: boolean;
  82069. private _deviceRoomPosition;
  82070. private _deviceRoomRotationQuaternion;
  82071. /**
  82072. * The device position in babylon space
  82073. */
  82074. devicePosition: Vector3;
  82075. /**
  82076. * The device rotation in babylon space
  82077. */
  82078. deviceRotationQuaternion: Quaternion;
  82079. /**
  82080. * The scale factor of the device in babylon space
  82081. */
  82082. deviceScaleFactor: number;
  82083. /**
  82084. * (Likely devicePosition should be used instead) The device position in its room space
  82085. */
  82086. position: Vector3;
  82087. /**
  82088. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82089. */
  82090. rotationQuaternion: Quaternion;
  82091. /**
  82092. * The type of controller (Eg. Windows mixed reality)
  82093. */
  82094. controllerType: PoseEnabledControllerType;
  82095. protected _calculatedPosition: Vector3;
  82096. private _calculatedRotation;
  82097. /**
  82098. * The raw pose from the device
  82099. */
  82100. rawPose: DevicePose;
  82101. private _trackPosition;
  82102. private _maxRotationDistFromHeadset;
  82103. private _draggedRoomRotation;
  82104. /**
  82105. * @hidden
  82106. */
  82107. _disableTrackPosition(fixedPosition: Vector3): void;
  82108. /**
  82109. * Internal, the mesh attached to the controller
  82110. * @hidden
  82111. */
  82112. _mesh: Nullable<AbstractMesh>;
  82113. private _poseControlledCamera;
  82114. private _leftHandSystemQuaternion;
  82115. /**
  82116. * Internal, matrix used to convert room space to babylon space
  82117. * @hidden
  82118. */
  82119. _deviceToWorld: Matrix;
  82120. /**
  82121. * Node to be used when casting a ray from the controller
  82122. * @hidden
  82123. */
  82124. _pointingPoseNode: Nullable<TransformNode>;
  82125. /**
  82126. * Name of the child mesh that can be used to cast a ray from the controller
  82127. */
  82128. static readonly POINTING_POSE: string;
  82129. /**
  82130. * Creates a new PoseEnabledController from a gamepad
  82131. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82132. */
  82133. constructor(browserGamepad: any);
  82134. private _workingMatrix;
  82135. /**
  82136. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82137. */
  82138. update(): void;
  82139. /**
  82140. * Updates only the pose device and mesh without doing any button event checking
  82141. */
  82142. protected _updatePoseAndMesh(): void;
  82143. /**
  82144. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82145. * @param poseData raw pose fromthe device
  82146. */
  82147. updateFromDevice(poseData: DevicePose): void;
  82148. /**
  82149. * @hidden
  82150. */
  82151. _meshAttachedObservable: Observable<AbstractMesh>;
  82152. /**
  82153. * Attaches a mesh to the controller
  82154. * @param mesh the mesh to be attached
  82155. */
  82156. attachToMesh(mesh: AbstractMesh): void;
  82157. /**
  82158. * Attaches the controllers mesh to a camera
  82159. * @param camera the camera the mesh should be attached to
  82160. */
  82161. attachToPoseControlledCamera(camera: TargetCamera): void;
  82162. /**
  82163. * Disposes of the controller
  82164. */
  82165. dispose(): void;
  82166. /**
  82167. * The mesh that is attached to the controller
  82168. */
  82169. readonly mesh: Nullable<AbstractMesh>;
  82170. /**
  82171. * Gets the ray of the controller in the direction the controller is pointing
  82172. * @param length the length the resulting ray should be
  82173. * @returns a ray in the direction the controller is pointing
  82174. */
  82175. getForwardRay(length?: number): Ray;
  82176. }
  82177. }
  82178. declare module BABYLON {
  82179. /**
  82180. * Defines the WebVRController object that represents controllers tracked in 3D space
  82181. */
  82182. export abstract class WebVRController extends PoseEnabledController {
  82183. /**
  82184. * Internal, the default controller model for the controller
  82185. */
  82186. protected _defaultModel: Nullable<AbstractMesh>;
  82187. /**
  82188. * Fired when the trigger state has changed
  82189. */
  82190. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82191. /**
  82192. * Fired when the main button state has changed
  82193. */
  82194. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82195. /**
  82196. * Fired when the secondary button state has changed
  82197. */
  82198. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82199. /**
  82200. * Fired when the pad state has changed
  82201. */
  82202. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82203. /**
  82204. * Fired when controllers stick values have changed
  82205. */
  82206. onPadValuesChangedObservable: Observable<StickValues>;
  82207. /**
  82208. * Array of button availible on the controller
  82209. */
  82210. protected _buttons: Array<MutableGamepadButton>;
  82211. private _onButtonStateChange;
  82212. /**
  82213. * Fired when a controller button's state has changed
  82214. * @param callback the callback containing the button that was modified
  82215. */
  82216. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82217. /**
  82218. * X and Y axis corresponding to the controllers joystick
  82219. */
  82220. pad: StickValues;
  82221. /**
  82222. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82223. */
  82224. hand: string;
  82225. /**
  82226. * The default controller model for the controller
  82227. */
  82228. readonly defaultModel: Nullable<AbstractMesh>;
  82229. /**
  82230. * Creates a new WebVRController from a gamepad
  82231. * @param vrGamepad the gamepad that the WebVRController should be created from
  82232. */
  82233. constructor(vrGamepad: any);
  82234. /**
  82235. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82236. */
  82237. update(): void;
  82238. /**
  82239. * Function to be called when a button is modified
  82240. */
  82241. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  82242. /**
  82243. * Loads a mesh and attaches it to the controller
  82244. * @param scene the scene the mesh should be added to
  82245. * @param meshLoaded callback for when the mesh has been loaded
  82246. */
  82247. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82248. private _setButtonValue;
  82249. private _changes;
  82250. private _checkChanges;
  82251. /**
  82252. * Disposes of th webVRCOntroller
  82253. */
  82254. dispose(): void;
  82255. }
  82256. }
  82257. declare module BABYLON {
  82258. /**
  82259. * The HemisphericLight simulates the ambient environment light,
  82260. * so the passed direction is the light reflection direction, not the incoming direction.
  82261. */
  82262. export class HemisphericLight extends Light {
  82263. /**
  82264. * The groundColor is the light in the opposite direction to the one specified during creation.
  82265. * 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.
  82266. */
  82267. groundColor: Color3;
  82268. /**
  82269. * The light reflection direction, not the incoming direction.
  82270. */
  82271. direction: Vector3;
  82272. /**
  82273. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82274. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82275. * The HemisphericLight can't cast shadows.
  82276. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82277. * @param name The friendly name of the light
  82278. * @param direction The direction of the light reflection
  82279. * @param scene The scene the light belongs to
  82280. */
  82281. constructor(name: string, direction: Vector3, scene: Scene);
  82282. protected _buildUniformLayout(): void;
  82283. /**
  82284. * Returns the string "HemisphericLight".
  82285. * @return The class name
  82286. */
  82287. getClassName(): string;
  82288. /**
  82289. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82290. * Returns the updated direction.
  82291. * @param target The target the direction should point to
  82292. * @return The computed direction
  82293. */
  82294. setDirectionToTarget(target: Vector3): Vector3;
  82295. /**
  82296. * Returns the shadow generator associated to the light.
  82297. * @returns Always null for hemispheric lights because it does not support shadows.
  82298. */
  82299. getShadowGenerator(): Nullable<IShadowGenerator>;
  82300. /**
  82301. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82302. * @param effect The effect to update
  82303. * @param lightIndex The index of the light in the effect to update
  82304. * @returns The hemispheric light
  82305. */
  82306. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82307. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82308. /**
  82309. * Computes the world matrix of the node
  82310. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82311. * @param useWasUpdatedFlag defines a reserved property
  82312. * @returns the world matrix
  82313. */
  82314. computeWorldMatrix(): Matrix;
  82315. /**
  82316. * Returns the integer 3.
  82317. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82318. */
  82319. getTypeID(): number;
  82320. /**
  82321. * Prepares the list of defines specific to the light type.
  82322. * @param defines the list of defines
  82323. * @param lightIndex defines the index of the light for the effect
  82324. */
  82325. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82326. }
  82327. }
  82328. declare module BABYLON {
  82329. /** @hidden */
  82330. export var vrMultiviewToSingleviewPixelShader: {
  82331. name: string;
  82332. shader: string;
  82333. };
  82334. }
  82335. declare module BABYLON {
  82336. /**
  82337. * Renders to multiple views with a single draw call
  82338. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  82339. */
  82340. export class MultiviewRenderTarget extends RenderTargetTexture {
  82341. /**
  82342. * Creates a multiview render target
  82343. * @param scene scene used with the render target
  82344. * @param size the size of the render target (used for each view)
  82345. */
  82346. constructor(scene: Scene, size?: number | {
  82347. width: number;
  82348. height: number;
  82349. } | {
  82350. ratio: number;
  82351. });
  82352. /**
  82353. * @hidden
  82354. * @param faceIndex the face index, if its a cube texture
  82355. */
  82356. _bindFrameBuffer(faceIndex?: number): void;
  82357. /**
  82358. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  82359. * @returns the view count
  82360. */
  82361. getViewCount(): number;
  82362. }
  82363. }
  82364. declare module BABYLON {
  82365. /**
  82366. * Represents a camera frustum
  82367. */
  82368. export class Frustum {
  82369. /**
  82370. * Gets the planes representing the frustum
  82371. * @param transform matrix to be applied to the returned planes
  82372. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  82373. */
  82374. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  82375. /**
  82376. * Gets the near frustum plane transformed by the transform matrix
  82377. * @param transform transformation matrix to be applied to the resulting frustum plane
  82378. * @param frustumPlane the resuling frustum plane
  82379. */
  82380. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82381. /**
  82382. * Gets the far frustum plane transformed by the transform matrix
  82383. * @param transform transformation matrix to be applied to the resulting frustum plane
  82384. * @param frustumPlane the resuling frustum plane
  82385. */
  82386. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82387. /**
  82388. * Gets the left frustum plane transformed by the transform matrix
  82389. * @param transform transformation matrix to be applied to the resulting frustum plane
  82390. * @param frustumPlane the resuling frustum plane
  82391. */
  82392. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82393. /**
  82394. * Gets the right frustum plane transformed by the transform matrix
  82395. * @param transform transformation matrix to be applied to the resulting frustum plane
  82396. * @param frustumPlane the resuling frustum plane
  82397. */
  82398. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82399. /**
  82400. * Gets the top frustum plane transformed by the transform matrix
  82401. * @param transform transformation matrix to be applied to the resulting frustum plane
  82402. * @param frustumPlane the resuling frustum plane
  82403. */
  82404. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82405. /**
  82406. * Gets the bottom frustum plane transformed by the transform matrix
  82407. * @param transform transformation matrix to be applied to the resulting frustum plane
  82408. * @param frustumPlane the resuling frustum plane
  82409. */
  82410. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82411. /**
  82412. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  82413. * @param transform transformation matrix to be applied to the resulting frustum planes
  82414. * @param frustumPlanes the resuling frustum planes
  82415. */
  82416. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  82417. }
  82418. }
  82419. declare module BABYLON {
  82420. interface Engine {
  82421. /**
  82422. * Creates a new multiview render target
  82423. * @param width defines the width of the texture
  82424. * @param height defines the height of the texture
  82425. * @returns the created multiview texture
  82426. */
  82427. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  82428. /**
  82429. * Binds a multiview framebuffer to be drawn to
  82430. * @param multiviewTexture texture to bind
  82431. */
  82432. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  82433. }
  82434. interface Camera {
  82435. /**
  82436. * @hidden
  82437. * 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)
  82438. */
  82439. _useMultiviewToSingleView: boolean;
  82440. /**
  82441. * @hidden
  82442. * 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)
  82443. */
  82444. _multiviewTexture: Nullable<RenderTargetTexture>;
  82445. /**
  82446. * @hidden
  82447. * ensures the multiview texture of the camera exists and has the specified width/height
  82448. * @param width height to set on the multiview texture
  82449. * @param height width to set on the multiview texture
  82450. */
  82451. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  82452. }
  82453. interface Scene {
  82454. /** @hidden */
  82455. _transformMatrixR: Matrix;
  82456. /** @hidden */
  82457. _multiviewSceneUbo: Nullable<UniformBuffer>;
  82458. /** @hidden */
  82459. _createMultiviewUbo(): void;
  82460. /** @hidden */
  82461. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  82462. /** @hidden */
  82463. _renderMultiviewToSingleView(camera: Camera): void;
  82464. }
  82465. }
  82466. declare module BABYLON {
  82467. /**
  82468. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  82469. * This will not be used for webXR as it supports displaying texture arrays directly
  82470. */
  82471. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  82472. /**
  82473. * Initializes a VRMultiviewToSingleview
  82474. * @param name name of the post process
  82475. * @param camera camera to be applied to
  82476. * @param scaleFactor scaling factor to the size of the output texture
  82477. */
  82478. constructor(name: string, camera: Camera, scaleFactor: number);
  82479. }
  82480. }
  82481. declare module BABYLON {
  82482. /**
  82483. * Interface used to define additional presentation attributes
  82484. */
  82485. export interface IVRPresentationAttributes {
  82486. /**
  82487. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  82488. */
  82489. highRefreshRate: boolean;
  82490. /**
  82491. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  82492. */
  82493. foveationLevel: number;
  82494. }
  82495. interface Engine {
  82496. /** @hidden */
  82497. _vrDisplay: any;
  82498. /** @hidden */
  82499. _vrSupported: boolean;
  82500. /** @hidden */
  82501. _oldSize: Size;
  82502. /** @hidden */
  82503. _oldHardwareScaleFactor: number;
  82504. /** @hidden */
  82505. _vrExclusivePointerMode: boolean;
  82506. /** @hidden */
  82507. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  82508. /** @hidden */
  82509. _onVRDisplayPointerRestricted: () => void;
  82510. /** @hidden */
  82511. _onVRDisplayPointerUnrestricted: () => void;
  82512. /** @hidden */
  82513. _onVrDisplayConnect: Nullable<(display: any) => void>;
  82514. /** @hidden */
  82515. _onVrDisplayDisconnect: Nullable<() => void>;
  82516. /** @hidden */
  82517. _onVrDisplayPresentChange: Nullable<() => void>;
  82518. /**
  82519. * Observable signaled when VR display mode changes
  82520. */
  82521. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  82522. /**
  82523. * Observable signaled when VR request present is complete
  82524. */
  82525. onVRRequestPresentComplete: Observable<boolean>;
  82526. /**
  82527. * Observable signaled when VR request present starts
  82528. */
  82529. onVRRequestPresentStart: Observable<Engine>;
  82530. /**
  82531. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  82532. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  82533. */
  82534. isInVRExclusivePointerMode: boolean;
  82535. /**
  82536. * Gets a boolean indicating if a webVR device was detected
  82537. * @returns true if a webVR device was detected
  82538. */
  82539. isVRDevicePresent(): boolean;
  82540. /**
  82541. * Gets the current webVR device
  82542. * @returns the current webVR device (or null)
  82543. */
  82544. getVRDevice(): any;
  82545. /**
  82546. * Initializes a webVR display and starts listening to display change events
  82547. * The onVRDisplayChangedObservable will be notified upon these changes
  82548. * @returns A promise containing a VRDisplay and if vr is supported
  82549. */
  82550. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  82551. /** @hidden */
  82552. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  82553. /**
  82554. * Gets or sets the presentation attributes used to configure VR rendering
  82555. */
  82556. vrPresentationAttributes?: IVRPresentationAttributes;
  82557. /**
  82558. * Call this function to switch to webVR mode
  82559. * Will do nothing if webVR is not supported or if there is no webVR device
  82560. * @see http://doc.babylonjs.com/how_to/webvr_camera
  82561. */
  82562. enableVR(): void;
  82563. /** @hidden */
  82564. _onVRFullScreenTriggered(): void;
  82565. }
  82566. }
  82567. declare module BABYLON {
  82568. /**
  82569. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  82570. * IMPORTANT!! The data is right-hand data.
  82571. * @export
  82572. * @interface DevicePose
  82573. */
  82574. export interface DevicePose {
  82575. /**
  82576. * The position of the device, values in array are [x,y,z].
  82577. */
  82578. readonly position: Nullable<Float32Array>;
  82579. /**
  82580. * The linearVelocity of the device, values in array are [x,y,z].
  82581. */
  82582. readonly linearVelocity: Nullable<Float32Array>;
  82583. /**
  82584. * The linearAcceleration of the device, values in array are [x,y,z].
  82585. */
  82586. readonly linearAcceleration: Nullable<Float32Array>;
  82587. /**
  82588. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  82589. */
  82590. readonly orientation: Nullable<Float32Array>;
  82591. /**
  82592. * The angularVelocity of the device, values in array are [x,y,z].
  82593. */
  82594. readonly angularVelocity: Nullable<Float32Array>;
  82595. /**
  82596. * The angularAcceleration of the device, values in array are [x,y,z].
  82597. */
  82598. readonly angularAcceleration: Nullable<Float32Array>;
  82599. }
  82600. /**
  82601. * Interface representing a pose controlled object in Babylon.
  82602. * A pose controlled object has both regular pose values as well as pose values
  82603. * from an external device such as a VR head mounted display
  82604. */
  82605. export interface PoseControlled {
  82606. /**
  82607. * The position of the object in babylon space.
  82608. */
  82609. position: Vector3;
  82610. /**
  82611. * The rotation quaternion of the object in babylon space.
  82612. */
  82613. rotationQuaternion: Quaternion;
  82614. /**
  82615. * The position of the device in babylon space.
  82616. */
  82617. devicePosition?: Vector3;
  82618. /**
  82619. * The rotation quaternion of the device in babylon space.
  82620. */
  82621. deviceRotationQuaternion: Quaternion;
  82622. /**
  82623. * The raw pose coming from the device.
  82624. */
  82625. rawPose: Nullable<DevicePose>;
  82626. /**
  82627. * The scale of the device to be used when translating from device space to babylon space.
  82628. */
  82629. deviceScaleFactor: number;
  82630. /**
  82631. * Updates the poseControlled values based on the input device pose.
  82632. * @param poseData the pose data to update the object with
  82633. */
  82634. updateFromDevice(poseData: DevicePose): void;
  82635. }
  82636. /**
  82637. * Set of options to customize the webVRCamera
  82638. */
  82639. export interface WebVROptions {
  82640. /**
  82641. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  82642. */
  82643. trackPosition?: boolean;
  82644. /**
  82645. * Sets the scale of the vrDevice in babylon space. (default: 1)
  82646. */
  82647. positionScale?: number;
  82648. /**
  82649. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  82650. */
  82651. displayName?: string;
  82652. /**
  82653. * Should the native controller meshes be initialized. (default: true)
  82654. */
  82655. controllerMeshes?: boolean;
  82656. /**
  82657. * Creating a default HemiLight only on controllers. (default: true)
  82658. */
  82659. defaultLightingOnControllers?: boolean;
  82660. /**
  82661. * If you don't want to use the default VR button of the helper. (default: false)
  82662. */
  82663. useCustomVRButton?: boolean;
  82664. /**
  82665. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  82666. */
  82667. customVRButton?: HTMLButtonElement;
  82668. /**
  82669. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  82670. */
  82671. rayLength?: number;
  82672. /**
  82673. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  82674. */
  82675. defaultHeight?: number;
  82676. /**
  82677. * If multiview should be used if availible (default: false)
  82678. */
  82679. useMultiview?: boolean;
  82680. }
  82681. /**
  82682. * This represents a WebVR camera.
  82683. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  82684. * @example http://doc.babylonjs.com/how_to/webvr_camera
  82685. */
  82686. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  82687. private webVROptions;
  82688. /**
  82689. * @hidden
  82690. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  82691. */
  82692. _vrDevice: any;
  82693. /**
  82694. * The rawPose of the vrDevice.
  82695. */
  82696. rawPose: Nullable<DevicePose>;
  82697. private _onVREnabled;
  82698. private _specsVersion;
  82699. private _attached;
  82700. private _frameData;
  82701. protected _descendants: Array<Node>;
  82702. private _deviceRoomPosition;
  82703. /** @hidden */
  82704. _deviceRoomRotationQuaternion: Quaternion;
  82705. private _standingMatrix;
  82706. /**
  82707. * Represents device position in babylon space.
  82708. */
  82709. devicePosition: Vector3;
  82710. /**
  82711. * Represents device rotation in babylon space.
  82712. */
  82713. deviceRotationQuaternion: Quaternion;
  82714. /**
  82715. * The scale of the device to be used when translating from device space to babylon space.
  82716. */
  82717. deviceScaleFactor: number;
  82718. private _deviceToWorld;
  82719. private _worldToDevice;
  82720. /**
  82721. * References to the webVR controllers for the vrDevice.
  82722. */
  82723. controllers: Array<WebVRController>;
  82724. /**
  82725. * Emits an event when a controller is attached.
  82726. */
  82727. onControllersAttachedObservable: Observable<WebVRController[]>;
  82728. /**
  82729. * Emits an event when a controller's mesh has been loaded;
  82730. */
  82731. onControllerMeshLoadedObservable: Observable<WebVRController>;
  82732. /**
  82733. * Emits an event when the HMD's pose has been updated.
  82734. */
  82735. onPoseUpdatedFromDeviceObservable: Observable<any>;
  82736. private _poseSet;
  82737. /**
  82738. * If the rig cameras be used as parent instead of this camera.
  82739. */
  82740. rigParenting: boolean;
  82741. private _lightOnControllers;
  82742. private _defaultHeight?;
  82743. /**
  82744. * Instantiates a WebVRFreeCamera.
  82745. * @param name The name of the WebVRFreeCamera
  82746. * @param position The starting anchor position for the camera
  82747. * @param scene The scene the camera belongs to
  82748. * @param webVROptions a set of customizable options for the webVRCamera
  82749. */
  82750. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  82751. /**
  82752. * Gets the device distance from the ground in meters.
  82753. * @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.
  82754. */
  82755. deviceDistanceToRoomGround(): number;
  82756. /**
  82757. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82758. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  82759. */
  82760. useStandingMatrix(callback?: (bool: boolean) => void): void;
  82761. /**
  82762. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  82763. * @returns A promise with a boolean set to if the standing matrix is supported.
  82764. */
  82765. useStandingMatrixAsync(): Promise<boolean>;
  82766. /**
  82767. * Disposes the camera
  82768. */
  82769. dispose(): void;
  82770. /**
  82771. * Gets a vrController by name.
  82772. * @param name The name of the controller to retreive
  82773. * @returns the controller matching the name specified or null if not found
  82774. */
  82775. getControllerByName(name: string): Nullable<WebVRController>;
  82776. private _leftController;
  82777. /**
  82778. * The controller corresponding to the users left hand.
  82779. */
  82780. readonly leftController: Nullable<WebVRController>;
  82781. private _rightController;
  82782. /**
  82783. * The controller corresponding to the users right hand.
  82784. */
  82785. readonly rightController: Nullable<WebVRController>;
  82786. /**
  82787. * Casts a ray forward from the vrCamera's gaze.
  82788. * @param length Length of the ray (default: 100)
  82789. * @returns the ray corresponding to the gaze
  82790. */
  82791. getForwardRay(length?: number): Ray;
  82792. /**
  82793. * @hidden
  82794. * Updates the camera based on device's frame data
  82795. */
  82796. _checkInputs(): void;
  82797. /**
  82798. * Updates the poseControlled values based on the input device pose.
  82799. * @param poseData Pose coming from the device
  82800. */
  82801. updateFromDevice(poseData: DevicePose): void;
  82802. private _htmlElementAttached;
  82803. private _detachIfAttached;
  82804. /**
  82805. * WebVR's attach control will start broadcasting frames to the device.
  82806. * Note that in certain browsers (chrome for example) this function must be called
  82807. * within a user-interaction callback. Example:
  82808. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  82809. *
  82810. * @param element html element to attach the vrDevice to
  82811. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  82812. */
  82813. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  82814. /**
  82815. * Detaches the camera from the html element and disables VR
  82816. *
  82817. * @param element html element to detach from
  82818. */
  82819. detachControl(element: HTMLElement): void;
  82820. /**
  82821. * @returns the name of this class
  82822. */
  82823. getClassName(): string;
  82824. /**
  82825. * Calls resetPose on the vrDisplay
  82826. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  82827. */
  82828. resetToCurrentRotation(): void;
  82829. /**
  82830. * @hidden
  82831. * Updates the rig cameras (left and right eye)
  82832. */
  82833. _updateRigCameras(): void;
  82834. private _workingVector;
  82835. private _oneVector;
  82836. private _workingMatrix;
  82837. private updateCacheCalled;
  82838. private _correctPositionIfNotTrackPosition;
  82839. /**
  82840. * @hidden
  82841. * Updates the cached values of the camera
  82842. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  82843. */
  82844. _updateCache(ignoreParentClass?: boolean): void;
  82845. /**
  82846. * @hidden
  82847. * Get current device position in babylon world
  82848. */
  82849. _computeDevicePosition(): void;
  82850. /**
  82851. * Updates the current device position and rotation in the babylon world
  82852. */
  82853. update(): void;
  82854. /**
  82855. * @hidden
  82856. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  82857. * @returns an identity matrix
  82858. */
  82859. _getViewMatrix(): Matrix;
  82860. private _tmpMatrix;
  82861. /**
  82862. * This function is called by the two RIG cameras.
  82863. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  82864. * @hidden
  82865. */
  82866. _getWebVRViewMatrix(): Matrix;
  82867. /** @hidden */
  82868. _getWebVRProjectionMatrix(): Matrix;
  82869. private _onGamepadConnectedObserver;
  82870. private _onGamepadDisconnectedObserver;
  82871. private _updateCacheWhenTrackingDisabledObserver;
  82872. /**
  82873. * Initializes the controllers and their meshes
  82874. */
  82875. initControllers(): void;
  82876. }
  82877. }
  82878. declare module BABYLON {
  82879. /**
  82880. * Size options for a post process
  82881. */
  82882. export type PostProcessOptions = {
  82883. width: number;
  82884. height: number;
  82885. };
  82886. /**
  82887. * PostProcess can be used to apply a shader to a texture after it has been rendered
  82888. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  82889. */
  82890. export class PostProcess {
  82891. /** Name of the PostProcess. */
  82892. name: string;
  82893. /**
  82894. * Gets or sets the unique id of the post process
  82895. */
  82896. uniqueId: number;
  82897. /**
  82898. * Width of the texture to apply the post process on
  82899. */
  82900. width: number;
  82901. /**
  82902. * Height of the texture to apply the post process on
  82903. */
  82904. height: number;
  82905. /**
  82906. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  82907. * @hidden
  82908. */
  82909. _outputTexture: Nullable<InternalTexture>;
  82910. /**
  82911. * Sampling mode used by the shader
  82912. * See https://doc.babylonjs.com/classes/3.1/texture
  82913. */
  82914. renderTargetSamplingMode: number;
  82915. /**
  82916. * Clear color to use when screen clearing
  82917. */
  82918. clearColor: Color4;
  82919. /**
  82920. * If the buffer needs to be cleared before applying the post process. (default: true)
  82921. * Should be set to false if shader will overwrite all previous pixels.
  82922. */
  82923. autoClear: boolean;
  82924. /**
  82925. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  82926. */
  82927. alphaMode: number;
  82928. /**
  82929. * Sets the setAlphaBlendConstants of the babylon engine
  82930. */
  82931. alphaConstants: Color4;
  82932. /**
  82933. * Animations to be used for the post processing
  82934. */
  82935. animations: Animation[];
  82936. /**
  82937. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  82938. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  82939. */
  82940. enablePixelPerfectMode: boolean;
  82941. /**
  82942. * Force the postprocess to be applied without taking in account viewport
  82943. */
  82944. forceFullscreenViewport: boolean;
  82945. /**
  82946. * List of inspectable custom properties (used by the Inspector)
  82947. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  82948. */
  82949. inspectableCustomProperties: IInspectable[];
  82950. /**
  82951. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  82952. *
  82953. * | Value | Type | Description |
  82954. * | ----- | ----------------------------------- | ----------- |
  82955. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  82956. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  82957. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  82958. *
  82959. */
  82960. scaleMode: number;
  82961. /**
  82962. * Force textures to be a power of two (default: false)
  82963. */
  82964. alwaysForcePOT: boolean;
  82965. private _samples;
  82966. /**
  82967. * Number of sample textures (default: 1)
  82968. */
  82969. samples: number;
  82970. /**
  82971. * Modify the scale of the post process to be the same as the viewport (default: false)
  82972. */
  82973. adaptScaleToCurrentViewport: boolean;
  82974. private _camera;
  82975. private _scene;
  82976. private _engine;
  82977. private _options;
  82978. private _reusable;
  82979. private _textureType;
  82980. /**
  82981. * Smart array of input and output textures for the post process.
  82982. * @hidden
  82983. */
  82984. _textures: SmartArray<InternalTexture>;
  82985. /**
  82986. * The index in _textures that corresponds to the output texture.
  82987. * @hidden
  82988. */
  82989. _currentRenderTextureInd: number;
  82990. private _effect;
  82991. private _samplers;
  82992. private _fragmentUrl;
  82993. private _vertexUrl;
  82994. private _parameters;
  82995. private _scaleRatio;
  82996. protected _indexParameters: any;
  82997. private _shareOutputWithPostProcess;
  82998. private _texelSize;
  82999. private _forcedOutputTexture;
  83000. /**
  83001. * Returns the fragment url or shader name used in the post process.
  83002. * @returns the fragment url or name in the shader store.
  83003. */
  83004. getEffectName(): string;
  83005. /**
  83006. * An event triggered when the postprocess is activated.
  83007. */
  83008. onActivateObservable: Observable<Camera>;
  83009. private _onActivateObserver;
  83010. /**
  83011. * A function that is added to the onActivateObservable
  83012. */
  83013. onActivate: Nullable<(camera: Camera) => void>;
  83014. /**
  83015. * An event triggered when the postprocess changes its size.
  83016. */
  83017. onSizeChangedObservable: Observable<PostProcess>;
  83018. private _onSizeChangedObserver;
  83019. /**
  83020. * A function that is added to the onSizeChangedObservable
  83021. */
  83022. onSizeChanged: (postProcess: PostProcess) => void;
  83023. /**
  83024. * An event triggered when the postprocess applies its effect.
  83025. */
  83026. onApplyObservable: Observable<Effect>;
  83027. private _onApplyObserver;
  83028. /**
  83029. * A function that is added to the onApplyObservable
  83030. */
  83031. onApply: (effect: Effect) => void;
  83032. /**
  83033. * An event triggered before rendering the postprocess
  83034. */
  83035. onBeforeRenderObservable: Observable<Effect>;
  83036. private _onBeforeRenderObserver;
  83037. /**
  83038. * A function that is added to the onBeforeRenderObservable
  83039. */
  83040. onBeforeRender: (effect: Effect) => void;
  83041. /**
  83042. * An event triggered after rendering the postprocess
  83043. */
  83044. onAfterRenderObservable: Observable<Effect>;
  83045. private _onAfterRenderObserver;
  83046. /**
  83047. * A function that is added to the onAfterRenderObservable
  83048. */
  83049. onAfterRender: (efect: Effect) => void;
  83050. /**
  83051. * 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
  83052. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83053. */
  83054. inputTexture: InternalTexture;
  83055. /**
  83056. * Gets the camera which post process is applied to.
  83057. * @returns The camera the post process is applied to.
  83058. */
  83059. getCamera(): Camera;
  83060. /**
  83061. * Gets the texel size of the postprocess.
  83062. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83063. */
  83064. readonly texelSize: Vector2;
  83065. /**
  83066. * Creates a new instance PostProcess
  83067. * @param name The name of the PostProcess.
  83068. * @param fragmentUrl The url of the fragment shader to be used.
  83069. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83070. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83071. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83072. * @param camera The camera to apply the render pass to.
  83073. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83074. * @param engine The engine which the post process will be applied. (default: current engine)
  83075. * @param reusable If the post process can be reused on the same frame. (default: false)
  83076. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83077. * @param textureType Type of textures used when performing the post process. (default: 0)
  83078. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83079. * @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
  83080. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83081. */
  83082. constructor(
  83083. /** Name of the PostProcess. */
  83084. 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);
  83085. /**
  83086. * Gets a string idenfifying the name of the class
  83087. * @returns "PostProcess" string
  83088. */
  83089. getClassName(): string;
  83090. /**
  83091. * Gets the engine which this post process belongs to.
  83092. * @returns The engine the post process was enabled with.
  83093. */
  83094. getEngine(): Engine;
  83095. /**
  83096. * The effect that is created when initializing the post process.
  83097. * @returns The created effect corresponding the the postprocess.
  83098. */
  83099. getEffect(): Effect;
  83100. /**
  83101. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83102. * @param postProcess The post process to share the output with.
  83103. * @returns This post process.
  83104. */
  83105. shareOutputWith(postProcess: PostProcess): PostProcess;
  83106. /**
  83107. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83108. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83109. */
  83110. useOwnOutput(): void;
  83111. /**
  83112. * Updates the effect with the current post process compile time values and recompiles the shader.
  83113. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83114. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83115. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83116. * @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
  83117. * @param onCompiled Called when the shader has been compiled.
  83118. * @param onError Called if there is an error when compiling a shader.
  83119. */
  83120. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83121. /**
  83122. * The post process is reusable if it can be used multiple times within one frame.
  83123. * @returns If the post process is reusable
  83124. */
  83125. isReusable(): boolean;
  83126. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83127. markTextureDirty(): void;
  83128. /**
  83129. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83130. * 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.
  83131. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83132. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83133. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83134. * @returns The target texture that was bound to be written to.
  83135. */
  83136. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83137. /**
  83138. * If the post process is supported.
  83139. */
  83140. readonly isSupported: boolean;
  83141. /**
  83142. * The aspect ratio of the output texture.
  83143. */
  83144. readonly aspectRatio: number;
  83145. /**
  83146. * Get a value indicating if the post-process is ready to be used
  83147. * @returns true if the post-process is ready (shader is compiled)
  83148. */
  83149. isReady(): boolean;
  83150. /**
  83151. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83152. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83153. */
  83154. apply(): Nullable<Effect>;
  83155. private _disposeTextures;
  83156. /**
  83157. * Disposes the post process.
  83158. * @param camera The camera to dispose the post process on.
  83159. */
  83160. dispose(camera?: Camera): void;
  83161. }
  83162. }
  83163. declare module BABYLON {
  83164. /** @hidden */
  83165. export var kernelBlurVaryingDeclaration: {
  83166. name: string;
  83167. shader: string;
  83168. };
  83169. }
  83170. declare module BABYLON {
  83171. /** @hidden */
  83172. export var kernelBlurFragment: {
  83173. name: string;
  83174. shader: string;
  83175. };
  83176. }
  83177. declare module BABYLON {
  83178. /** @hidden */
  83179. export var kernelBlurFragment2: {
  83180. name: string;
  83181. shader: string;
  83182. };
  83183. }
  83184. declare module BABYLON {
  83185. /** @hidden */
  83186. export var kernelBlurPixelShader: {
  83187. name: string;
  83188. shader: string;
  83189. };
  83190. }
  83191. declare module BABYLON {
  83192. /** @hidden */
  83193. export var kernelBlurVertex: {
  83194. name: string;
  83195. shader: string;
  83196. };
  83197. }
  83198. declare module BABYLON {
  83199. /** @hidden */
  83200. export var kernelBlurVertexShader: {
  83201. name: string;
  83202. shader: string;
  83203. };
  83204. }
  83205. declare module BABYLON {
  83206. /**
  83207. * The Blur Post Process which blurs an image based on a kernel and direction.
  83208. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83209. */
  83210. export class BlurPostProcess extends PostProcess {
  83211. /** The direction in which to blur the image. */
  83212. direction: Vector2;
  83213. private blockCompilation;
  83214. protected _kernel: number;
  83215. protected _idealKernel: number;
  83216. protected _packedFloat: boolean;
  83217. private _staticDefines;
  83218. /**
  83219. * Sets the length in pixels of the blur sample region
  83220. */
  83221. /**
  83222. * Gets the length in pixels of the blur sample region
  83223. */
  83224. kernel: number;
  83225. /**
  83226. * Sets wether or not the blur needs to unpack/repack floats
  83227. */
  83228. /**
  83229. * Gets wether or not the blur is unpacking/repacking floats
  83230. */
  83231. packedFloat: boolean;
  83232. /**
  83233. * Creates a new instance BlurPostProcess
  83234. * @param name The name of the effect.
  83235. * @param direction The direction in which to blur the image.
  83236. * @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.
  83237. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83238. * @param camera The camera to apply the render pass to.
  83239. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83240. * @param engine The engine which the post process will be applied. (default: current engine)
  83241. * @param reusable If the post process can be reused on the same frame. (default: false)
  83242. * @param textureType Type of textures used when performing the post process. (default: 0)
  83243. * @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)
  83244. */
  83245. constructor(name: string,
  83246. /** The direction in which to blur the image. */
  83247. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  83248. /**
  83249. * Updates the effect with the current post process compile time values and recompiles the shader.
  83250. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83251. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83252. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83253. * @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
  83254. * @param onCompiled Called when the shader has been compiled.
  83255. * @param onError Called if there is an error when compiling a shader.
  83256. */
  83257. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83258. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83259. /**
  83260. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83261. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83262. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83263. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83264. * The gaps between physical kernels are compensated for in the weighting of the samples
  83265. * @param idealKernel Ideal blur kernel.
  83266. * @return Nearest best kernel.
  83267. */
  83268. protected _nearestBestKernel(idealKernel: number): number;
  83269. /**
  83270. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83271. * @param x The point on the Gaussian distribution to sample.
  83272. * @return the value of the Gaussian function at x.
  83273. */
  83274. protected _gaussianWeight(x: number): number;
  83275. /**
  83276. * Generates a string that can be used as a floating point number in GLSL.
  83277. * @param x Value to print.
  83278. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83279. * @return GLSL float string.
  83280. */
  83281. protected _glslFloat(x: number, decimalFigures?: number): string;
  83282. }
  83283. }
  83284. declare module BABYLON {
  83285. /**
  83286. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83287. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83288. * You can then easily use it as a reflectionTexture on a flat surface.
  83289. * In case the surface is not a plane, please consider relying on reflection probes.
  83290. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83291. */
  83292. export class MirrorTexture extends RenderTargetTexture {
  83293. private scene;
  83294. /**
  83295. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83296. * 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.
  83297. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83298. */
  83299. mirrorPlane: Plane;
  83300. /**
  83301. * Define the blur ratio used to blur the reflection if needed.
  83302. */
  83303. blurRatio: number;
  83304. /**
  83305. * Define the adaptive blur kernel used to blur the reflection if needed.
  83306. * This will autocompute the closest best match for the `blurKernel`
  83307. */
  83308. adaptiveBlurKernel: number;
  83309. /**
  83310. * Define the blur kernel used to blur the reflection if needed.
  83311. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83312. */
  83313. blurKernel: number;
  83314. /**
  83315. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  83316. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83317. */
  83318. blurKernelX: number;
  83319. /**
  83320. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  83321. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83322. */
  83323. blurKernelY: number;
  83324. private _autoComputeBlurKernel;
  83325. protected _onRatioRescale(): void;
  83326. private _updateGammaSpace;
  83327. private _imageProcessingConfigChangeObserver;
  83328. private _transformMatrix;
  83329. private _mirrorMatrix;
  83330. private _savedViewMatrix;
  83331. private _blurX;
  83332. private _blurY;
  83333. private _adaptiveBlurKernel;
  83334. private _blurKernelX;
  83335. private _blurKernelY;
  83336. private _blurRatio;
  83337. /**
  83338. * Instantiates a Mirror Texture.
  83339. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83340. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83341. * You can then easily use it as a reflectionTexture on a flat surface.
  83342. * In case the surface is not a plane, please consider relying on reflection probes.
  83343. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83344. * @param name
  83345. * @param size
  83346. * @param scene
  83347. * @param generateMipMaps
  83348. * @param type
  83349. * @param samplingMode
  83350. * @param generateDepthBuffer
  83351. */
  83352. constructor(name: string, size: number | {
  83353. width: number;
  83354. height: number;
  83355. } | {
  83356. ratio: number;
  83357. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  83358. private _preparePostProcesses;
  83359. /**
  83360. * Clone the mirror texture.
  83361. * @returns the cloned texture
  83362. */
  83363. clone(): MirrorTexture;
  83364. /**
  83365. * Serialize the texture to a JSON representation you could use in Parse later on
  83366. * @returns the serialized JSON representation
  83367. */
  83368. serialize(): any;
  83369. /**
  83370. * Dispose the texture and release its associated resources.
  83371. */
  83372. dispose(): void;
  83373. }
  83374. }
  83375. declare module BABYLON {
  83376. /**
  83377. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83378. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83379. */
  83380. export class Texture extends BaseTexture {
  83381. /**
  83382. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  83383. */
  83384. static SerializeBuffers: boolean;
  83385. /** @hidden */
  83386. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  83387. /** @hidden */
  83388. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  83389. /** @hidden */
  83390. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  83391. /** nearest is mag = nearest and min = nearest and mip = linear */
  83392. static readonly NEAREST_SAMPLINGMODE: number;
  83393. /** nearest is mag = nearest and min = nearest and mip = linear */
  83394. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  83395. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83396. static readonly BILINEAR_SAMPLINGMODE: number;
  83397. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83398. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  83399. /** Trilinear is mag = linear and min = linear and mip = linear */
  83400. static readonly TRILINEAR_SAMPLINGMODE: number;
  83401. /** Trilinear is mag = linear and min = linear and mip = linear */
  83402. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  83403. /** mag = nearest and min = nearest and mip = nearest */
  83404. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  83405. /** mag = nearest and min = linear and mip = nearest */
  83406. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  83407. /** mag = nearest and min = linear and mip = linear */
  83408. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  83409. /** mag = nearest and min = linear and mip = none */
  83410. static readonly NEAREST_LINEAR: number;
  83411. /** mag = nearest and min = nearest and mip = none */
  83412. static readonly NEAREST_NEAREST: number;
  83413. /** mag = linear and min = nearest and mip = nearest */
  83414. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  83415. /** mag = linear and min = nearest and mip = linear */
  83416. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  83417. /** mag = linear and min = linear and mip = none */
  83418. static readonly LINEAR_LINEAR: number;
  83419. /** mag = linear and min = nearest and mip = none */
  83420. static readonly LINEAR_NEAREST: number;
  83421. /** Explicit coordinates mode */
  83422. static readonly EXPLICIT_MODE: number;
  83423. /** Spherical coordinates mode */
  83424. static readonly SPHERICAL_MODE: number;
  83425. /** Planar coordinates mode */
  83426. static readonly PLANAR_MODE: number;
  83427. /** Cubic coordinates mode */
  83428. static readonly CUBIC_MODE: number;
  83429. /** Projection coordinates mode */
  83430. static readonly PROJECTION_MODE: number;
  83431. /** Inverse Cubic coordinates mode */
  83432. static readonly SKYBOX_MODE: number;
  83433. /** Inverse Cubic coordinates mode */
  83434. static readonly INVCUBIC_MODE: number;
  83435. /** Equirectangular coordinates mode */
  83436. static readonly EQUIRECTANGULAR_MODE: number;
  83437. /** Equirectangular Fixed coordinates mode */
  83438. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  83439. /** Equirectangular Fixed Mirrored coordinates mode */
  83440. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  83441. /** Texture is not repeating outside of 0..1 UVs */
  83442. static readonly CLAMP_ADDRESSMODE: number;
  83443. /** Texture is repeating outside of 0..1 UVs */
  83444. static readonly WRAP_ADDRESSMODE: number;
  83445. /** Texture is repeating and mirrored */
  83446. static readonly MIRROR_ADDRESSMODE: number;
  83447. /**
  83448. * 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
  83449. */
  83450. static UseSerializedUrlIfAny: boolean;
  83451. /**
  83452. * Define the url of the texture.
  83453. */
  83454. url: Nullable<string>;
  83455. /**
  83456. * Define an offset on the texture to offset the u coordinates of the UVs
  83457. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83458. */
  83459. uOffset: number;
  83460. /**
  83461. * Define an offset on the texture to offset the v coordinates of the UVs
  83462. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83463. */
  83464. vOffset: number;
  83465. /**
  83466. * Define an offset on the texture to scale the u coordinates of the UVs
  83467. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83468. */
  83469. uScale: number;
  83470. /**
  83471. * Define an offset on the texture to scale the v coordinates of the UVs
  83472. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83473. */
  83474. vScale: number;
  83475. /**
  83476. * Define an offset on the texture to rotate around the u coordinates of the UVs
  83477. * @see http://doc.babylonjs.com/how_to/more_materials
  83478. */
  83479. uAng: number;
  83480. /**
  83481. * Define an offset on the texture to rotate around the v coordinates of the UVs
  83482. * @see http://doc.babylonjs.com/how_to/more_materials
  83483. */
  83484. vAng: number;
  83485. /**
  83486. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  83487. * @see http://doc.babylonjs.com/how_to/more_materials
  83488. */
  83489. wAng: number;
  83490. /**
  83491. * Defines the center of rotation (U)
  83492. */
  83493. uRotationCenter: number;
  83494. /**
  83495. * Defines the center of rotation (V)
  83496. */
  83497. vRotationCenter: number;
  83498. /**
  83499. * Defines the center of rotation (W)
  83500. */
  83501. wRotationCenter: number;
  83502. /**
  83503. * Are mip maps generated for this texture or not.
  83504. */
  83505. readonly noMipmap: boolean;
  83506. /**
  83507. * List of inspectable custom properties (used by the Inspector)
  83508. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83509. */
  83510. inspectableCustomProperties: Nullable<IInspectable[]>;
  83511. private _noMipmap;
  83512. /** @hidden */
  83513. _invertY: boolean;
  83514. private _rowGenerationMatrix;
  83515. private _cachedTextureMatrix;
  83516. private _projectionModeMatrix;
  83517. private _t0;
  83518. private _t1;
  83519. private _t2;
  83520. private _cachedUOffset;
  83521. private _cachedVOffset;
  83522. private _cachedUScale;
  83523. private _cachedVScale;
  83524. private _cachedUAng;
  83525. private _cachedVAng;
  83526. private _cachedWAng;
  83527. private _cachedProjectionMatrixId;
  83528. private _cachedCoordinatesMode;
  83529. /** @hidden */
  83530. protected _initialSamplingMode: number;
  83531. /** @hidden */
  83532. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  83533. private _deleteBuffer;
  83534. protected _format: Nullable<number>;
  83535. private _delayedOnLoad;
  83536. private _delayedOnError;
  83537. private _mimeType?;
  83538. /**
  83539. * Observable triggered once the texture has been loaded.
  83540. */
  83541. onLoadObservable: Observable<Texture>;
  83542. protected _isBlocking: boolean;
  83543. /**
  83544. * Is the texture preventing material to render while loading.
  83545. * If false, a default texture will be used instead of the loading one during the preparation step.
  83546. */
  83547. isBlocking: boolean;
  83548. /**
  83549. * Get the current sampling mode associated with the texture.
  83550. */
  83551. readonly samplingMode: number;
  83552. /**
  83553. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  83554. */
  83555. readonly invertY: boolean;
  83556. /**
  83557. * Instantiates a new texture.
  83558. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83559. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83560. * @param url defines the url of the picture to load as a texture
  83561. * @param scene defines the scene or engine the texture will belong to
  83562. * @param noMipmap defines if the texture will require mip maps or not
  83563. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  83564. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83565. * @param onLoad defines a callback triggered when the texture has been loaded
  83566. * @param onError defines a callback triggered when an error occurred during the loading session
  83567. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  83568. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  83569. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83570. * @param mimeType defines an optional mime type information
  83571. */
  83572. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  83573. /**
  83574. * Update the url (and optional buffer) of this texture if url was null during construction.
  83575. * @param url the url of the texture
  83576. * @param buffer the buffer of the texture (defaults to null)
  83577. * @param onLoad callback called when the texture is loaded (defaults to null)
  83578. */
  83579. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  83580. /**
  83581. * Finish the loading sequence of a texture flagged as delayed load.
  83582. * @hidden
  83583. */
  83584. delayLoad(): void;
  83585. private _prepareRowForTextureGeneration;
  83586. /**
  83587. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  83588. * @returns the transform matrix of the texture.
  83589. */
  83590. getTextureMatrix(): Matrix;
  83591. /**
  83592. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  83593. * @returns The reflection texture transform
  83594. */
  83595. getReflectionTextureMatrix(): Matrix;
  83596. /**
  83597. * Clones the texture.
  83598. * @returns the cloned texture
  83599. */
  83600. clone(): Texture;
  83601. /**
  83602. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83603. * @returns The JSON representation of the texture
  83604. */
  83605. serialize(): any;
  83606. /**
  83607. * Get the current class name of the texture useful for serialization or dynamic coding.
  83608. * @returns "Texture"
  83609. */
  83610. getClassName(): string;
  83611. /**
  83612. * Dispose the texture and release its associated resources.
  83613. */
  83614. dispose(): void;
  83615. /**
  83616. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  83617. * @param parsedTexture Define the JSON representation of the texture
  83618. * @param scene Define the scene the parsed texture should be instantiated in
  83619. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  83620. * @returns The parsed texture if successful
  83621. */
  83622. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  83623. /**
  83624. * Creates a texture from its base 64 representation.
  83625. * @param data Define the base64 payload without the data: prefix
  83626. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83627. * @param scene Define the scene the texture should belong to
  83628. * @param noMipmap Forces the texture to not create mip map information if true
  83629. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83630. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83631. * @param onLoad define a callback triggered when the texture has been loaded
  83632. * @param onError define a callback triggered when an error occurred during the loading session
  83633. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83634. * @returns the created texture
  83635. */
  83636. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  83637. /**
  83638. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  83639. * @param data Define the base64 payload without the data: prefix
  83640. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83641. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  83642. * @param scene Define the scene the texture should belong to
  83643. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  83644. * @param noMipmap Forces the texture to not create mip map information if true
  83645. * @param invertY define if the texture needs to be inverted on the y axis during loading
  83646. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83647. * @param onLoad define a callback triggered when the texture has been loaded
  83648. * @param onError define a callback triggered when an error occurred during the loading session
  83649. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83650. * @returns the created texture
  83651. */
  83652. 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;
  83653. }
  83654. }
  83655. declare module BABYLON {
  83656. /**
  83657. * PostProcessManager is used to manage one or more post processes or post process pipelines
  83658. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83659. */
  83660. export class PostProcessManager {
  83661. private _scene;
  83662. private _indexBuffer;
  83663. private _vertexBuffers;
  83664. /**
  83665. * Creates a new instance PostProcess
  83666. * @param scene The scene that the post process is associated with.
  83667. */
  83668. constructor(scene: Scene);
  83669. private _prepareBuffers;
  83670. private _buildIndexBuffer;
  83671. /**
  83672. * Rebuilds the vertex buffers of the manager.
  83673. * @hidden
  83674. */
  83675. _rebuild(): void;
  83676. /**
  83677. * Prepares a frame to be run through a post process.
  83678. * @param sourceTexture The input texture to the post procesess. (default: null)
  83679. * @param postProcesses An array of post processes to be run. (default: null)
  83680. * @returns True if the post processes were able to be run.
  83681. * @hidden
  83682. */
  83683. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  83684. /**
  83685. * Manually render a set of post processes to a texture.
  83686. * @param postProcesses An array of post processes to be run.
  83687. * @param targetTexture The target texture to render to.
  83688. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  83689. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  83690. * @param lodLevel defines which lod of the texture to render to
  83691. */
  83692. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  83693. /**
  83694. * Finalize the result of the output of the postprocesses.
  83695. * @param doNotPresent If true the result will not be displayed to the screen.
  83696. * @param targetTexture The target texture to render to.
  83697. * @param faceIndex The index of the face to bind the target texture to.
  83698. * @param postProcesses The array of post processes to render.
  83699. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  83700. * @hidden
  83701. */
  83702. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  83703. /**
  83704. * Disposes of the post process manager.
  83705. */
  83706. dispose(): void;
  83707. }
  83708. }
  83709. declare module BABYLON {
  83710. /** Interface used by value gradients (color, factor, ...) */
  83711. export interface IValueGradient {
  83712. /**
  83713. * Gets or sets the gradient value (between 0 and 1)
  83714. */
  83715. gradient: number;
  83716. }
  83717. /** Class used to store color4 gradient */
  83718. export class ColorGradient implements IValueGradient {
  83719. /**
  83720. * Gets or sets the gradient value (between 0 and 1)
  83721. */
  83722. gradient: number;
  83723. /**
  83724. * Gets or sets first associated color
  83725. */
  83726. color1: Color4;
  83727. /**
  83728. * Gets or sets second associated color
  83729. */
  83730. color2?: Color4;
  83731. /**
  83732. * Will get a color picked randomly between color1 and color2.
  83733. * If color2 is undefined then color1 will be used
  83734. * @param result defines the target Color4 to store the result in
  83735. */
  83736. getColorToRef(result: Color4): void;
  83737. }
  83738. /** Class used to store color 3 gradient */
  83739. export class Color3Gradient implements IValueGradient {
  83740. /**
  83741. * Gets or sets the gradient value (between 0 and 1)
  83742. */
  83743. gradient: number;
  83744. /**
  83745. * Gets or sets the associated color
  83746. */
  83747. color: Color3;
  83748. }
  83749. /** Class used to store factor gradient */
  83750. export class FactorGradient implements IValueGradient {
  83751. /**
  83752. * Gets or sets the gradient value (between 0 and 1)
  83753. */
  83754. gradient: number;
  83755. /**
  83756. * Gets or sets first associated factor
  83757. */
  83758. factor1: number;
  83759. /**
  83760. * Gets or sets second associated factor
  83761. */
  83762. factor2?: number;
  83763. /**
  83764. * Will get a number picked randomly between factor1 and factor2.
  83765. * If factor2 is undefined then factor1 will be used
  83766. * @returns the picked number
  83767. */
  83768. getFactor(): number;
  83769. }
  83770. /**
  83771. * Helper used to simplify some generic gradient tasks
  83772. */
  83773. export class GradientHelper {
  83774. /**
  83775. * Gets the current gradient from an array of IValueGradient
  83776. * @param ratio defines the current ratio to get
  83777. * @param gradients defines the array of IValueGradient
  83778. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  83779. */
  83780. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  83781. }
  83782. }
  83783. declare module BABYLON {
  83784. interface ThinEngine {
  83785. /**
  83786. * Creates a dynamic texture
  83787. * @param width defines the width of the texture
  83788. * @param height defines the height of the texture
  83789. * @param generateMipMaps defines if the engine should generate the mip levels
  83790. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  83791. * @returns the dynamic texture inside an InternalTexture
  83792. */
  83793. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  83794. /**
  83795. * Update the content of a dynamic texture
  83796. * @param texture defines the texture to update
  83797. * @param canvas defines the canvas containing the source
  83798. * @param invertY defines if data must be stored with Y axis inverted
  83799. * @param premulAlpha defines if alpha is stored as premultiplied
  83800. * @param format defines the format of the data
  83801. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  83802. */
  83803. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  83804. }
  83805. }
  83806. declare module BABYLON {
  83807. /**
  83808. * Helper class used to generate a canvas to manipulate images
  83809. */
  83810. export class CanvasGenerator {
  83811. /**
  83812. * Create a new canvas (or offscreen canvas depending on the context)
  83813. * @param width defines the expected width
  83814. * @param height defines the expected height
  83815. * @return a new canvas or offscreen canvas
  83816. */
  83817. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  83818. }
  83819. }
  83820. declare module BABYLON {
  83821. /**
  83822. * A class extending Texture allowing drawing on a texture
  83823. * @see http://doc.babylonjs.com/how_to/dynamictexture
  83824. */
  83825. export class DynamicTexture extends Texture {
  83826. private _generateMipMaps;
  83827. private _canvas;
  83828. private _context;
  83829. private _engine;
  83830. /**
  83831. * Creates a DynamicTexture
  83832. * @param name defines the name of the texture
  83833. * @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
  83834. * @param scene defines the scene where you want the texture
  83835. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  83836. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  83837. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  83838. */
  83839. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  83840. /**
  83841. * Get the current class name of the texture useful for serialization or dynamic coding.
  83842. * @returns "DynamicTexture"
  83843. */
  83844. getClassName(): string;
  83845. /**
  83846. * Gets the current state of canRescale
  83847. */
  83848. readonly canRescale: boolean;
  83849. private _recreate;
  83850. /**
  83851. * Scales the texture
  83852. * @param ratio the scale factor to apply to both width and height
  83853. */
  83854. scale(ratio: number): void;
  83855. /**
  83856. * Resizes the texture
  83857. * @param width the new width
  83858. * @param height the new height
  83859. */
  83860. scaleTo(width: number, height: number): void;
  83861. /**
  83862. * Gets the context of the canvas used by the texture
  83863. * @returns the canvas context of the dynamic texture
  83864. */
  83865. getContext(): CanvasRenderingContext2D;
  83866. /**
  83867. * Clears the texture
  83868. */
  83869. clear(): void;
  83870. /**
  83871. * Updates the texture
  83872. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83873. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  83874. */
  83875. update(invertY?: boolean, premulAlpha?: boolean): void;
  83876. /**
  83877. * Draws text onto the texture
  83878. * @param text defines the text to be drawn
  83879. * @param x defines the placement of the text from the left
  83880. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  83881. * @param font defines the font to be used with font-style, font-size, font-name
  83882. * @param color defines the color used for the text
  83883. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  83884. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  83885. * @param update defines whether texture is immediately update (default is true)
  83886. */
  83887. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  83888. /**
  83889. * Clones the texture
  83890. * @returns the clone of the texture.
  83891. */
  83892. clone(): DynamicTexture;
  83893. /**
  83894. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  83895. * @returns a serialized dynamic texture object
  83896. */
  83897. serialize(): any;
  83898. /** @hidden */
  83899. _rebuild(): void;
  83900. }
  83901. }
  83902. declare module BABYLON {
  83903. interface AbstractScene {
  83904. /**
  83905. * The list of procedural textures added to the scene
  83906. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83907. */
  83908. proceduralTextures: Array<ProceduralTexture>;
  83909. }
  83910. /**
  83911. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  83912. * in a given scene.
  83913. */
  83914. export class ProceduralTextureSceneComponent implements ISceneComponent {
  83915. /**
  83916. * The component name helpfull to identify the component in the list of scene components.
  83917. */
  83918. readonly name: string;
  83919. /**
  83920. * The scene the component belongs to.
  83921. */
  83922. scene: Scene;
  83923. /**
  83924. * Creates a new instance of the component for the given scene
  83925. * @param scene Defines the scene to register the component in
  83926. */
  83927. constructor(scene: Scene);
  83928. /**
  83929. * Registers the component in a given scene
  83930. */
  83931. register(): void;
  83932. /**
  83933. * Rebuilds the elements related to this component in case of
  83934. * context lost for instance.
  83935. */
  83936. rebuild(): void;
  83937. /**
  83938. * Disposes the component and the associated ressources.
  83939. */
  83940. dispose(): void;
  83941. private _beforeClear;
  83942. }
  83943. }
  83944. declare module BABYLON {
  83945. interface ThinEngine {
  83946. /**
  83947. * Creates a new render target cube texture
  83948. * @param size defines the size of the texture
  83949. * @param options defines the options used to create the texture
  83950. * @returns a new render target cube texture stored in an InternalTexture
  83951. */
  83952. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  83953. }
  83954. }
  83955. declare module BABYLON {
  83956. /** @hidden */
  83957. export var proceduralVertexShader: {
  83958. name: string;
  83959. shader: string;
  83960. };
  83961. }
  83962. declare module BABYLON {
  83963. /**
  83964. * 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.
  83965. * This is the base class of any Procedural texture and contains most of the shareable code.
  83966. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  83967. */
  83968. export class ProceduralTexture extends Texture {
  83969. isCube: boolean;
  83970. /**
  83971. * Define if the texture is enabled or not (disabled texture will not render)
  83972. */
  83973. isEnabled: boolean;
  83974. /**
  83975. * Define if the texture must be cleared before rendering (default is true)
  83976. */
  83977. autoClear: boolean;
  83978. /**
  83979. * Callback called when the texture is generated
  83980. */
  83981. onGenerated: () => void;
  83982. /**
  83983. * Event raised when the texture is generated
  83984. */
  83985. onGeneratedObservable: Observable<ProceduralTexture>;
  83986. /** @hidden */
  83987. _generateMipMaps: boolean;
  83988. /** @hidden **/
  83989. _effect: Effect;
  83990. /** @hidden */
  83991. _textures: {
  83992. [key: string]: Texture;
  83993. };
  83994. private _size;
  83995. private _currentRefreshId;
  83996. private _refreshRate;
  83997. private _vertexBuffers;
  83998. private _indexBuffer;
  83999. private _uniforms;
  84000. private _samplers;
  84001. private _fragment;
  84002. private _floats;
  84003. private _ints;
  84004. private _floatsArrays;
  84005. private _colors3;
  84006. private _colors4;
  84007. private _vectors2;
  84008. private _vectors3;
  84009. private _matrices;
  84010. private _fallbackTexture;
  84011. private _fallbackTextureUsed;
  84012. private _engine;
  84013. private _cachedDefines;
  84014. private _contentUpdateId;
  84015. private _contentData;
  84016. /**
  84017. * Instantiates a new procedural texture.
  84018. * 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.
  84019. * This is the base class of any Procedural texture and contains most of the shareable code.
  84020. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84021. * @param name Define the name of the texture
  84022. * @param size Define the size of the texture to create
  84023. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84024. * @param scene Define the scene the texture belongs to
  84025. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84026. * @param generateMipMaps Define if the texture should creates mip maps or not
  84027. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84028. */
  84029. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84030. /**
  84031. * The effect that is created when initializing the post process.
  84032. * @returns The created effect corresponding the the postprocess.
  84033. */
  84034. getEffect(): Effect;
  84035. /**
  84036. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84037. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84038. */
  84039. getContent(): Nullable<ArrayBufferView>;
  84040. private _createIndexBuffer;
  84041. /** @hidden */
  84042. _rebuild(): void;
  84043. /**
  84044. * Resets the texture in order to recreate its associated resources.
  84045. * This can be called in case of context loss
  84046. */
  84047. reset(): void;
  84048. protected _getDefines(): string;
  84049. /**
  84050. * Is the texture ready to be used ? (rendered at least once)
  84051. * @returns true if ready, otherwise, false.
  84052. */
  84053. isReady(): boolean;
  84054. /**
  84055. * Resets the refresh counter of the texture and start bak from scratch.
  84056. * Could be useful to regenerate the texture if it is setup to render only once.
  84057. */
  84058. resetRefreshCounter(): void;
  84059. /**
  84060. * Set the fragment shader to use in order to render the texture.
  84061. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84062. */
  84063. setFragment(fragment: any): void;
  84064. /**
  84065. * Define the refresh rate of the texture or the rendering frequency.
  84066. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84067. */
  84068. refreshRate: number;
  84069. /** @hidden */
  84070. _shouldRender(): boolean;
  84071. /**
  84072. * Get the size the texture is rendering at.
  84073. * @returns the size (texture is always squared)
  84074. */
  84075. getRenderSize(): number;
  84076. /**
  84077. * Resize the texture to new value.
  84078. * @param size Define the new size the texture should have
  84079. * @param generateMipMaps Define whether the new texture should create mip maps
  84080. */
  84081. resize(size: number, generateMipMaps: boolean): void;
  84082. private _checkUniform;
  84083. /**
  84084. * Set a texture in the shader program used to render.
  84085. * @param name Define the name of the uniform samplers as defined in the shader
  84086. * @param texture Define the texture to bind to this sampler
  84087. * @return the texture itself allowing "fluent" like uniform updates
  84088. */
  84089. setTexture(name: string, texture: Texture): ProceduralTexture;
  84090. /**
  84091. * Set a float in the shader.
  84092. * @param name Define the name of the uniform as defined in the shader
  84093. * @param value Define the value to give to the uniform
  84094. * @return the texture itself allowing "fluent" like uniform updates
  84095. */
  84096. setFloat(name: string, value: number): ProceduralTexture;
  84097. /**
  84098. * Set a int in the shader.
  84099. * @param name Define the name of the uniform as defined in the shader
  84100. * @param value Define the value to give to the uniform
  84101. * @return the texture itself allowing "fluent" like uniform updates
  84102. */
  84103. setInt(name: string, value: number): ProceduralTexture;
  84104. /**
  84105. * Set an array of floats in the shader.
  84106. * @param name Define the name of the uniform as defined in the shader
  84107. * @param value Define the value to give to the uniform
  84108. * @return the texture itself allowing "fluent" like uniform updates
  84109. */
  84110. setFloats(name: string, value: number[]): ProceduralTexture;
  84111. /**
  84112. * Set a vec3 in the shader from a Color3.
  84113. * @param name Define the name of the uniform as defined in the shader
  84114. * @param value Define the value to give to the uniform
  84115. * @return the texture itself allowing "fluent" like uniform updates
  84116. */
  84117. setColor3(name: string, value: Color3): ProceduralTexture;
  84118. /**
  84119. * Set a vec4 in the shader from a Color4.
  84120. * @param name Define the name of the uniform as defined in the shader
  84121. * @param value Define the value to give to the uniform
  84122. * @return the texture itself allowing "fluent" like uniform updates
  84123. */
  84124. setColor4(name: string, value: Color4): ProceduralTexture;
  84125. /**
  84126. * Set a vec2 in the shader from a Vector2.
  84127. * @param name Define the name of the uniform as defined in the shader
  84128. * @param value Define the value to give to the uniform
  84129. * @return the texture itself allowing "fluent" like uniform updates
  84130. */
  84131. setVector2(name: string, value: Vector2): ProceduralTexture;
  84132. /**
  84133. * Set a vec3 in the shader from a Vector3.
  84134. * @param name Define the name of the uniform as defined in the shader
  84135. * @param value Define the value to give to the uniform
  84136. * @return the texture itself allowing "fluent" like uniform updates
  84137. */
  84138. setVector3(name: string, value: Vector3): ProceduralTexture;
  84139. /**
  84140. * Set a mat4 in the shader from a MAtrix.
  84141. * @param name Define the name of the uniform as defined in the shader
  84142. * @param value Define the value to give to the uniform
  84143. * @return the texture itself allowing "fluent" like uniform updates
  84144. */
  84145. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84146. /**
  84147. * Render the texture to its associated render target.
  84148. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84149. */
  84150. render(useCameraPostProcess?: boolean): void;
  84151. /**
  84152. * Clone the texture.
  84153. * @returns the cloned texture
  84154. */
  84155. clone(): ProceduralTexture;
  84156. /**
  84157. * Dispose the texture and release its asoociated resources.
  84158. */
  84159. dispose(): void;
  84160. }
  84161. }
  84162. declare module BABYLON {
  84163. /**
  84164. * This represents the base class for particle system in Babylon.
  84165. * 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.
  84166. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84167. * @example https://doc.babylonjs.com/babylon101/particles
  84168. */
  84169. export class BaseParticleSystem {
  84170. /**
  84171. * Source color is added to the destination color without alpha affecting the result
  84172. */
  84173. static BLENDMODE_ONEONE: number;
  84174. /**
  84175. * Blend current color and particle color using particle’s alpha
  84176. */
  84177. static BLENDMODE_STANDARD: number;
  84178. /**
  84179. * Add current color and particle color multiplied by particle’s alpha
  84180. */
  84181. static BLENDMODE_ADD: number;
  84182. /**
  84183. * Multiply current color with particle color
  84184. */
  84185. static BLENDMODE_MULTIPLY: number;
  84186. /**
  84187. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84188. */
  84189. static BLENDMODE_MULTIPLYADD: number;
  84190. /**
  84191. * List of animations used by the particle system.
  84192. */
  84193. animations: Animation[];
  84194. /**
  84195. * The id of the Particle system.
  84196. */
  84197. id: string;
  84198. /**
  84199. * The friendly name of the Particle system.
  84200. */
  84201. name: string;
  84202. /**
  84203. * The rendering group used by the Particle system to chose when to render.
  84204. */
  84205. renderingGroupId: number;
  84206. /**
  84207. * The emitter represents the Mesh or position we are attaching the particle system to.
  84208. */
  84209. emitter: Nullable<AbstractMesh | Vector3>;
  84210. /**
  84211. * The maximum number of particles to emit per frame
  84212. */
  84213. emitRate: number;
  84214. /**
  84215. * If you want to launch only a few particles at once, that can be done, as well.
  84216. */
  84217. manualEmitCount: number;
  84218. /**
  84219. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84220. */
  84221. updateSpeed: number;
  84222. /**
  84223. * The amount of time the particle system is running (depends of the overall update speed).
  84224. */
  84225. targetStopDuration: number;
  84226. /**
  84227. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  84228. */
  84229. disposeOnStop: boolean;
  84230. /**
  84231. * Minimum power of emitting particles.
  84232. */
  84233. minEmitPower: number;
  84234. /**
  84235. * Maximum power of emitting particles.
  84236. */
  84237. maxEmitPower: number;
  84238. /**
  84239. * Minimum life time of emitting particles.
  84240. */
  84241. minLifeTime: number;
  84242. /**
  84243. * Maximum life time of emitting particles.
  84244. */
  84245. maxLifeTime: number;
  84246. /**
  84247. * Minimum Size of emitting particles.
  84248. */
  84249. minSize: number;
  84250. /**
  84251. * Maximum Size of emitting particles.
  84252. */
  84253. maxSize: number;
  84254. /**
  84255. * Minimum scale of emitting particles on X axis.
  84256. */
  84257. minScaleX: number;
  84258. /**
  84259. * Maximum scale of emitting particles on X axis.
  84260. */
  84261. maxScaleX: number;
  84262. /**
  84263. * Minimum scale of emitting particles on Y axis.
  84264. */
  84265. minScaleY: number;
  84266. /**
  84267. * Maximum scale of emitting particles on Y axis.
  84268. */
  84269. maxScaleY: number;
  84270. /**
  84271. * Gets or sets the minimal initial rotation in radians.
  84272. */
  84273. minInitialRotation: number;
  84274. /**
  84275. * Gets or sets the maximal initial rotation in radians.
  84276. */
  84277. maxInitialRotation: number;
  84278. /**
  84279. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84280. */
  84281. minAngularSpeed: number;
  84282. /**
  84283. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84284. */
  84285. maxAngularSpeed: number;
  84286. /**
  84287. * The texture used to render each particle. (this can be a spritesheet)
  84288. */
  84289. particleTexture: Nullable<Texture>;
  84290. /**
  84291. * The layer mask we are rendering the particles through.
  84292. */
  84293. layerMask: number;
  84294. /**
  84295. * This can help using your own shader to render the particle system.
  84296. * The according effect will be created
  84297. */
  84298. customShader: any;
  84299. /**
  84300. * By default particle system starts as soon as they are created. This prevents the
  84301. * automatic start to happen and let you decide when to start emitting particles.
  84302. */
  84303. preventAutoStart: boolean;
  84304. private _noiseTexture;
  84305. /**
  84306. * Gets or sets a texture used to add random noise to particle positions
  84307. */
  84308. noiseTexture: Nullable<ProceduralTexture>;
  84309. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84310. noiseStrength: Vector3;
  84311. /**
  84312. * Callback triggered when the particle animation is ending.
  84313. */
  84314. onAnimationEnd: Nullable<() => void>;
  84315. /**
  84316. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  84317. */
  84318. blendMode: number;
  84319. /**
  84320. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  84321. * to override the particles.
  84322. */
  84323. forceDepthWrite: boolean;
  84324. /** 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 */
  84325. preWarmCycles: number;
  84326. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  84327. preWarmStepOffset: number;
  84328. /**
  84329. * 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)
  84330. */
  84331. spriteCellChangeSpeed: number;
  84332. /**
  84333. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  84334. */
  84335. startSpriteCellID: number;
  84336. /**
  84337. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  84338. */
  84339. endSpriteCellID: number;
  84340. /**
  84341. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  84342. */
  84343. spriteCellWidth: number;
  84344. /**
  84345. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  84346. */
  84347. spriteCellHeight: number;
  84348. /**
  84349. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  84350. */
  84351. spriteRandomStartCell: boolean;
  84352. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  84353. translationPivot: Vector2;
  84354. /** @hidden */
  84355. protected _isAnimationSheetEnabled: boolean;
  84356. /**
  84357. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  84358. */
  84359. beginAnimationOnStart: boolean;
  84360. /**
  84361. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  84362. */
  84363. beginAnimationFrom: number;
  84364. /**
  84365. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  84366. */
  84367. beginAnimationTo: number;
  84368. /**
  84369. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  84370. */
  84371. beginAnimationLoop: boolean;
  84372. /**
  84373. * Gets or sets a world offset applied to all particles
  84374. */
  84375. worldOffset: Vector3;
  84376. /**
  84377. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  84378. */
  84379. isAnimationSheetEnabled: boolean;
  84380. /**
  84381. * Get hosting scene
  84382. * @returns the scene
  84383. */
  84384. getScene(): Scene;
  84385. /**
  84386. * You can use gravity if you want to give an orientation to your particles.
  84387. */
  84388. gravity: Vector3;
  84389. protected _colorGradients: Nullable<Array<ColorGradient>>;
  84390. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  84391. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  84392. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  84393. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  84394. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  84395. protected _dragGradients: Nullable<Array<FactorGradient>>;
  84396. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  84397. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  84398. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  84399. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  84400. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  84401. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  84402. /**
  84403. * Defines the delay in milliseconds before starting the system (0 by default)
  84404. */
  84405. startDelay: number;
  84406. /**
  84407. * Gets the current list of drag gradients.
  84408. * You must use addDragGradient and removeDragGradient to udpate this list
  84409. * @returns the list of drag gradients
  84410. */
  84411. getDragGradients(): Nullable<Array<FactorGradient>>;
  84412. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  84413. limitVelocityDamping: number;
  84414. /**
  84415. * Gets the current list of limit velocity gradients.
  84416. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84417. * @returns the list of limit velocity gradients
  84418. */
  84419. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84420. /**
  84421. * Gets the current list of color gradients.
  84422. * You must use addColorGradient and removeColorGradient to udpate this list
  84423. * @returns the list of color gradients
  84424. */
  84425. getColorGradients(): Nullable<Array<ColorGradient>>;
  84426. /**
  84427. * Gets the current list of size gradients.
  84428. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84429. * @returns the list of size gradients
  84430. */
  84431. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84432. /**
  84433. * Gets the current list of color remap gradients.
  84434. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84435. * @returns the list of color remap gradients
  84436. */
  84437. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84438. /**
  84439. * Gets the current list of alpha remap gradients.
  84440. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84441. * @returns the list of alpha remap gradients
  84442. */
  84443. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84444. /**
  84445. * Gets the current list of life time gradients.
  84446. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84447. * @returns the list of life time gradients
  84448. */
  84449. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84450. /**
  84451. * Gets the current list of angular speed gradients.
  84452. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84453. * @returns the list of angular speed gradients
  84454. */
  84455. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84456. /**
  84457. * Gets the current list of velocity gradients.
  84458. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84459. * @returns the list of velocity gradients
  84460. */
  84461. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84462. /**
  84463. * Gets the current list of start size gradients.
  84464. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84465. * @returns the list of start size gradients
  84466. */
  84467. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84468. /**
  84469. * Gets the current list of emit rate gradients.
  84470. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84471. * @returns the list of emit rate gradients
  84472. */
  84473. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84474. /**
  84475. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84476. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84477. */
  84478. direction1: Vector3;
  84479. /**
  84480. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84481. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84482. */
  84483. direction2: Vector3;
  84484. /**
  84485. * 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.
  84486. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84487. */
  84488. minEmitBox: Vector3;
  84489. /**
  84490. * 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.
  84491. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84492. */
  84493. maxEmitBox: Vector3;
  84494. /**
  84495. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84496. */
  84497. color1: Color4;
  84498. /**
  84499. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84500. */
  84501. color2: Color4;
  84502. /**
  84503. * Color the particle will have at the end of its lifetime
  84504. */
  84505. colorDead: Color4;
  84506. /**
  84507. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  84508. */
  84509. textureMask: Color4;
  84510. /**
  84511. * The particle emitter type defines the emitter used by the particle system.
  84512. * It can be for example box, sphere, or cone...
  84513. */
  84514. particleEmitterType: IParticleEmitterType;
  84515. /** @hidden */
  84516. _isSubEmitter: boolean;
  84517. /**
  84518. * Gets or sets the billboard mode to use when isBillboardBased = true.
  84519. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  84520. */
  84521. billboardMode: number;
  84522. protected _isBillboardBased: boolean;
  84523. /**
  84524. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  84525. */
  84526. isBillboardBased: boolean;
  84527. /**
  84528. * The scene the particle system belongs to.
  84529. */
  84530. protected _scene: Scene;
  84531. /**
  84532. * Local cache of defines for image processing.
  84533. */
  84534. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  84535. /**
  84536. * Default configuration related to image processing available in the standard Material.
  84537. */
  84538. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  84539. /**
  84540. * Gets the image processing configuration used either in this material.
  84541. */
  84542. /**
  84543. * Sets the Default image processing configuration used either in the this material.
  84544. *
  84545. * If sets to null, the scene one is in use.
  84546. */
  84547. imageProcessingConfiguration: ImageProcessingConfiguration;
  84548. /**
  84549. * Attaches a new image processing configuration to the Standard Material.
  84550. * @param configuration
  84551. */
  84552. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  84553. /** @hidden */
  84554. protected _reset(): void;
  84555. /** @hidden */
  84556. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  84557. /**
  84558. * Instantiates a particle system.
  84559. * 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.
  84560. * @param name The name of the particle system
  84561. */
  84562. constructor(name: string);
  84563. /**
  84564. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84565. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84566. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84567. * @returns the emitter
  84568. */
  84569. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84570. /**
  84571. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84572. * @param radius The radius of the hemisphere to emit from
  84573. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84574. * @returns the emitter
  84575. */
  84576. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  84577. /**
  84578. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84579. * @param radius The radius of the sphere to emit from
  84580. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84581. * @returns the emitter
  84582. */
  84583. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  84584. /**
  84585. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84586. * @param radius The radius of the sphere to emit from
  84587. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84588. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84589. * @returns the emitter
  84590. */
  84591. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  84592. /**
  84593. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84594. * @param radius The radius of the emission cylinder
  84595. * @param height The height of the emission cylinder
  84596. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84597. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84598. * @returns the emitter
  84599. */
  84600. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  84601. /**
  84602. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84603. * @param radius The radius of the cylinder to emit from
  84604. * @param height The height of the emission cylinder
  84605. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84606. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84607. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84608. * @returns the emitter
  84609. */
  84610. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  84611. /**
  84612. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84613. * @param radius The radius of the cone to emit from
  84614. * @param angle The base angle of the cone
  84615. * @returns the emitter
  84616. */
  84617. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  84618. /**
  84619. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84620. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84621. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84622. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84623. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84624. * @returns the emitter
  84625. */
  84626. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84627. }
  84628. }
  84629. declare module BABYLON {
  84630. /**
  84631. * Type of sub emitter
  84632. */
  84633. export enum SubEmitterType {
  84634. /**
  84635. * Attached to the particle over it's lifetime
  84636. */
  84637. ATTACHED = 0,
  84638. /**
  84639. * Created when the particle dies
  84640. */
  84641. END = 1
  84642. }
  84643. /**
  84644. * Sub emitter class used to emit particles from an existing particle
  84645. */
  84646. export class SubEmitter {
  84647. /**
  84648. * the particle system to be used by the sub emitter
  84649. */
  84650. particleSystem: ParticleSystem;
  84651. /**
  84652. * Type of the submitter (Default: END)
  84653. */
  84654. type: SubEmitterType;
  84655. /**
  84656. * 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)
  84657. * Note: This only is supported when using an emitter of type Mesh
  84658. */
  84659. inheritDirection: boolean;
  84660. /**
  84661. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  84662. */
  84663. inheritedVelocityAmount: number;
  84664. /**
  84665. * Creates a sub emitter
  84666. * @param particleSystem the particle system to be used by the sub emitter
  84667. */
  84668. constructor(
  84669. /**
  84670. * the particle system to be used by the sub emitter
  84671. */
  84672. particleSystem: ParticleSystem);
  84673. /**
  84674. * Clones the sub emitter
  84675. * @returns the cloned sub emitter
  84676. */
  84677. clone(): SubEmitter;
  84678. /**
  84679. * Serialize current object to a JSON object
  84680. * @returns the serialized object
  84681. */
  84682. serialize(): any;
  84683. /** @hidden */
  84684. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  84685. /**
  84686. * Creates a new SubEmitter from a serialized JSON version
  84687. * @param serializationObject defines the JSON object to read from
  84688. * @param scene defines the hosting scene
  84689. * @param rootUrl defines the rootUrl for data loading
  84690. * @returns a new SubEmitter
  84691. */
  84692. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  84693. /** Release associated resources */
  84694. dispose(): void;
  84695. }
  84696. }
  84697. declare module BABYLON {
  84698. /** @hidden */
  84699. export var clipPlaneFragmentDeclaration: {
  84700. name: string;
  84701. shader: string;
  84702. };
  84703. }
  84704. declare module BABYLON {
  84705. /** @hidden */
  84706. export var imageProcessingDeclaration: {
  84707. name: string;
  84708. shader: string;
  84709. };
  84710. }
  84711. declare module BABYLON {
  84712. /** @hidden */
  84713. export var imageProcessingFunctions: {
  84714. name: string;
  84715. shader: string;
  84716. };
  84717. }
  84718. declare module BABYLON {
  84719. /** @hidden */
  84720. export var clipPlaneFragment: {
  84721. name: string;
  84722. shader: string;
  84723. };
  84724. }
  84725. declare module BABYLON {
  84726. /** @hidden */
  84727. export var particlesPixelShader: {
  84728. name: string;
  84729. shader: string;
  84730. };
  84731. }
  84732. declare module BABYLON {
  84733. /** @hidden */
  84734. export var clipPlaneVertexDeclaration: {
  84735. name: string;
  84736. shader: string;
  84737. };
  84738. }
  84739. declare module BABYLON {
  84740. /** @hidden */
  84741. export var clipPlaneVertex: {
  84742. name: string;
  84743. shader: string;
  84744. };
  84745. }
  84746. declare module BABYLON {
  84747. /** @hidden */
  84748. export var particlesVertexShader: {
  84749. name: string;
  84750. shader: string;
  84751. };
  84752. }
  84753. declare module BABYLON {
  84754. /**
  84755. * This represents a particle system in Babylon.
  84756. * 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.
  84757. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84758. * @example https://doc.babylonjs.com/babylon101/particles
  84759. */
  84760. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  84761. /**
  84762. * Billboard mode will only apply to Y axis
  84763. */
  84764. static readonly BILLBOARDMODE_Y: number;
  84765. /**
  84766. * Billboard mode will apply to all axes
  84767. */
  84768. static readonly BILLBOARDMODE_ALL: number;
  84769. /**
  84770. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  84771. */
  84772. static readonly BILLBOARDMODE_STRETCHED: number;
  84773. /**
  84774. * This function can be defined to provide custom update for active particles.
  84775. * This function will be called instead of regular update (age, position, color, etc.).
  84776. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  84777. */
  84778. updateFunction: (particles: Particle[]) => void;
  84779. private _emitterWorldMatrix;
  84780. /**
  84781. * This function can be defined to specify initial direction for every new particle.
  84782. * It by default use the emitterType defined function
  84783. */
  84784. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  84785. /**
  84786. * This function can be defined to specify initial position for every new particle.
  84787. * It by default use the emitterType defined function
  84788. */
  84789. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  84790. /**
  84791. * @hidden
  84792. */
  84793. _inheritedVelocityOffset: Vector3;
  84794. /**
  84795. * An event triggered when the system is disposed
  84796. */
  84797. onDisposeObservable: Observable<ParticleSystem>;
  84798. private _onDisposeObserver;
  84799. /**
  84800. * Sets a callback that will be triggered when the system is disposed
  84801. */
  84802. onDispose: () => void;
  84803. private _particles;
  84804. private _epsilon;
  84805. private _capacity;
  84806. private _stockParticles;
  84807. private _newPartsExcess;
  84808. private _vertexData;
  84809. private _vertexBuffer;
  84810. private _vertexBuffers;
  84811. private _spriteBuffer;
  84812. private _indexBuffer;
  84813. private _effect;
  84814. private _customEffect;
  84815. private _cachedDefines;
  84816. private _scaledColorStep;
  84817. private _colorDiff;
  84818. private _scaledDirection;
  84819. private _scaledGravity;
  84820. private _currentRenderId;
  84821. private _alive;
  84822. private _useInstancing;
  84823. private _started;
  84824. private _stopped;
  84825. private _actualFrame;
  84826. private _scaledUpdateSpeed;
  84827. private _vertexBufferSize;
  84828. /** @hidden */
  84829. _currentEmitRateGradient: Nullable<FactorGradient>;
  84830. /** @hidden */
  84831. _currentEmitRate1: number;
  84832. /** @hidden */
  84833. _currentEmitRate2: number;
  84834. /** @hidden */
  84835. _currentStartSizeGradient: Nullable<FactorGradient>;
  84836. /** @hidden */
  84837. _currentStartSize1: number;
  84838. /** @hidden */
  84839. _currentStartSize2: number;
  84840. private readonly _rawTextureWidth;
  84841. private _rampGradientsTexture;
  84842. private _useRampGradients;
  84843. /** Gets or sets a boolean indicating that ramp gradients must be used
  84844. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84845. */
  84846. useRampGradients: boolean;
  84847. /**
  84848. * 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.
  84849. * 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: [])
  84850. */
  84851. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  84852. private _subEmitters;
  84853. /**
  84854. * @hidden
  84855. * If the particle systems emitter should be disposed when the particle system is disposed
  84856. */
  84857. _disposeEmitterOnDispose: boolean;
  84858. /**
  84859. * The current active Sub-systems, this property is used by the root particle system only.
  84860. */
  84861. activeSubSystems: Array<ParticleSystem>;
  84862. private _rootParticleSystem;
  84863. /**
  84864. * Gets the current list of active particles
  84865. */
  84866. readonly particles: Particle[];
  84867. /**
  84868. * Returns the string "ParticleSystem"
  84869. * @returns a string containing the class name
  84870. */
  84871. getClassName(): string;
  84872. /**
  84873. * Instantiates a particle system.
  84874. * 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.
  84875. * @param name The name of the particle system
  84876. * @param capacity The max number of particles alive at the same time
  84877. * @param scene The scene the particle system belongs to
  84878. * @param customEffect a custom effect used to change the way particles are rendered by default
  84879. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  84880. * @param epsilon Offset used to render the particles
  84881. */
  84882. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  84883. private _addFactorGradient;
  84884. private _removeFactorGradient;
  84885. /**
  84886. * Adds a new life time gradient
  84887. * @param gradient defines the gradient to use (between 0 and 1)
  84888. * @param factor defines the life time factor to affect to the specified gradient
  84889. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84890. * @returns the current particle system
  84891. */
  84892. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84893. /**
  84894. * Remove a specific life time gradient
  84895. * @param gradient defines the gradient to remove
  84896. * @returns the current particle system
  84897. */
  84898. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84899. /**
  84900. * Adds a new size gradient
  84901. * @param gradient defines the gradient to use (between 0 and 1)
  84902. * @param factor defines the size factor to affect to the specified gradient
  84903. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84904. * @returns the current particle system
  84905. */
  84906. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84907. /**
  84908. * Remove a specific size gradient
  84909. * @param gradient defines the gradient to remove
  84910. * @returns the current particle system
  84911. */
  84912. removeSizeGradient(gradient: number): IParticleSystem;
  84913. /**
  84914. * Adds a new color remap gradient
  84915. * @param gradient defines the gradient to use (between 0 and 1)
  84916. * @param min defines the color remap minimal range
  84917. * @param max defines the color remap maximal range
  84918. * @returns the current particle system
  84919. */
  84920. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84921. /**
  84922. * Remove a specific color remap gradient
  84923. * @param gradient defines the gradient to remove
  84924. * @returns the current particle system
  84925. */
  84926. removeColorRemapGradient(gradient: number): IParticleSystem;
  84927. /**
  84928. * Adds a new alpha remap gradient
  84929. * @param gradient defines the gradient to use (between 0 and 1)
  84930. * @param min defines the alpha remap minimal range
  84931. * @param max defines the alpha remap maximal range
  84932. * @returns the current particle system
  84933. */
  84934. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84935. /**
  84936. * Remove a specific alpha remap gradient
  84937. * @param gradient defines the gradient to remove
  84938. * @returns the current particle system
  84939. */
  84940. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  84941. /**
  84942. * Adds a new angular speed gradient
  84943. * @param gradient defines the gradient to use (between 0 and 1)
  84944. * @param factor defines the angular speed to affect to the specified gradient
  84945. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84946. * @returns the current particle system
  84947. */
  84948. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84949. /**
  84950. * Remove a specific angular speed gradient
  84951. * @param gradient defines the gradient to remove
  84952. * @returns the current particle system
  84953. */
  84954. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  84955. /**
  84956. * Adds a new velocity gradient
  84957. * @param gradient defines the gradient to use (between 0 and 1)
  84958. * @param factor defines the velocity to affect to the specified gradient
  84959. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84960. * @returns the current particle system
  84961. */
  84962. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84963. /**
  84964. * Remove a specific velocity gradient
  84965. * @param gradient defines the gradient to remove
  84966. * @returns the current particle system
  84967. */
  84968. removeVelocityGradient(gradient: number): IParticleSystem;
  84969. /**
  84970. * Adds a new limit velocity gradient
  84971. * @param gradient defines the gradient to use (between 0 and 1)
  84972. * @param factor defines the limit velocity value to affect to the specified gradient
  84973. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84974. * @returns the current particle system
  84975. */
  84976. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84977. /**
  84978. * Remove a specific limit velocity gradient
  84979. * @param gradient defines the gradient to remove
  84980. * @returns the current particle system
  84981. */
  84982. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  84983. /**
  84984. * Adds a new drag gradient
  84985. * @param gradient defines the gradient to use (between 0 and 1)
  84986. * @param factor defines the drag value to affect to the specified gradient
  84987. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84988. * @returns the current particle system
  84989. */
  84990. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84991. /**
  84992. * Remove a specific drag gradient
  84993. * @param gradient defines the gradient to remove
  84994. * @returns the current particle system
  84995. */
  84996. removeDragGradient(gradient: number): IParticleSystem;
  84997. /**
  84998. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  84999. * @param gradient defines the gradient to use (between 0 and 1)
  85000. * @param factor defines the emit rate value to affect to the specified gradient
  85001. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85002. * @returns the current particle system
  85003. */
  85004. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85005. /**
  85006. * Remove a specific emit rate gradient
  85007. * @param gradient defines the gradient to remove
  85008. * @returns the current particle system
  85009. */
  85010. removeEmitRateGradient(gradient: number): IParticleSystem;
  85011. /**
  85012. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85013. * @param gradient defines the gradient to use (between 0 and 1)
  85014. * @param factor defines the start size value to affect to the specified gradient
  85015. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85016. * @returns the current particle system
  85017. */
  85018. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85019. /**
  85020. * Remove a specific start size gradient
  85021. * @param gradient defines the gradient to remove
  85022. * @returns the current particle system
  85023. */
  85024. removeStartSizeGradient(gradient: number): IParticleSystem;
  85025. private _createRampGradientTexture;
  85026. /**
  85027. * Gets the current list of ramp gradients.
  85028. * You must use addRampGradient and removeRampGradient to udpate this list
  85029. * @returns the list of ramp gradients
  85030. */
  85031. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85032. /**
  85033. * Adds a new ramp gradient used to remap particle colors
  85034. * @param gradient defines the gradient to use (between 0 and 1)
  85035. * @param color defines the color to affect to the specified gradient
  85036. * @returns the current particle system
  85037. */
  85038. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85039. /**
  85040. * Remove a specific ramp gradient
  85041. * @param gradient defines the gradient to remove
  85042. * @returns the current particle system
  85043. */
  85044. removeRampGradient(gradient: number): ParticleSystem;
  85045. /**
  85046. * Adds a new color gradient
  85047. * @param gradient defines the gradient to use (between 0 and 1)
  85048. * @param color1 defines the color to affect to the specified gradient
  85049. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85050. * @returns this particle system
  85051. */
  85052. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85053. /**
  85054. * Remove a specific color gradient
  85055. * @param gradient defines the gradient to remove
  85056. * @returns this particle system
  85057. */
  85058. removeColorGradient(gradient: number): IParticleSystem;
  85059. private _fetchR;
  85060. protected _reset(): void;
  85061. private _resetEffect;
  85062. private _createVertexBuffers;
  85063. private _createIndexBuffer;
  85064. /**
  85065. * Gets the maximum number of particles active at the same time.
  85066. * @returns The max number of active particles.
  85067. */
  85068. getCapacity(): number;
  85069. /**
  85070. * Gets whether there are still active particles in the system.
  85071. * @returns True if it is alive, otherwise false.
  85072. */
  85073. isAlive(): boolean;
  85074. /**
  85075. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85076. * @returns True if it has been started, otherwise false.
  85077. */
  85078. isStarted(): boolean;
  85079. private _prepareSubEmitterInternalArray;
  85080. /**
  85081. * Starts the particle system and begins to emit
  85082. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85083. */
  85084. start(delay?: number): void;
  85085. /**
  85086. * Stops the particle system.
  85087. * @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.
  85088. */
  85089. stop(stopSubEmitters?: boolean): void;
  85090. /**
  85091. * Remove all active particles
  85092. */
  85093. reset(): void;
  85094. /**
  85095. * @hidden (for internal use only)
  85096. */
  85097. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85098. /**
  85099. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85100. * Its lifetime will start back at 0.
  85101. */
  85102. recycleParticle: (particle: Particle) => void;
  85103. private _stopSubEmitters;
  85104. private _createParticle;
  85105. private _removeFromRoot;
  85106. private _emitFromParticle;
  85107. private _update;
  85108. /** @hidden */
  85109. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85110. /** @hidden */
  85111. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85112. /** @hidden */
  85113. private _getEffect;
  85114. /**
  85115. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85116. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85117. */
  85118. animate(preWarmOnly?: boolean): void;
  85119. private _appendParticleVertices;
  85120. /**
  85121. * Rebuilds the particle system.
  85122. */
  85123. rebuild(): void;
  85124. /**
  85125. * Is this system ready to be used/rendered
  85126. * @return true if the system is ready
  85127. */
  85128. isReady(): boolean;
  85129. private _render;
  85130. /**
  85131. * Renders the particle system in its current state.
  85132. * @returns the current number of particles
  85133. */
  85134. render(): number;
  85135. /**
  85136. * Disposes the particle system and free the associated resources
  85137. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85138. */
  85139. dispose(disposeTexture?: boolean): void;
  85140. /**
  85141. * Clones the particle system.
  85142. * @param name The name of the cloned object
  85143. * @param newEmitter The new emitter to use
  85144. * @returns the cloned particle system
  85145. */
  85146. clone(name: string, newEmitter: any): ParticleSystem;
  85147. /**
  85148. * Serializes the particle system to a JSON object.
  85149. * @returns the JSON object
  85150. */
  85151. serialize(): any;
  85152. /** @hidden */
  85153. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85154. /** @hidden */
  85155. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85156. /**
  85157. * Parses a JSON object to create a particle system.
  85158. * @param parsedParticleSystem The JSON object to parse
  85159. * @param scene The scene to create the particle system in
  85160. * @param rootUrl The root url to use to load external dependencies like texture
  85161. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85162. * @returns the Parsed particle system
  85163. */
  85164. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85165. }
  85166. }
  85167. declare module BABYLON {
  85168. /**
  85169. * A particle represents one of the element emitted by a particle system.
  85170. * This is mainly define by its coordinates, direction, velocity and age.
  85171. */
  85172. export class Particle {
  85173. /**
  85174. * The particle system the particle belongs to.
  85175. */
  85176. particleSystem: ParticleSystem;
  85177. private static _Count;
  85178. /**
  85179. * Unique ID of the particle
  85180. */
  85181. id: number;
  85182. /**
  85183. * The world position of the particle in the scene.
  85184. */
  85185. position: Vector3;
  85186. /**
  85187. * The world direction of the particle in the scene.
  85188. */
  85189. direction: Vector3;
  85190. /**
  85191. * The color of the particle.
  85192. */
  85193. color: Color4;
  85194. /**
  85195. * The color change of the particle per step.
  85196. */
  85197. colorStep: Color4;
  85198. /**
  85199. * Defines how long will the life of the particle be.
  85200. */
  85201. lifeTime: number;
  85202. /**
  85203. * The current age of the particle.
  85204. */
  85205. age: number;
  85206. /**
  85207. * The current size of the particle.
  85208. */
  85209. size: number;
  85210. /**
  85211. * The current scale of the particle.
  85212. */
  85213. scale: Vector2;
  85214. /**
  85215. * The current angle of the particle.
  85216. */
  85217. angle: number;
  85218. /**
  85219. * Defines how fast is the angle changing.
  85220. */
  85221. angularSpeed: number;
  85222. /**
  85223. * Defines the cell index used by the particle to be rendered from a sprite.
  85224. */
  85225. cellIndex: number;
  85226. /**
  85227. * The information required to support color remapping
  85228. */
  85229. remapData: Vector4;
  85230. /** @hidden */
  85231. _randomCellOffset?: number;
  85232. /** @hidden */
  85233. _initialDirection: Nullable<Vector3>;
  85234. /** @hidden */
  85235. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  85236. /** @hidden */
  85237. _initialStartSpriteCellID: number;
  85238. /** @hidden */
  85239. _initialEndSpriteCellID: number;
  85240. /** @hidden */
  85241. _currentColorGradient: Nullable<ColorGradient>;
  85242. /** @hidden */
  85243. _currentColor1: Color4;
  85244. /** @hidden */
  85245. _currentColor2: Color4;
  85246. /** @hidden */
  85247. _currentSizeGradient: Nullable<FactorGradient>;
  85248. /** @hidden */
  85249. _currentSize1: number;
  85250. /** @hidden */
  85251. _currentSize2: number;
  85252. /** @hidden */
  85253. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  85254. /** @hidden */
  85255. _currentAngularSpeed1: number;
  85256. /** @hidden */
  85257. _currentAngularSpeed2: number;
  85258. /** @hidden */
  85259. _currentVelocityGradient: Nullable<FactorGradient>;
  85260. /** @hidden */
  85261. _currentVelocity1: number;
  85262. /** @hidden */
  85263. _currentVelocity2: number;
  85264. /** @hidden */
  85265. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85266. /** @hidden */
  85267. _currentLimitVelocity1: number;
  85268. /** @hidden */
  85269. _currentLimitVelocity2: number;
  85270. /** @hidden */
  85271. _currentDragGradient: Nullable<FactorGradient>;
  85272. /** @hidden */
  85273. _currentDrag1: number;
  85274. /** @hidden */
  85275. _currentDrag2: number;
  85276. /** @hidden */
  85277. _randomNoiseCoordinates1: Vector3;
  85278. /** @hidden */
  85279. _randomNoiseCoordinates2: Vector3;
  85280. /**
  85281. * Creates a new instance Particle
  85282. * @param particleSystem the particle system the particle belongs to
  85283. */
  85284. constructor(
  85285. /**
  85286. * The particle system the particle belongs to.
  85287. */
  85288. particleSystem: ParticleSystem);
  85289. private updateCellInfoFromSystem;
  85290. /**
  85291. * Defines how the sprite cell index is updated for the particle
  85292. */
  85293. updateCellIndex(): void;
  85294. /** @hidden */
  85295. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85296. /** @hidden */
  85297. _inheritParticleInfoToSubEmitters(): void;
  85298. /** @hidden */
  85299. _reset(): void;
  85300. /**
  85301. * Copy the properties of particle to another one.
  85302. * @param other the particle to copy the information to.
  85303. */
  85304. copyTo(other: Particle): void;
  85305. }
  85306. }
  85307. declare module BABYLON {
  85308. /**
  85309. * Particle emitter represents a volume emitting particles.
  85310. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85311. */
  85312. export interface IParticleEmitterType {
  85313. /**
  85314. * Called by the particle System when the direction is computed for the created particle.
  85315. * @param worldMatrix is the world matrix of the particle system
  85316. * @param directionToUpdate is the direction vector to update with the result
  85317. * @param particle is the particle we are computed the direction for
  85318. */
  85319. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85320. /**
  85321. * Called by the particle System when the position is computed for the created particle.
  85322. * @param worldMatrix is the world matrix of the particle system
  85323. * @param positionToUpdate is the position vector to update with the result
  85324. * @param particle is the particle we are computed the position for
  85325. */
  85326. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85327. /**
  85328. * Clones the current emitter and returns a copy of it
  85329. * @returns the new emitter
  85330. */
  85331. clone(): IParticleEmitterType;
  85332. /**
  85333. * Called by the GPUParticleSystem to setup the update shader
  85334. * @param effect defines the update shader
  85335. */
  85336. applyToShader(effect: Effect): void;
  85337. /**
  85338. * Returns a string to use to update the GPU particles update shader
  85339. * @returns the effect defines string
  85340. */
  85341. getEffectDefines(): string;
  85342. /**
  85343. * Returns a string representing the class name
  85344. * @returns a string containing the class name
  85345. */
  85346. getClassName(): string;
  85347. /**
  85348. * Serializes the particle system to a JSON object.
  85349. * @returns the JSON object
  85350. */
  85351. serialize(): any;
  85352. /**
  85353. * Parse properties from a JSON object
  85354. * @param serializationObject defines the JSON object
  85355. */
  85356. parse(serializationObject: any): void;
  85357. }
  85358. }
  85359. declare module BABYLON {
  85360. /**
  85361. * Particle emitter emitting particles from the inside of a box.
  85362. * It emits the particles randomly between 2 given directions.
  85363. */
  85364. export class BoxParticleEmitter implements IParticleEmitterType {
  85365. /**
  85366. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85367. */
  85368. direction1: Vector3;
  85369. /**
  85370. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85371. */
  85372. direction2: Vector3;
  85373. /**
  85374. * 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.
  85375. */
  85376. minEmitBox: Vector3;
  85377. /**
  85378. * 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.
  85379. */
  85380. maxEmitBox: Vector3;
  85381. /**
  85382. * Creates a new instance BoxParticleEmitter
  85383. */
  85384. constructor();
  85385. /**
  85386. * Called by the particle System when the direction is computed for the created particle.
  85387. * @param worldMatrix is the world matrix of the particle system
  85388. * @param directionToUpdate is the direction vector to update with the result
  85389. * @param particle is the particle we are computed the direction for
  85390. */
  85391. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85392. /**
  85393. * Called by the particle System when the position is computed for the created particle.
  85394. * @param worldMatrix is the world matrix of the particle system
  85395. * @param positionToUpdate is the position vector to update with the result
  85396. * @param particle is the particle we are computed the position for
  85397. */
  85398. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85399. /**
  85400. * Clones the current emitter and returns a copy of it
  85401. * @returns the new emitter
  85402. */
  85403. clone(): BoxParticleEmitter;
  85404. /**
  85405. * Called by the GPUParticleSystem to setup the update shader
  85406. * @param effect defines the update shader
  85407. */
  85408. applyToShader(effect: Effect): void;
  85409. /**
  85410. * Returns a string to use to update the GPU particles update shader
  85411. * @returns a string containng the defines string
  85412. */
  85413. getEffectDefines(): string;
  85414. /**
  85415. * Returns the string "BoxParticleEmitter"
  85416. * @returns a string containing the class name
  85417. */
  85418. getClassName(): string;
  85419. /**
  85420. * Serializes the particle system to a JSON object.
  85421. * @returns the JSON object
  85422. */
  85423. serialize(): any;
  85424. /**
  85425. * Parse properties from a JSON object
  85426. * @param serializationObject defines the JSON object
  85427. */
  85428. parse(serializationObject: any): void;
  85429. }
  85430. }
  85431. declare module BABYLON {
  85432. /**
  85433. * Particle emitter emitting particles from the inside of a cone.
  85434. * It emits the particles alongside the cone volume from the base to the particle.
  85435. * The emission direction might be randomized.
  85436. */
  85437. export class ConeParticleEmitter implements IParticleEmitterType {
  85438. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85439. directionRandomizer: number;
  85440. private _radius;
  85441. private _angle;
  85442. private _height;
  85443. /**
  85444. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  85445. */
  85446. radiusRange: number;
  85447. /**
  85448. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  85449. */
  85450. heightRange: number;
  85451. /**
  85452. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  85453. */
  85454. emitFromSpawnPointOnly: boolean;
  85455. /**
  85456. * Gets or sets the radius of the emission cone
  85457. */
  85458. radius: number;
  85459. /**
  85460. * Gets or sets the angle of the emission cone
  85461. */
  85462. angle: number;
  85463. private _buildHeight;
  85464. /**
  85465. * Creates a new instance ConeParticleEmitter
  85466. * @param radius the radius of the emission cone (1 by default)
  85467. * @param angle the cone base angle (PI by default)
  85468. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  85469. */
  85470. constructor(radius?: number, angle?: number,
  85471. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85472. directionRandomizer?: number);
  85473. /**
  85474. * Called by the particle System when the direction is computed for the created particle.
  85475. * @param worldMatrix is the world matrix of the particle system
  85476. * @param directionToUpdate is the direction vector to update with the result
  85477. * @param particle is the particle we are computed the direction for
  85478. */
  85479. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85480. /**
  85481. * Called by the particle System when the position is computed for the created particle.
  85482. * @param worldMatrix is the world matrix of the particle system
  85483. * @param positionToUpdate is the position vector to update with the result
  85484. * @param particle is the particle we are computed the position for
  85485. */
  85486. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85487. /**
  85488. * Clones the current emitter and returns a copy of it
  85489. * @returns the new emitter
  85490. */
  85491. clone(): ConeParticleEmitter;
  85492. /**
  85493. * Called by the GPUParticleSystem to setup the update shader
  85494. * @param effect defines the update shader
  85495. */
  85496. applyToShader(effect: Effect): void;
  85497. /**
  85498. * Returns a string to use to update the GPU particles update shader
  85499. * @returns a string containng the defines string
  85500. */
  85501. getEffectDefines(): string;
  85502. /**
  85503. * Returns the string "ConeParticleEmitter"
  85504. * @returns a string containing the class name
  85505. */
  85506. getClassName(): string;
  85507. /**
  85508. * Serializes the particle system to a JSON object.
  85509. * @returns the JSON object
  85510. */
  85511. serialize(): any;
  85512. /**
  85513. * Parse properties from a JSON object
  85514. * @param serializationObject defines the JSON object
  85515. */
  85516. parse(serializationObject: any): void;
  85517. }
  85518. }
  85519. declare module BABYLON {
  85520. /**
  85521. * Particle emitter emitting particles from the inside of a cylinder.
  85522. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  85523. */
  85524. export class CylinderParticleEmitter implements IParticleEmitterType {
  85525. /**
  85526. * The radius of the emission cylinder.
  85527. */
  85528. radius: number;
  85529. /**
  85530. * The height of the emission cylinder.
  85531. */
  85532. height: number;
  85533. /**
  85534. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85535. */
  85536. radiusRange: number;
  85537. /**
  85538. * How much to randomize the particle direction [0-1].
  85539. */
  85540. directionRandomizer: number;
  85541. /**
  85542. * Creates a new instance CylinderParticleEmitter
  85543. * @param radius the radius of the emission cylinder (1 by default)
  85544. * @param height the height of the emission cylinder (1 by default)
  85545. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85546. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85547. */
  85548. constructor(
  85549. /**
  85550. * The radius of the emission cylinder.
  85551. */
  85552. radius?: number,
  85553. /**
  85554. * The height of the emission cylinder.
  85555. */
  85556. height?: number,
  85557. /**
  85558. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85559. */
  85560. radiusRange?: number,
  85561. /**
  85562. * How much to randomize the particle direction [0-1].
  85563. */
  85564. directionRandomizer?: number);
  85565. /**
  85566. * Called by the particle System when the direction is computed for the created particle.
  85567. * @param worldMatrix is the world matrix of the particle system
  85568. * @param directionToUpdate is the direction vector to update with the result
  85569. * @param particle is the particle we are computed the direction for
  85570. */
  85571. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85572. /**
  85573. * Called by the particle System when the position is computed for the created particle.
  85574. * @param worldMatrix is the world matrix of the particle system
  85575. * @param positionToUpdate is the position vector to update with the result
  85576. * @param particle is the particle we are computed the position for
  85577. */
  85578. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85579. /**
  85580. * Clones the current emitter and returns a copy of it
  85581. * @returns the new emitter
  85582. */
  85583. clone(): CylinderParticleEmitter;
  85584. /**
  85585. * Called by the GPUParticleSystem to setup the update shader
  85586. * @param effect defines the update shader
  85587. */
  85588. applyToShader(effect: Effect): void;
  85589. /**
  85590. * Returns a string to use to update the GPU particles update shader
  85591. * @returns a string containng the defines string
  85592. */
  85593. getEffectDefines(): string;
  85594. /**
  85595. * Returns the string "CylinderParticleEmitter"
  85596. * @returns a string containing the class name
  85597. */
  85598. getClassName(): string;
  85599. /**
  85600. * Serializes the particle system to a JSON object.
  85601. * @returns the JSON object
  85602. */
  85603. serialize(): any;
  85604. /**
  85605. * Parse properties from a JSON object
  85606. * @param serializationObject defines the JSON object
  85607. */
  85608. parse(serializationObject: any): void;
  85609. }
  85610. /**
  85611. * Particle emitter emitting particles from the inside of a cylinder.
  85612. * It emits the particles randomly between two vectors.
  85613. */
  85614. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  85615. /**
  85616. * The min limit of the emission direction.
  85617. */
  85618. direction1: Vector3;
  85619. /**
  85620. * The max limit of the emission direction.
  85621. */
  85622. direction2: Vector3;
  85623. /**
  85624. * Creates a new instance CylinderDirectedParticleEmitter
  85625. * @param radius the radius of the emission cylinder (1 by default)
  85626. * @param height the height of the emission cylinder (1 by default)
  85627. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85628. * @param direction1 the min limit of the emission direction (up vector by default)
  85629. * @param direction2 the max limit of the emission direction (up vector by default)
  85630. */
  85631. constructor(radius?: number, height?: number, radiusRange?: number,
  85632. /**
  85633. * The min limit of the emission direction.
  85634. */
  85635. direction1?: Vector3,
  85636. /**
  85637. * The max limit of the emission direction.
  85638. */
  85639. direction2?: Vector3);
  85640. /**
  85641. * Called by the particle System when the direction is computed for the created particle.
  85642. * @param worldMatrix is the world matrix of the particle system
  85643. * @param directionToUpdate is the direction vector to update with the result
  85644. * @param particle is the particle we are computed the direction for
  85645. */
  85646. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85647. /**
  85648. * Clones the current emitter and returns a copy of it
  85649. * @returns the new emitter
  85650. */
  85651. clone(): CylinderDirectedParticleEmitter;
  85652. /**
  85653. * Called by the GPUParticleSystem to setup the update shader
  85654. * @param effect defines the update shader
  85655. */
  85656. applyToShader(effect: Effect): void;
  85657. /**
  85658. * Returns a string to use to update the GPU particles update shader
  85659. * @returns a string containng the defines string
  85660. */
  85661. getEffectDefines(): string;
  85662. /**
  85663. * Returns the string "CylinderDirectedParticleEmitter"
  85664. * @returns a string containing the class name
  85665. */
  85666. getClassName(): string;
  85667. /**
  85668. * Serializes the particle system to a JSON object.
  85669. * @returns the JSON object
  85670. */
  85671. serialize(): any;
  85672. /**
  85673. * Parse properties from a JSON object
  85674. * @param serializationObject defines the JSON object
  85675. */
  85676. parse(serializationObject: any): void;
  85677. }
  85678. }
  85679. declare module BABYLON {
  85680. /**
  85681. * Particle emitter emitting particles from the inside of a hemisphere.
  85682. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  85683. */
  85684. export class HemisphericParticleEmitter implements IParticleEmitterType {
  85685. /**
  85686. * The radius of the emission hemisphere.
  85687. */
  85688. radius: number;
  85689. /**
  85690. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85691. */
  85692. radiusRange: number;
  85693. /**
  85694. * How much to randomize the particle direction [0-1].
  85695. */
  85696. directionRandomizer: number;
  85697. /**
  85698. * Creates a new instance HemisphericParticleEmitter
  85699. * @param radius the radius of the emission hemisphere (1 by default)
  85700. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85701. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85702. */
  85703. constructor(
  85704. /**
  85705. * The radius of the emission hemisphere.
  85706. */
  85707. radius?: number,
  85708. /**
  85709. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85710. */
  85711. radiusRange?: number,
  85712. /**
  85713. * How much to randomize the particle direction [0-1].
  85714. */
  85715. directionRandomizer?: number);
  85716. /**
  85717. * Called by the particle System when the direction is computed for the created particle.
  85718. * @param worldMatrix is the world matrix of the particle system
  85719. * @param directionToUpdate is the direction vector to update with the result
  85720. * @param particle is the particle we are computed the direction for
  85721. */
  85722. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85723. /**
  85724. * Called by the particle System when the position is computed for the created particle.
  85725. * @param worldMatrix is the world matrix of the particle system
  85726. * @param positionToUpdate is the position vector to update with the result
  85727. * @param particle is the particle we are computed the position for
  85728. */
  85729. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85730. /**
  85731. * Clones the current emitter and returns a copy of it
  85732. * @returns the new emitter
  85733. */
  85734. clone(): HemisphericParticleEmitter;
  85735. /**
  85736. * Called by the GPUParticleSystem to setup the update shader
  85737. * @param effect defines the update shader
  85738. */
  85739. applyToShader(effect: Effect): void;
  85740. /**
  85741. * Returns a string to use to update the GPU particles update shader
  85742. * @returns a string containng the defines string
  85743. */
  85744. getEffectDefines(): string;
  85745. /**
  85746. * Returns the string "HemisphericParticleEmitter"
  85747. * @returns a string containing the class name
  85748. */
  85749. getClassName(): string;
  85750. /**
  85751. * Serializes the particle system to a JSON object.
  85752. * @returns the JSON object
  85753. */
  85754. serialize(): any;
  85755. /**
  85756. * Parse properties from a JSON object
  85757. * @param serializationObject defines the JSON object
  85758. */
  85759. parse(serializationObject: any): void;
  85760. }
  85761. }
  85762. declare module BABYLON {
  85763. /**
  85764. * Particle emitter emitting particles from a point.
  85765. * It emits the particles randomly between 2 given directions.
  85766. */
  85767. export class PointParticleEmitter implements IParticleEmitterType {
  85768. /**
  85769. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85770. */
  85771. direction1: Vector3;
  85772. /**
  85773. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85774. */
  85775. direction2: Vector3;
  85776. /**
  85777. * Creates a new instance PointParticleEmitter
  85778. */
  85779. constructor();
  85780. /**
  85781. * Called by the particle System when the direction is computed for the created particle.
  85782. * @param worldMatrix is the world matrix of the particle system
  85783. * @param directionToUpdate is the direction vector to update with the result
  85784. * @param particle is the particle we are computed the direction for
  85785. */
  85786. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85787. /**
  85788. * Called by the particle System when the position is computed for the created particle.
  85789. * @param worldMatrix is the world matrix of the particle system
  85790. * @param positionToUpdate is the position vector to update with the result
  85791. * @param particle is the particle we are computed the position for
  85792. */
  85793. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85794. /**
  85795. * Clones the current emitter and returns a copy of it
  85796. * @returns the new emitter
  85797. */
  85798. clone(): PointParticleEmitter;
  85799. /**
  85800. * Called by the GPUParticleSystem to setup the update shader
  85801. * @param effect defines the update shader
  85802. */
  85803. applyToShader(effect: Effect): void;
  85804. /**
  85805. * Returns a string to use to update the GPU particles update shader
  85806. * @returns a string containng the defines string
  85807. */
  85808. getEffectDefines(): string;
  85809. /**
  85810. * Returns the string "PointParticleEmitter"
  85811. * @returns a string containing the class name
  85812. */
  85813. getClassName(): string;
  85814. /**
  85815. * Serializes the particle system to a JSON object.
  85816. * @returns the JSON object
  85817. */
  85818. serialize(): any;
  85819. /**
  85820. * Parse properties from a JSON object
  85821. * @param serializationObject defines the JSON object
  85822. */
  85823. parse(serializationObject: any): void;
  85824. }
  85825. }
  85826. declare module BABYLON {
  85827. /**
  85828. * Particle emitter emitting particles from the inside of a sphere.
  85829. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  85830. */
  85831. export class SphereParticleEmitter implements IParticleEmitterType {
  85832. /**
  85833. * The radius of the emission sphere.
  85834. */
  85835. radius: number;
  85836. /**
  85837. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85838. */
  85839. radiusRange: number;
  85840. /**
  85841. * How much to randomize the particle direction [0-1].
  85842. */
  85843. directionRandomizer: number;
  85844. /**
  85845. * Creates a new instance SphereParticleEmitter
  85846. * @param radius the radius of the emission sphere (1 by default)
  85847. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85848. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85849. */
  85850. constructor(
  85851. /**
  85852. * The radius of the emission sphere.
  85853. */
  85854. radius?: number,
  85855. /**
  85856. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85857. */
  85858. radiusRange?: number,
  85859. /**
  85860. * How much to randomize the particle direction [0-1].
  85861. */
  85862. directionRandomizer?: number);
  85863. /**
  85864. * Called by the particle System when the direction is computed for the created particle.
  85865. * @param worldMatrix is the world matrix of the particle system
  85866. * @param directionToUpdate is the direction vector to update with the result
  85867. * @param particle is the particle we are computed the direction for
  85868. */
  85869. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85870. /**
  85871. * Called by the particle System when the position is computed for the created particle.
  85872. * @param worldMatrix is the world matrix of the particle system
  85873. * @param positionToUpdate is the position vector to update with the result
  85874. * @param particle is the particle we are computed the position for
  85875. */
  85876. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85877. /**
  85878. * Clones the current emitter and returns a copy of it
  85879. * @returns the new emitter
  85880. */
  85881. clone(): SphereParticleEmitter;
  85882. /**
  85883. * Called by the GPUParticleSystem to setup the update shader
  85884. * @param effect defines the update shader
  85885. */
  85886. applyToShader(effect: Effect): void;
  85887. /**
  85888. * Returns a string to use to update the GPU particles update shader
  85889. * @returns a string containng the defines string
  85890. */
  85891. getEffectDefines(): string;
  85892. /**
  85893. * Returns the string "SphereParticleEmitter"
  85894. * @returns a string containing the class name
  85895. */
  85896. getClassName(): string;
  85897. /**
  85898. * Serializes the particle system to a JSON object.
  85899. * @returns the JSON object
  85900. */
  85901. serialize(): any;
  85902. /**
  85903. * Parse properties from a JSON object
  85904. * @param serializationObject defines the JSON object
  85905. */
  85906. parse(serializationObject: any): void;
  85907. }
  85908. /**
  85909. * Particle emitter emitting particles from the inside of a sphere.
  85910. * It emits the particles randomly between two vectors.
  85911. */
  85912. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  85913. /**
  85914. * The min limit of the emission direction.
  85915. */
  85916. direction1: Vector3;
  85917. /**
  85918. * The max limit of the emission direction.
  85919. */
  85920. direction2: Vector3;
  85921. /**
  85922. * Creates a new instance SphereDirectedParticleEmitter
  85923. * @param radius the radius of the emission sphere (1 by default)
  85924. * @param direction1 the min limit of the emission direction (up vector by default)
  85925. * @param direction2 the max limit of the emission direction (up vector by default)
  85926. */
  85927. constructor(radius?: number,
  85928. /**
  85929. * The min limit of the emission direction.
  85930. */
  85931. direction1?: Vector3,
  85932. /**
  85933. * The max limit of the emission direction.
  85934. */
  85935. direction2?: Vector3);
  85936. /**
  85937. * Called by the particle System when the direction is computed for the created particle.
  85938. * @param worldMatrix is the world matrix of the particle system
  85939. * @param directionToUpdate is the direction vector to update with the result
  85940. * @param particle is the particle we are computed the direction for
  85941. */
  85942. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85943. /**
  85944. * Clones the current emitter and returns a copy of it
  85945. * @returns the new emitter
  85946. */
  85947. clone(): SphereDirectedParticleEmitter;
  85948. /**
  85949. * Called by the GPUParticleSystem to setup the update shader
  85950. * @param effect defines the update shader
  85951. */
  85952. applyToShader(effect: Effect): void;
  85953. /**
  85954. * Returns a string to use to update the GPU particles update shader
  85955. * @returns a string containng the defines string
  85956. */
  85957. getEffectDefines(): string;
  85958. /**
  85959. * Returns the string "SphereDirectedParticleEmitter"
  85960. * @returns a string containing the class name
  85961. */
  85962. getClassName(): string;
  85963. /**
  85964. * Serializes the particle system to a JSON object.
  85965. * @returns the JSON object
  85966. */
  85967. serialize(): any;
  85968. /**
  85969. * Parse properties from a JSON object
  85970. * @param serializationObject defines the JSON object
  85971. */
  85972. parse(serializationObject: any): void;
  85973. }
  85974. }
  85975. declare module BABYLON {
  85976. /**
  85977. * Interface representing a particle system in Babylon.js.
  85978. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  85979. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  85980. */
  85981. export interface IParticleSystem {
  85982. /**
  85983. * List of animations used by the particle system.
  85984. */
  85985. animations: Animation[];
  85986. /**
  85987. * The id of the Particle system.
  85988. */
  85989. id: string;
  85990. /**
  85991. * The name of the Particle system.
  85992. */
  85993. name: string;
  85994. /**
  85995. * The emitter represents the Mesh or position we are attaching the particle system to.
  85996. */
  85997. emitter: Nullable<AbstractMesh | Vector3>;
  85998. /**
  85999. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86000. */
  86001. isBillboardBased: boolean;
  86002. /**
  86003. * The rendering group used by the Particle system to chose when to render.
  86004. */
  86005. renderingGroupId: number;
  86006. /**
  86007. * The layer mask we are rendering the particles through.
  86008. */
  86009. layerMask: number;
  86010. /**
  86011. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86012. */
  86013. updateSpeed: number;
  86014. /**
  86015. * The amount of time the particle system is running (depends of the overall update speed).
  86016. */
  86017. targetStopDuration: number;
  86018. /**
  86019. * The texture used to render each particle. (this can be a spritesheet)
  86020. */
  86021. particleTexture: Nullable<Texture>;
  86022. /**
  86023. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86024. */
  86025. blendMode: number;
  86026. /**
  86027. * Minimum life time of emitting particles.
  86028. */
  86029. minLifeTime: number;
  86030. /**
  86031. * Maximum life time of emitting particles.
  86032. */
  86033. maxLifeTime: number;
  86034. /**
  86035. * Minimum Size of emitting particles.
  86036. */
  86037. minSize: number;
  86038. /**
  86039. * Maximum Size of emitting particles.
  86040. */
  86041. maxSize: number;
  86042. /**
  86043. * Minimum scale of emitting particles on X axis.
  86044. */
  86045. minScaleX: number;
  86046. /**
  86047. * Maximum scale of emitting particles on X axis.
  86048. */
  86049. maxScaleX: number;
  86050. /**
  86051. * Minimum scale of emitting particles on Y axis.
  86052. */
  86053. minScaleY: number;
  86054. /**
  86055. * Maximum scale of emitting particles on Y axis.
  86056. */
  86057. maxScaleY: number;
  86058. /**
  86059. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86060. */
  86061. color1: Color4;
  86062. /**
  86063. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86064. */
  86065. color2: Color4;
  86066. /**
  86067. * Color the particle will have at the end of its lifetime.
  86068. */
  86069. colorDead: Color4;
  86070. /**
  86071. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86072. */
  86073. emitRate: number;
  86074. /**
  86075. * You can use gravity if you want to give an orientation to your particles.
  86076. */
  86077. gravity: Vector3;
  86078. /**
  86079. * Minimum power of emitting particles.
  86080. */
  86081. minEmitPower: number;
  86082. /**
  86083. * Maximum power of emitting particles.
  86084. */
  86085. maxEmitPower: number;
  86086. /**
  86087. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86088. */
  86089. minAngularSpeed: number;
  86090. /**
  86091. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86092. */
  86093. maxAngularSpeed: number;
  86094. /**
  86095. * Gets or sets the minimal initial rotation in radians.
  86096. */
  86097. minInitialRotation: number;
  86098. /**
  86099. * Gets or sets the maximal initial rotation in radians.
  86100. */
  86101. maxInitialRotation: number;
  86102. /**
  86103. * The particle emitter type defines the emitter used by the particle system.
  86104. * It can be for example box, sphere, or cone...
  86105. */
  86106. particleEmitterType: Nullable<IParticleEmitterType>;
  86107. /**
  86108. * Defines the delay in milliseconds before starting the system (0 by default)
  86109. */
  86110. startDelay: number;
  86111. /**
  86112. * 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
  86113. */
  86114. preWarmCycles: number;
  86115. /**
  86116. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86117. */
  86118. preWarmStepOffset: number;
  86119. /**
  86120. * 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)
  86121. */
  86122. spriteCellChangeSpeed: number;
  86123. /**
  86124. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86125. */
  86126. startSpriteCellID: number;
  86127. /**
  86128. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86129. */
  86130. endSpriteCellID: number;
  86131. /**
  86132. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86133. */
  86134. spriteCellWidth: number;
  86135. /**
  86136. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86137. */
  86138. spriteCellHeight: number;
  86139. /**
  86140. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86141. */
  86142. spriteRandomStartCell: boolean;
  86143. /**
  86144. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86145. */
  86146. isAnimationSheetEnabled: boolean;
  86147. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86148. translationPivot: Vector2;
  86149. /**
  86150. * Gets or sets a texture used to add random noise to particle positions
  86151. */
  86152. noiseTexture: Nullable<BaseTexture>;
  86153. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86154. noiseStrength: Vector3;
  86155. /**
  86156. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86157. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86158. */
  86159. billboardMode: number;
  86160. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86161. limitVelocityDamping: number;
  86162. /**
  86163. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86164. */
  86165. beginAnimationOnStart: boolean;
  86166. /**
  86167. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86168. */
  86169. beginAnimationFrom: number;
  86170. /**
  86171. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86172. */
  86173. beginAnimationTo: number;
  86174. /**
  86175. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86176. */
  86177. beginAnimationLoop: boolean;
  86178. /**
  86179. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86180. */
  86181. disposeOnStop: boolean;
  86182. /**
  86183. * Gets the maximum number of particles active at the same time.
  86184. * @returns The max number of active particles.
  86185. */
  86186. getCapacity(): number;
  86187. /**
  86188. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86189. * @returns True if it has been started, otherwise false.
  86190. */
  86191. isStarted(): boolean;
  86192. /**
  86193. * Animates the particle system for this frame.
  86194. */
  86195. animate(): void;
  86196. /**
  86197. * Renders the particle system in its current state.
  86198. * @returns the current number of particles
  86199. */
  86200. render(): number;
  86201. /**
  86202. * Dispose the particle system and frees its associated resources.
  86203. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86204. */
  86205. dispose(disposeTexture?: boolean): void;
  86206. /**
  86207. * Clones the particle system.
  86208. * @param name The name of the cloned object
  86209. * @param newEmitter The new emitter to use
  86210. * @returns the cloned particle system
  86211. */
  86212. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86213. /**
  86214. * Serializes the particle system to a JSON object.
  86215. * @returns the JSON object
  86216. */
  86217. serialize(): any;
  86218. /**
  86219. * Rebuild the particle system
  86220. */
  86221. rebuild(): void;
  86222. /**
  86223. * Starts the particle system and begins to emit
  86224. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86225. */
  86226. start(delay?: number): void;
  86227. /**
  86228. * Stops the particle system.
  86229. */
  86230. stop(): void;
  86231. /**
  86232. * Remove all active particles
  86233. */
  86234. reset(): void;
  86235. /**
  86236. * Is this system ready to be used/rendered
  86237. * @return true if the system is ready
  86238. */
  86239. isReady(): boolean;
  86240. /**
  86241. * Adds a new color gradient
  86242. * @param gradient defines the gradient to use (between 0 and 1)
  86243. * @param color1 defines the color to affect to the specified gradient
  86244. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86245. * @returns the current particle system
  86246. */
  86247. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86248. /**
  86249. * Remove a specific color gradient
  86250. * @param gradient defines the gradient to remove
  86251. * @returns the current particle system
  86252. */
  86253. removeColorGradient(gradient: number): IParticleSystem;
  86254. /**
  86255. * Adds a new size gradient
  86256. * @param gradient defines the gradient to use (between 0 and 1)
  86257. * @param factor defines the size factor to affect to the specified gradient
  86258. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86259. * @returns the current particle system
  86260. */
  86261. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86262. /**
  86263. * Remove a specific size gradient
  86264. * @param gradient defines the gradient to remove
  86265. * @returns the current particle system
  86266. */
  86267. removeSizeGradient(gradient: number): IParticleSystem;
  86268. /**
  86269. * Gets the current list of color gradients.
  86270. * You must use addColorGradient and removeColorGradient to udpate this list
  86271. * @returns the list of color gradients
  86272. */
  86273. getColorGradients(): Nullable<Array<ColorGradient>>;
  86274. /**
  86275. * Gets the current list of size gradients.
  86276. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86277. * @returns the list of size gradients
  86278. */
  86279. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86280. /**
  86281. * Gets the current list of angular speed gradients.
  86282. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86283. * @returns the list of angular speed gradients
  86284. */
  86285. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86286. /**
  86287. * Adds a new angular speed gradient
  86288. * @param gradient defines the gradient to use (between 0 and 1)
  86289. * @param factor defines the angular speed to affect to the specified gradient
  86290. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86291. * @returns the current particle system
  86292. */
  86293. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86294. /**
  86295. * Remove a specific angular speed gradient
  86296. * @param gradient defines the gradient to remove
  86297. * @returns the current particle system
  86298. */
  86299. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86300. /**
  86301. * Gets the current list of velocity gradients.
  86302. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86303. * @returns the list of velocity gradients
  86304. */
  86305. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86306. /**
  86307. * Adds a new velocity gradient
  86308. * @param gradient defines the gradient to use (between 0 and 1)
  86309. * @param factor defines the velocity to affect to the specified gradient
  86310. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86311. * @returns the current particle system
  86312. */
  86313. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86314. /**
  86315. * Remove a specific velocity gradient
  86316. * @param gradient defines the gradient to remove
  86317. * @returns the current particle system
  86318. */
  86319. removeVelocityGradient(gradient: number): IParticleSystem;
  86320. /**
  86321. * Gets the current list of limit velocity gradients.
  86322. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  86323. * @returns the list of limit velocity gradients
  86324. */
  86325. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  86326. /**
  86327. * Adds a new limit velocity gradient
  86328. * @param gradient defines the gradient to use (between 0 and 1)
  86329. * @param factor defines the limit velocity to affect to the specified gradient
  86330. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86331. * @returns the current particle system
  86332. */
  86333. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86334. /**
  86335. * Remove a specific limit velocity gradient
  86336. * @param gradient defines the gradient to remove
  86337. * @returns the current particle system
  86338. */
  86339. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  86340. /**
  86341. * Adds a new drag gradient
  86342. * @param gradient defines the gradient to use (between 0 and 1)
  86343. * @param factor defines the drag to affect to the specified gradient
  86344. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86345. * @returns the current particle system
  86346. */
  86347. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86348. /**
  86349. * Remove a specific drag gradient
  86350. * @param gradient defines the gradient to remove
  86351. * @returns the current particle system
  86352. */
  86353. removeDragGradient(gradient: number): IParticleSystem;
  86354. /**
  86355. * Gets the current list of drag gradients.
  86356. * You must use addDragGradient and removeDragGradient to udpate this list
  86357. * @returns the list of drag gradients
  86358. */
  86359. getDragGradients(): Nullable<Array<FactorGradient>>;
  86360. /**
  86361. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86362. * @param gradient defines the gradient to use (between 0 and 1)
  86363. * @param factor defines the emit rate to affect to the specified gradient
  86364. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86365. * @returns the current particle system
  86366. */
  86367. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86368. /**
  86369. * Remove a specific emit rate gradient
  86370. * @param gradient defines the gradient to remove
  86371. * @returns the current particle system
  86372. */
  86373. removeEmitRateGradient(gradient: number): IParticleSystem;
  86374. /**
  86375. * Gets the current list of emit rate gradients.
  86376. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  86377. * @returns the list of emit rate gradients
  86378. */
  86379. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  86380. /**
  86381. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86382. * @param gradient defines the gradient to use (between 0 and 1)
  86383. * @param factor defines the start size to affect to the specified gradient
  86384. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86385. * @returns the current particle system
  86386. */
  86387. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86388. /**
  86389. * Remove a specific start size gradient
  86390. * @param gradient defines the gradient to remove
  86391. * @returns the current particle system
  86392. */
  86393. removeStartSizeGradient(gradient: number): IParticleSystem;
  86394. /**
  86395. * Gets the current list of start size gradients.
  86396. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  86397. * @returns the list of start size gradients
  86398. */
  86399. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  86400. /**
  86401. * Adds a new life time gradient
  86402. * @param gradient defines the gradient to use (between 0 and 1)
  86403. * @param factor defines the life time factor to affect to the specified gradient
  86404. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86405. * @returns the current particle system
  86406. */
  86407. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86408. /**
  86409. * Remove a specific life time gradient
  86410. * @param gradient defines the gradient to remove
  86411. * @returns the current particle system
  86412. */
  86413. removeLifeTimeGradient(gradient: number): IParticleSystem;
  86414. /**
  86415. * Gets the current list of life time gradients.
  86416. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  86417. * @returns the list of life time gradients
  86418. */
  86419. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  86420. /**
  86421. * Gets the current list of color gradients.
  86422. * You must use addColorGradient and removeColorGradient to udpate this list
  86423. * @returns the list of color gradients
  86424. */
  86425. getColorGradients(): Nullable<Array<ColorGradient>>;
  86426. /**
  86427. * Adds a new ramp gradient used to remap particle colors
  86428. * @param gradient defines the gradient to use (between 0 and 1)
  86429. * @param color defines the color to affect to the specified gradient
  86430. * @returns the current particle system
  86431. */
  86432. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  86433. /**
  86434. * Gets the current list of ramp gradients.
  86435. * You must use addRampGradient and removeRampGradient to udpate this list
  86436. * @returns the list of ramp gradients
  86437. */
  86438. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86439. /** Gets or sets a boolean indicating that ramp gradients must be used
  86440. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  86441. */
  86442. useRampGradients: boolean;
  86443. /**
  86444. * Adds a new color remap gradient
  86445. * @param gradient defines the gradient to use (between 0 and 1)
  86446. * @param min defines the color remap minimal range
  86447. * @param max defines the color remap maximal range
  86448. * @returns the current particle system
  86449. */
  86450. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86451. /**
  86452. * Gets the current list of color remap gradients.
  86453. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  86454. * @returns the list of color remap gradients
  86455. */
  86456. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  86457. /**
  86458. * Adds a new alpha remap gradient
  86459. * @param gradient defines the gradient to use (between 0 and 1)
  86460. * @param min defines the alpha remap minimal range
  86461. * @param max defines the alpha remap maximal range
  86462. * @returns the current particle system
  86463. */
  86464. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86465. /**
  86466. * Gets the current list of alpha remap gradients.
  86467. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  86468. * @returns the list of alpha remap gradients
  86469. */
  86470. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  86471. /**
  86472. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  86473. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86474. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86475. * @returns the emitter
  86476. */
  86477. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  86478. /**
  86479. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  86480. * @param radius The radius of the hemisphere to emit from
  86481. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86482. * @returns the emitter
  86483. */
  86484. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  86485. /**
  86486. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  86487. * @param radius The radius of the sphere to emit from
  86488. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86489. * @returns the emitter
  86490. */
  86491. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  86492. /**
  86493. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  86494. * @param radius The radius of the sphere to emit from
  86495. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  86496. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  86497. * @returns the emitter
  86498. */
  86499. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86500. /**
  86501. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  86502. * @param radius The radius of the emission cylinder
  86503. * @param height The height of the emission cylinder
  86504. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  86505. * @param directionRandomizer How much to randomize the particle direction [0-1]
  86506. * @returns the emitter
  86507. */
  86508. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  86509. /**
  86510. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  86511. * @param radius The radius of the cylinder to emit from
  86512. * @param height The height of the emission cylinder
  86513. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86514. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  86515. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  86516. * @returns the emitter
  86517. */
  86518. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86519. /**
  86520. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  86521. * @param radius The radius of the cone to emit from
  86522. * @param angle The base angle of the cone
  86523. * @returns the emitter
  86524. */
  86525. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  86526. /**
  86527. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  86528. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86529. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86530. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86531. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86532. * @returns the emitter
  86533. */
  86534. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  86535. /**
  86536. * Get hosting scene
  86537. * @returns the scene
  86538. */
  86539. getScene(): Scene;
  86540. }
  86541. }
  86542. declare module BABYLON {
  86543. /**
  86544. * Creates an instance based on a source mesh.
  86545. */
  86546. export class InstancedMesh extends AbstractMesh {
  86547. private _sourceMesh;
  86548. private _currentLOD;
  86549. /** @hidden */
  86550. _indexInSourceMeshInstanceArray: number;
  86551. constructor(name: string, source: Mesh);
  86552. /**
  86553. * Returns the string "InstancedMesh".
  86554. */
  86555. getClassName(): string;
  86556. /** Gets the list of lights affecting that mesh */
  86557. readonly lightSources: Light[];
  86558. _resyncLightSources(): void;
  86559. _resyncLighSource(light: Light): void;
  86560. _removeLightSource(light: Light, dispose: boolean): void;
  86561. /**
  86562. * If the source mesh receives shadows
  86563. */
  86564. readonly receiveShadows: boolean;
  86565. /**
  86566. * The material of the source mesh
  86567. */
  86568. readonly material: Nullable<Material>;
  86569. /**
  86570. * Visibility of the source mesh
  86571. */
  86572. readonly visibility: number;
  86573. /**
  86574. * Skeleton of the source mesh
  86575. */
  86576. readonly skeleton: Nullable<Skeleton>;
  86577. /**
  86578. * Rendering ground id of the source mesh
  86579. */
  86580. renderingGroupId: number;
  86581. /**
  86582. * Returns the total number of vertices (integer).
  86583. */
  86584. getTotalVertices(): number;
  86585. /**
  86586. * Returns a positive integer : the total number of indices in this mesh geometry.
  86587. * @returns the numner of indices or zero if the mesh has no geometry.
  86588. */
  86589. getTotalIndices(): number;
  86590. /**
  86591. * The source mesh of the instance
  86592. */
  86593. readonly sourceMesh: Mesh;
  86594. /**
  86595. * Is this node ready to be used/rendered
  86596. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86597. * @return {boolean} is it ready
  86598. */
  86599. isReady(completeCheck?: boolean): boolean;
  86600. /**
  86601. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86602. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  86603. * @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.
  86604. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  86605. */
  86606. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  86607. /**
  86608. * Sets the vertex data of the mesh geometry for the requested `kind`.
  86609. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  86610. * The `data` are either a numeric array either a Float32Array.
  86611. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  86612. * 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).
  86613. * Note that a new underlying VertexBuffer object is created each call.
  86614. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86615. *
  86616. * Possible `kind` values :
  86617. * - VertexBuffer.PositionKind
  86618. * - VertexBuffer.UVKind
  86619. * - VertexBuffer.UV2Kind
  86620. * - VertexBuffer.UV3Kind
  86621. * - VertexBuffer.UV4Kind
  86622. * - VertexBuffer.UV5Kind
  86623. * - VertexBuffer.UV6Kind
  86624. * - VertexBuffer.ColorKind
  86625. * - VertexBuffer.MatricesIndicesKind
  86626. * - VertexBuffer.MatricesIndicesExtraKind
  86627. * - VertexBuffer.MatricesWeightsKind
  86628. * - VertexBuffer.MatricesWeightsExtraKind
  86629. *
  86630. * Returns the Mesh.
  86631. */
  86632. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  86633. /**
  86634. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  86635. * If the mesh has no geometry, it is simply returned as it is.
  86636. * The `data` are either a numeric array either a Float32Array.
  86637. * No new underlying VertexBuffer object is created.
  86638. * 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.
  86639. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  86640. *
  86641. * Possible `kind` values :
  86642. * - VertexBuffer.PositionKind
  86643. * - VertexBuffer.UVKind
  86644. * - VertexBuffer.UV2Kind
  86645. * - VertexBuffer.UV3Kind
  86646. * - VertexBuffer.UV4Kind
  86647. * - VertexBuffer.UV5Kind
  86648. * - VertexBuffer.UV6Kind
  86649. * - VertexBuffer.ColorKind
  86650. * - VertexBuffer.MatricesIndicesKind
  86651. * - VertexBuffer.MatricesIndicesExtraKind
  86652. * - VertexBuffer.MatricesWeightsKind
  86653. * - VertexBuffer.MatricesWeightsExtraKind
  86654. *
  86655. * Returns the Mesh.
  86656. */
  86657. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  86658. /**
  86659. * Sets the mesh indices.
  86660. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  86661. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  86662. * This method creates a new index buffer each call.
  86663. * Returns the Mesh.
  86664. */
  86665. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  86666. /**
  86667. * Boolean : True if the mesh owns the requested kind of data.
  86668. */
  86669. isVerticesDataPresent(kind: string): boolean;
  86670. /**
  86671. * Returns an array of indices (IndicesArray).
  86672. */
  86673. getIndices(): Nullable<IndicesArray>;
  86674. readonly _positions: Nullable<Vector3[]>;
  86675. /**
  86676. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  86677. * This means the mesh underlying bounding box and sphere are recomputed.
  86678. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  86679. * @returns the current mesh
  86680. */
  86681. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  86682. /** @hidden */
  86683. _preActivate(): InstancedMesh;
  86684. /** @hidden */
  86685. _activate(renderId: number, intermediateRendering: boolean): boolean;
  86686. /** @hidden */
  86687. _postActivate(): void;
  86688. getWorldMatrix(): Matrix;
  86689. readonly isAnInstance: boolean;
  86690. /**
  86691. * Returns the current associated LOD AbstractMesh.
  86692. */
  86693. getLOD(camera: Camera): AbstractMesh;
  86694. /** @hidden */
  86695. _syncSubMeshes(): InstancedMesh;
  86696. /** @hidden */
  86697. _generatePointsArray(): boolean;
  86698. /**
  86699. * Creates a new InstancedMesh from the current mesh.
  86700. * - name (string) : the cloned mesh name
  86701. * - newParent (optional Node) : the optional Node to parent the clone to.
  86702. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  86703. *
  86704. * Returns the clone.
  86705. */
  86706. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  86707. /**
  86708. * Disposes the InstancedMesh.
  86709. * Returns nothing.
  86710. */
  86711. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  86712. }
  86713. interface Mesh {
  86714. /**
  86715. * Register a custom buffer that will be instanced
  86716. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86717. * @param kind defines the buffer kind
  86718. * @param stride defines the stride in floats
  86719. */
  86720. registerInstancedBuffer(kind: string, stride: number): void;
  86721. /** @hidden */
  86722. _userInstancedBuffersStorage: {
  86723. data: {
  86724. [key: string]: Float32Array;
  86725. };
  86726. sizes: {
  86727. [key: string]: number;
  86728. };
  86729. vertexBuffers: {
  86730. [key: string]: Nullable<VertexBuffer>;
  86731. };
  86732. strides: {
  86733. [key: string]: number;
  86734. };
  86735. };
  86736. }
  86737. interface AbstractMesh {
  86738. /**
  86739. * Object used to store instanced buffers defined by user
  86740. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  86741. */
  86742. instancedBuffers: {
  86743. [key: string]: any;
  86744. };
  86745. }
  86746. }
  86747. declare module BABYLON {
  86748. /**
  86749. * Defines the options associated with the creation of a shader material.
  86750. */
  86751. export interface IShaderMaterialOptions {
  86752. /**
  86753. * Does the material work in alpha blend mode
  86754. */
  86755. needAlphaBlending: boolean;
  86756. /**
  86757. * Does the material work in alpha test mode
  86758. */
  86759. needAlphaTesting: boolean;
  86760. /**
  86761. * The list of attribute names used in the shader
  86762. */
  86763. attributes: string[];
  86764. /**
  86765. * The list of unifrom names used in the shader
  86766. */
  86767. uniforms: string[];
  86768. /**
  86769. * The list of UBO names used in the shader
  86770. */
  86771. uniformBuffers: string[];
  86772. /**
  86773. * The list of sampler names used in the shader
  86774. */
  86775. samplers: string[];
  86776. /**
  86777. * The list of defines used in the shader
  86778. */
  86779. defines: string[];
  86780. }
  86781. /**
  86782. * 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.
  86783. *
  86784. * This returned material effects how the mesh will look based on the code in the shaders.
  86785. *
  86786. * @see http://doc.babylonjs.com/how_to/shader_material
  86787. */
  86788. export class ShaderMaterial extends Material {
  86789. private _shaderPath;
  86790. private _options;
  86791. private _textures;
  86792. private _textureArrays;
  86793. private _floats;
  86794. private _ints;
  86795. private _floatsArrays;
  86796. private _colors3;
  86797. private _colors3Arrays;
  86798. private _colors4;
  86799. private _colors4Arrays;
  86800. private _vectors2;
  86801. private _vectors3;
  86802. private _vectors4;
  86803. private _matrices;
  86804. private _matrices3x3;
  86805. private _matrices2x2;
  86806. private _vectors2Arrays;
  86807. private _vectors3Arrays;
  86808. private _vectors4Arrays;
  86809. private _cachedWorldViewMatrix;
  86810. private _cachedWorldViewProjectionMatrix;
  86811. private _renderId;
  86812. /**
  86813. * Instantiate a new shader material.
  86814. * 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.
  86815. * This returned material effects how the mesh will look based on the code in the shaders.
  86816. * @see http://doc.babylonjs.com/how_to/shader_material
  86817. * @param name Define the name of the material in the scene
  86818. * @param scene Define the scene the material belongs to
  86819. * @param shaderPath Defines the route to the shader code in one of three ways:
  86820. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  86821. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  86822. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  86823. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  86824. * @param options Define the options used to create the shader
  86825. */
  86826. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  86827. /**
  86828. * Gets the options used to compile the shader.
  86829. * They can be modified to trigger a new compilation
  86830. */
  86831. readonly options: IShaderMaterialOptions;
  86832. /**
  86833. * Gets the current class name of the material e.g. "ShaderMaterial"
  86834. * Mainly use in serialization.
  86835. * @returns the class name
  86836. */
  86837. getClassName(): string;
  86838. /**
  86839. * Specifies if the material will require alpha blending
  86840. * @returns a boolean specifying if alpha blending is needed
  86841. */
  86842. needAlphaBlending(): boolean;
  86843. /**
  86844. * Specifies if this material should be rendered in alpha test mode
  86845. * @returns a boolean specifying if an alpha test is needed.
  86846. */
  86847. needAlphaTesting(): boolean;
  86848. private _checkUniform;
  86849. /**
  86850. * Set a texture in the shader.
  86851. * @param name Define the name of the uniform samplers as defined in the shader
  86852. * @param texture Define the texture to bind to this sampler
  86853. * @return the material itself allowing "fluent" like uniform updates
  86854. */
  86855. setTexture(name: string, texture: Texture): ShaderMaterial;
  86856. /**
  86857. * Set a texture array in the shader.
  86858. * @param name Define the name of the uniform sampler array as defined in the shader
  86859. * @param textures Define the list of textures to bind to this sampler
  86860. * @return the material itself allowing "fluent" like uniform updates
  86861. */
  86862. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  86863. /**
  86864. * Set a float in the shader.
  86865. * @param name Define the name of the uniform as defined in the shader
  86866. * @param value Define the value to give to the uniform
  86867. * @return the material itself allowing "fluent" like uniform updates
  86868. */
  86869. setFloat(name: string, value: number): ShaderMaterial;
  86870. /**
  86871. * Set a int in the shader.
  86872. * @param name Define the name of the uniform as defined in the shader
  86873. * @param value Define the value to give to the uniform
  86874. * @return the material itself allowing "fluent" like uniform updates
  86875. */
  86876. setInt(name: string, value: number): ShaderMaterial;
  86877. /**
  86878. * Set an array of floats in the shader.
  86879. * @param name Define the name of the uniform as defined in the shader
  86880. * @param value Define the value to give to the uniform
  86881. * @return the material itself allowing "fluent" like uniform updates
  86882. */
  86883. setFloats(name: string, value: number[]): ShaderMaterial;
  86884. /**
  86885. * Set a vec3 in the shader from a Color3.
  86886. * @param name Define the name of the uniform as defined in the shader
  86887. * @param value Define the value to give to the uniform
  86888. * @return the material itself allowing "fluent" like uniform updates
  86889. */
  86890. setColor3(name: string, value: Color3): ShaderMaterial;
  86891. /**
  86892. * Set a vec3 array in the shader from a Color3 array.
  86893. * @param name Define the name of the uniform as defined in the shader
  86894. * @param value Define the value to give to the uniform
  86895. * @return the material itself allowing "fluent" like uniform updates
  86896. */
  86897. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  86898. /**
  86899. * Set a vec4 in the shader from a Color4.
  86900. * @param name Define the name of the uniform as defined in the shader
  86901. * @param value Define the value to give to the uniform
  86902. * @return the material itself allowing "fluent" like uniform updates
  86903. */
  86904. setColor4(name: string, value: Color4): ShaderMaterial;
  86905. /**
  86906. * Set a vec4 array in the shader from a Color4 array.
  86907. * @param name Define the name of the uniform as defined in the shader
  86908. * @param value Define the value to give to the uniform
  86909. * @return the material itself allowing "fluent" like uniform updates
  86910. */
  86911. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  86912. /**
  86913. * Set a vec2 in the shader from a Vector2.
  86914. * @param name Define the name of the uniform as defined in the shader
  86915. * @param value Define the value to give to the uniform
  86916. * @return the material itself allowing "fluent" like uniform updates
  86917. */
  86918. setVector2(name: string, value: Vector2): ShaderMaterial;
  86919. /**
  86920. * Set a vec3 in the shader from a Vector3.
  86921. * @param name Define the name of the uniform as defined in the shader
  86922. * @param value Define the value to give to the uniform
  86923. * @return the material itself allowing "fluent" like uniform updates
  86924. */
  86925. setVector3(name: string, value: Vector3): ShaderMaterial;
  86926. /**
  86927. * Set a vec4 in the shader from a Vector4.
  86928. * @param name Define the name of the uniform as defined in the shader
  86929. * @param value Define the value to give to the uniform
  86930. * @return the material itself allowing "fluent" like uniform updates
  86931. */
  86932. setVector4(name: string, value: Vector4): ShaderMaterial;
  86933. /**
  86934. * Set a mat4 in the shader from a Matrix.
  86935. * @param name Define the name of the uniform as defined in the shader
  86936. * @param value Define the value to give to the uniform
  86937. * @return the material itself allowing "fluent" like uniform updates
  86938. */
  86939. setMatrix(name: string, value: Matrix): ShaderMaterial;
  86940. /**
  86941. * Set a mat3 in the shader from a Float32Array.
  86942. * @param name Define the name of the uniform as defined in the shader
  86943. * @param value Define the value to give to the uniform
  86944. * @return the material itself allowing "fluent" like uniform updates
  86945. */
  86946. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  86947. /**
  86948. * Set a mat2 in the shader from a Float32Array.
  86949. * @param name Define the name of the uniform as defined in the shader
  86950. * @param value Define the value to give to the uniform
  86951. * @return the material itself allowing "fluent" like uniform updates
  86952. */
  86953. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  86954. /**
  86955. * Set a vec2 array in the shader from a number array.
  86956. * @param name Define the name of the uniform as defined in the shader
  86957. * @param value Define the value to give to the uniform
  86958. * @return the material itself allowing "fluent" like uniform updates
  86959. */
  86960. setArray2(name: string, value: number[]): ShaderMaterial;
  86961. /**
  86962. * Set a vec3 array in the shader from a number array.
  86963. * @param name Define the name of the uniform as defined in the shader
  86964. * @param value Define the value to give to the uniform
  86965. * @return the material itself allowing "fluent" like uniform updates
  86966. */
  86967. setArray3(name: string, value: number[]): ShaderMaterial;
  86968. /**
  86969. * Set a vec4 array in the shader from a number array.
  86970. * @param name Define the name of the uniform as defined in the shader
  86971. * @param value Define the value to give to the uniform
  86972. * @return the material itself allowing "fluent" like uniform updates
  86973. */
  86974. setArray4(name: string, value: number[]): ShaderMaterial;
  86975. private _checkCache;
  86976. /**
  86977. * Specifies that the submesh is ready to be used
  86978. * @param mesh defines the mesh to check
  86979. * @param subMesh defines which submesh to check
  86980. * @param useInstances specifies that instances should be used
  86981. * @returns a boolean indicating that the submesh is ready or not
  86982. */
  86983. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86984. /**
  86985. * Checks if the material is ready to render the requested mesh
  86986. * @param mesh Define the mesh to render
  86987. * @param useInstances Define whether or not the material is used with instances
  86988. * @returns true if ready, otherwise false
  86989. */
  86990. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  86991. /**
  86992. * Binds the world matrix to the material
  86993. * @param world defines the world transformation matrix
  86994. */
  86995. bindOnlyWorldMatrix(world: Matrix): void;
  86996. /**
  86997. * Binds the material to the mesh
  86998. * @param world defines the world transformation matrix
  86999. * @param mesh defines the mesh to bind the material to
  87000. */
  87001. bind(world: Matrix, mesh?: Mesh): void;
  87002. /**
  87003. * Gets the active textures from the material
  87004. * @returns an array of textures
  87005. */
  87006. getActiveTextures(): BaseTexture[];
  87007. /**
  87008. * Specifies if the material uses a texture
  87009. * @param texture defines the texture to check against the material
  87010. * @returns a boolean specifying if the material uses the texture
  87011. */
  87012. hasTexture(texture: BaseTexture): boolean;
  87013. /**
  87014. * Makes a duplicate of the material, and gives it a new name
  87015. * @param name defines the new name for the duplicated material
  87016. * @returns the cloned material
  87017. */
  87018. clone(name: string): ShaderMaterial;
  87019. /**
  87020. * Disposes the material
  87021. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87022. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87023. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87024. */
  87025. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87026. /**
  87027. * Serializes this material in a JSON representation
  87028. * @returns the serialized material object
  87029. */
  87030. serialize(): any;
  87031. /**
  87032. * Creates a shader material from parsed shader material data
  87033. * @param source defines the JSON represnetation of the material
  87034. * @param scene defines the hosting scene
  87035. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87036. * @returns a new material
  87037. */
  87038. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87039. }
  87040. }
  87041. declare module BABYLON {
  87042. /** @hidden */
  87043. export var colorPixelShader: {
  87044. name: string;
  87045. shader: string;
  87046. };
  87047. }
  87048. declare module BABYLON {
  87049. /** @hidden */
  87050. export var colorVertexShader: {
  87051. name: string;
  87052. shader: string;
  87053. };
  87054. }
  87055. declare module BABYLON {
  87056. /**
  87057. * Line mesh
  87058. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87059. */
  87060. export class LinesMesh extends Mesh {
  87061. /**
  87062. * If vertex color should be applied to the mesh
  87063. */
  87064. readonly useVertexColor?: boolean | undefined;
  87065. /**
  87066. * If vertex alpha should be applied to the mesh
  87067. */
  87068. readonly useVertexAlpha?: boolean | undefined;
  87069. /**
  87070. * Color of the line (Default: White)
  87071. */
  87072. color: Color3;
  87073. /**
  87074. * Alpha of the line (Default: 1)
  87075. */
  87076. alpha: number;
  87077. /**
  87078. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87079. * This margin is expressed in world space coordinates, so its value may vary.
  87080. * Default value is 0.1
  87081. */
  87082. intersectionThreshold: number;
  87083. private _colorShader;
  87084. private color4;
  87085. /**
  87086. * Creates a new LinesMesh
  87087. * @param name defines the name
  87088. * @param scene defines the hosting scene
  87089. * @param parent defines the parent mesh if any
  87090. * @param source defines the optional source LinesMesh used to clone data from
  87091. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87092. * When false, achieved by calling a clone(), also passing False.
  87093. * This will make creation of children, recursive.
  87094. * @param useVertexColor defines if this LinesMesh supports vertex color
  87095. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87096. */
  87097. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87098. /**
  87099. * If vertex color should be applied to the mesh
  87100. */
  87101. useVertexColor?: boolean | undefined,
  87102. /**
  87103. * If vertex alpha should be applied to the mesh
  87104. */
  87105. useVertexAlpha?: boolean | undefined);
  87106. private _addClipPlaneDefine;
  87107. private _removeClipPlaneDefine;
  87108. isReady(): boolean;
  87109. /**
  87110. * Returns the string "LineMesh"
  87111. */
  87112. getClassName(): string;
  87113. /**
  87114. * @hidden
  87115. */
  87116. /**
  87117. * @hidden
  87118. */
  87119. material: Material;
  87120. /**
  87121. * @hidden
  87122. */
  87123. readonly checkCollisions: boolean;
  87124. /** @hidden */
  87125. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87126. /** @hidden */
  87127. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87128. /**
  87129. * Disposes of the line mesh
  87130. * @param doNotRecurse If children should be disposed
  87131. */
  87132. dispose(doNotRecurse?: boolean): void;
  87133. /**
  87134. * Returns a new LineMesh object cloned from the current one.
  87135. */
  87136. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87137. /**
  87138. * Creates a new InstancedLinesMesh object from the mesh model.
  87139. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87140. * @param name defines the name of the new instance
  87141. * @returns a new InstancedLinesMesh
  87142. */
  87143. createInstance(name: string): InstancedLinesMesh;
  87144. }
  87145. /**
  87146. * Creates an instance based on a source LinesMesh
  87147. */
  87148. export class InstancedLinesMesh extends InstancedMesh {
  87149. /**
  87150. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87151. * This margin is expressed in world space coordinates, so its value may vary.
  87152. * Initilized with the intersectionThreshold value of the source LinesMesh
  87153. */
  87154. intersectionThreshold: number;
  87155. constructor(name: string, source: LinesMesh);
  87156. /**
  87157. * Returns the string "InstancedLinesMesh".
  87158. */
  87159. getClassName(): string;
  87160. }
  87161. }
  87162. declare module BABYLON {
  87163. /** @hidden */
  87164. export var linePixelShader: {
  87165. name: string;
  87166. shader: string;
  87167. };
  87168. }
  87169. declare module BABYLON {
  87170. /** @hidden */
  87171. export var lineVertexShader: {
  87172. name: string;
  87173. shader: string;
  87174. };
  87175. }
  87176. declare module BABYLON {
  87177. interface AbstractMesh {
  87178. /**
  87179. * Gets the edgesRenderer associated with the mesh
  87180. */
  87181. edgesRenderer: Nullable<EdgesRenderer>;
  87182. }
  87183. interface LinesMesh {
  87184. /**
  87185. * Enables the edge rendering mode on the mesh.
  87186. * This mode makes the mesh edges visible
  87187. * @param epsilon defines the maximal distance between two angles to detect a face
  87188. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87189. * @returns the currentAbstractMesh
  87190. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87191. */
  87192. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87193. }
  87194. interface InstancedLinesMesh {
  87195. /**
  87196. * Enables the edge rendering mode on the mesh.
  87197. * This mode makes the mesh edges visible
  87198. * @param epsilon defines the maximal distance between two angles to detect a face
  87199. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87200. * @returns the current InstancedLinesMesh
  87201. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87202. */
  87203. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87204. }
  87205. /**
  87206. * Defines the minimum contract an Edges renderer should follow.
  87207. */
  87208. export interface IEdgesRenderer extends IDisposable {
  87209. /**
  87210. * Gets or sets a boolean indicating if the edgesRenderer is active
  87211. */
  87212. isEnabled: boolean;
  87213. /**
  87214. * Renders the edges of the attached mesh,
  87215. */
  87216. render(): void;
  87217. /**
  87218. * Checks wether or not the edges renderer is ready to render.
  87219. * @return true if ready, otherwise false.
  87220. */
  87221. isReady(): boolean;
  87222. }
  87223. /**
  87224. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  87225. */
  87226. export class EdgesRenderer implements IEdgesRenderer {
  87227. /**
  87228. * Define the size of the edges with an orthographic camera
  87229. */
  87230. edgesWidthScalerForOrthographic: number;
  87231. /**
  87232. * Define the size of the edges with a perspective camera
  87233. */
  87234. edgesWidthScalerForPerspective: number;
  87235. protected _source: AbstractMesh;
  87236. protected _linesPositions: number[];
  87237. protected _linesNormals: number[];
  87238. protected _linesIndices: number[];
  87239. protected _epsilon: number;
  87240. protected _indicesCount: number;
  87241. protected _lineShader: ShaderMaterial;
  87242. protected _ib: DataBuffer;
  87243. protected _buffers: {
  87244. [key: string]: Nullable<VertexBuffer>;
  87245. };
  87246. protected _checkVerticesInsteadOfIndices: boolean;
  87247. private _meshRebuildObserver;
  87248. private _meshDisposeObserver;
  87249. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  87250. isEnabled: boolean;
  87251. /**
  87252. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  87253. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  87254. * @param source Mesh used to create edges
  87255. * @param epsilon sum of angles in adjacency to check for edge
  87256. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  87257. * @param generateEdgesLines - should generate Lines or only prepare resources.
  87258. */
  87259. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  87260. protected _prepareRessources(): void;
  87261. /** @hidden */
  87262. _rebuild(): void;
  87263. /**
  87264. * Releases the required resources for the edges renderer
  87265. */
  87266. dispose(): void;
  87267. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87268. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87269. /**
  87270. * Checks if the pair of p0 and p1 is en edge
  87271. * @param faceIndex
  87272. * @param edge
  87273. * @param faceNormals
  87274. * @param p0
  87275. * @param p1
  87276. * @private
  87277. */
  87278. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87279. /**
  87280. * push line into the position, normal and index buffer
  87281. * @protected
  87282. */
  87283. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87284. /**
  87285. * Generates lines edges from adjacencjes
  87286. * @private
  87287. */
  87288. _generateEdgesLines(): void;
  87289. /**
  87290. * Checks wether or not the edges renderer is ready to render.
  87291. * @return true if ready, otherwise false.
  87292. */
  87293. isReady(): boolean;
  87294. /**
  87295. * Renders the edges of the attached mesh,
  87296. */
  87297. render(): void;
  87298. }
  87299. /**
  87300. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  87301. */
  87302. export class LineEdgesRenderer extends EdgesRenderer {
  87303. /**
  87304. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  87305. * @param source LineMesh used to generate edges
  87306. * @param epsilon not important (specified angle for edge detection)
  87307. * @param checkVerticesInsteadOfIndices not important for LineMesh
  87308. */
  87309. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  87310. /**
  87311. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  87312. */
  87313. _generateEdgesLines(): void;
  87314. }
  87315. }
  87316. declare module BABYLON {
  87317. /**
  87318. * This represents the object necessary to create a rendering group.
  87319. * This is exclusively used and created by the rendering manager.
  87320. * To modify the behavior, you use the available helpers in your scene or meshes.
  87321. * @hidden
  87322. */
  87323. export class RenderingGroup {
  87324. index: number;
  87325. private static _zeroVector;
  87326. private _scene;
  87327. private _opaqueSubMeshes;
  87328. private _transparentSubMeshes;
  87329. private _alphaTestSubMeshes;
  87330. private _depthOnlySubMeshes;
  87331. private _particleSystems;
  87332. private _spriteManagers;
  87333. private _opaqueSortCompareFn;
  87334. private _alphaTestSortCompareFn;
  87335. private _transparentSortCompareFn;
  87336. private _renderOpaque;
  87337. private _renderAlphaTest;
  87338. private _renderTransparent;
  87339. /** @hidden */
  87340. _edgesRenderers: SmartArray<IEdgesRenderer>;
  87341. onBeforeTransparentRendering: () => void;
  87342. /**
  87343. * Set the opaque sort comparison function.
  87344. * If null the sub meshes will be render in the order they were created
  87345. */
  87346. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87347. /**
  87348. * Set the alpha test sort comparison function.
  87349. * If null the sub meshes will be render in the order they were created
  87350. */
  87351. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87352. /**
  87353. * Set the transparent sort comparison function.
  87354. * If null the sub meshes will be render in the order they were created
  87355. */
  87356. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87357. /**
  87358. * Creates a new rendering group.
  87359. * @param index The rendering group index
  87360. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  87361. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  87362. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  87363. */
  87364. 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>);
  87365. /**
  87366. * Render all the sub meshes contained in the group.
  87367. * @param customRenderFunction Used to override the default render behaviour of the group.
  87368. * @returns true if rendered some submeshes.
  87369. */
  87370. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  87371. /**
  87372. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  87373. * @param subMeshes The submeshes to render
  87374. */
  87375. private renderOpaqueSorted;
  87376. /**
  87377. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  87378. * @param subMeshes The submeshes to render
  87379. */
  87380. private renderAlphaTestSorted;
  87381. /**
  87382. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  87383. * @param subMeshes The submeshes to render
  87384. */
  87385. private renderTransparentSorted;
  87386. /**
  87387. * Renders the submeshes in a specified order.
  87388. * @param subMeshes The submeshes to sort before render
  87389. * @param sortCompareFn The comparison function use to sort
  87390. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  87391. * @param transparent Specifies to activate blending if true
  87392. */
  87393. private static renderSorted;
  87394. /**
  87395. * Renders the submeshes in the order they were dispatched (no sort applied).
  87396. * @param subMeshes The submeshes to render
  87397. */
  87398. private static renderUnsorted;
  87399. /**
  87400. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87401. * are rendered back to front if in the same alpha index.
  87402. *
  87403. * @param a The first submesh
  87404. * @param b The second submesh
  87405. * @returns The result of the comparison
  87406. */
  87407. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  87408. /**
  87409. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87410. * are rendered back to front.
  87411. *
  87412. * @param a The first submesh
  87413. * @param b The second submesh
  87414. * @returns The result of the comparison
  87415. */
  87416. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  87417. /**
  87418. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87419. * are rendered front to back (prevent overdraw).
  87420. *
  87421. * @param a The first submesh
  87422. * @param b The second submesh
  87423. * @returns The result of the comparison
  87424. */
  87425. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  87426. /**
  87427. * Resets the different lists of submeshes to prepare a new frame.
  87428. */
  87429. prepare(): void;
  87430. dispose(): void;
  87431. /**
  87432. * Inserts the submesh in its correct queue depending on its material.
  87433. * @param subMesh The submesh to dispatch
  87434. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87435. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87436. */
  87437. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87438. dispatchSprites(spriteManager: ISpriteManager): void;
  87439. dispatchParticles(particleSystem: IParticleSystem): void;
  87440. private _renderParticles;
  87441. private _renderSprites;
  87442. }
  87443. }
  87444. declare module BABYLON {
  87445. /**
  87446. * Interface describing the different options available in the rendering manager
  87447. * regarding Auto Clear between groups.
  87448. */
  87449. export interface IRenderingManagerAutoClearSetup {
  87450. /**
  87451. * Defines whether or not autoclear is enable.
  87452. */
  87453. autoClear: boolean;
  87454. /**
  87455. * Defines whether or not to autoclear the depth buffer.
  87456. */
  87457. depth: boolean;
  87458. /**
  87459. * Defines whether or not to autoclear the stencil buffer.
  87460. */
  87461. stencil: boolean;
  87462. }
  87463. /**
  87464. * This class is used by the onRenderingGroupObservable
  87465. */
  87466. export class RenderingGroupInfo {
  87467. /**
  87468. * The Scene that being rendered
  87469. */
  87470. scene: Scene;
  87471. /**
  87472. * The camera currently used for the rendering pass
  87473. */
  87474. camera: Nullable<Camera>;
  87475. /**
  87476. * The ID of the renderingGroup being processed
  87477. */
  87478. renderingGroupId: number;
  87479. }
  87480. /**
  87481. * This is the manager responsible of all the rendering for meshes sprites and particles.
  87482. * It is enable to manage the different groups as well as the different necessary sort functions.
  87483. * This should not be used directly aside of the few static configurations
  87484. */
  87485. export class RenderingManager {
  87486. /**
  87487. * The max id used for rendering groups (not included)
  87488. */
  87489. static MAX_RENDERINGGROUPS: number;
  87490. /**
  87491. * The min id used for rendering groups (included)
  87492. */
  87493. static MIN_RENDERINGGROUPS: number;
  87494. /**
  87495. * Used to globally prevent autoclearing scenes.
  87496. */
  87497. static AUTOCLEAR: boolean;
  87498. /**
  87499. * @hidden
  87500. */
  87501. _useSceneAutoClearSetup: boolean;
  87502. private _scene;
  87503. private _renderingGroups;
  87504. private _depthStencilBufferAlreadyCleaned;
  87505. private _autoClearDepthStencil;
  87506. private _customOpaqueSortCompareFn;
  87507. private _customAlphaTestSortCompareFn;
  87508. private _customTransparentSortCompareFn;
  87509. private _renderingGroupInfo;
  87510. /**
  87511. * Instantiates a new rendering group for a particular scene
  87512. * @param scene Defines the scene the groups belongs to
  87513. */
  87514. constructor(scene: Scene);
  87515. private _clearDepthStencilBuffer;
  87516. /**
  87517. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  87518. * @hidden
  87519. */
  87520. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  87521. /**
  87522. * Resets the different information of the group to prepare a new frame
  87523. * @hidden
  87524. */
  87525. reset(): void;
  87526. /**
  87527. * Dispose and release the group and its associated resources.
  87528. * @hidden
  87529. */
  87530. dispose(): void;
  87531. /**
  87532. * Clear the info related to rendering groups preventing retention points during dispose.
  87533. */
  87534. freeRenderingGroups(): void;
  87535. private _prepareRenderingGroup;
  87536. /**
  87537. * Add a sprite manager to the rendering manager in order to render it this frame.
  87538. * @param spriteManager Define the sprite manager to render
  87539. */
  87540. dispatchSprites(spriteManager: ISpriteManager): void;
  87541. /**
  87542. * Add a particle system to the rendering manager in order to render it this frame.
  87543. * @param particleSystem Define the particle system to render
  87544. */
  87545. dispatchParticles(particleSystem: IParticleSystem): void;
  87546. /**
  87547. * Add a submesh to the manager in order to render it this frame
  87548. * @param subMesh The submesh to dispatch
  87549. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87550. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87551. */
  87552. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87553. /**
  87554. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87555. * This allowed control for front to back rendering or reversly depending of the special needs.
  87556. *
  87557. * @param renderingGroupId The rendering group id corresponding to its index
  87558. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87559. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87560. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87561. */
  87562. 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;
  87563. /**
  87564. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87565. *
  87566. * @param renderingGroupId The rendering group id corresponding to its index
  87567. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87568. * @param depth Automatically clears depth between groups if true and autoClear is true.
  87569. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  87570. */
  87571. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  87572. /**
  87573. * Gets the current auto clear configuration for one rendering group of the rendering
  87574. * manager.
  87575. * @param index the rendering group index to get the information for
  87576. * @returns The auto clear setup for the requested rendering group
  87577. */
  87578. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  87579. }
  87580. }
  87581. declare module BABYLON {
  87582. /**
  87583. * This Helps creating a texture that will be created from a camera in your scene.
  87584. * It is basically a dynamic texture that could be used to create special effects for instance.
  87585. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  87586. */
  87587. export class RenderTargetTexture extends Texture {
  87588. isCube: boolean;
  87589. /**
  87590. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  87591. */
  87592. static readonly REFRESHRATE_RENDER_ONCE: number;
  87593. /**
  87594. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  87595. */
  87596. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  87597. /**
  87598. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  87599. * the central point of your effect and can save a lot of performances.
  87600. */
  87601. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  87602. /**
  87603. * Use this predicate to dynamically define the list of mesh you want to render.
  87604. * If set, the renderList property will be overwritten.
  87605. */
  87606. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  87607. private _renderList;
  87608. /**
  87609. * Use this list to define the list of mesh you want to render.
  87610. */
  87611. renderList: Nullable<Array<AbstractMesh>>;
  87612. private _hookArray;
  87613. /**
  87614. * Define if particles should be rendered in your texture.
  87615. */
  87616. renderParticles: boolean;
  87617. /**
  87618. * Define if sprites should be rendered in your texture.
  87619. */
  87620. renderSprites: boolean;
  87621. /**
  87622. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  87623. */
  87624. coordinatesMode: number;
  87625. /**
  87626. * Define the camera used to render the texture.
  87627. */
  87628. activeCamera: Nullable<Camera>;
  87629. /**
  87630. * Override the render function of the texture with your own one.
  87631. */
  87632. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  87633. /**
  87634. * Define if camera post processes should be use while rendering the texture.
  87635. */
  87636. useCameraPostProcesses: boolean;
  87637. /**
  87638. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  87639. */
  87640. ignoreCameraViewport: boolean;
  87641. private _postProcessManager;
  87642. private _postProcesses;
  87643. private _resizeObserver;
  87644. /**
  87645. * An event triggered when the texture is unbind.
  87646. */
  87647. onBeforeBindObservable: Observable<RenderTargetTexture>;
  87648. /**
  87649. * An event triggered when the texture is unbind.
  87650. */
  87651. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  87652. private _onAfterUnbindObserver;
  87653. /**
  87654. * Set a after unbind callback in the texture.
  87655. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  87656. */
  87657. onAfterUnbind: () => void;
  87658. /**
  87659. * An event triggered before rendering the texture
  87660. */
  87661. onBeforeRenderObservable: Observable<number>;
  87662. private _onBeforeRenderObserver;
  87663. /**
  87664. * Set a before render callback in the texture.
  87665. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  87666. */
  87667. onBeforeRender: (faceIndex: number) => void;
  87668. /**
  87669. * An event triggered after rendering the texture
  87670. */
  87671. onAfterRenderObservable: Observable<number>;
  87672. private _onAfterRenderObserver;
  87673. /**
  87674. * Set a after render callback in the texture.
  87675. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  87676. */
  87677. onAfterRender: (faceIndex: number) => void;
  87678. /**
  87679. * An event triggered after the texture clear
  87680. */
  87681. onClearObservable: Observable<Engine>;
  87682. private _onClearObserver;
  87683. /**
  87684. * Set a clear callback in the texture.
  87685. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  87686. */
  87687. onClear: (Engine: Engine) => void;
  87688. /**
  87689. * An event triggered when the texture is resized.
  87690. */
  87691. onResizeObservable: Observable<RenderTargetTexture>;
  87692. /**
  87693. * Define the clear color of the Render Target if it should be different from the scene.
  87694. */
  87695. clearColor: Color4;
  87696. protected _size: number | {
  87697. width: number;
  87698. height: number;
  87699. };
  87700. protected _initialSizeParameter: number | {
  87701. width: number;
  87702. height: number;
  87703. } | {
  87704. ratio: number;
  87705. };
  87706. protected _sizeRatio: Nullable<number>;
  87707. /** @hidden */
  87708. _generateMipMaps: boolean;
  87709. protected _renderingManager: RenderingManager;
  87710. /** @hidden */
  87711. _waitingRenderList: string[];
  87712. protected _doNotChangeAspectRatio: boolean;
  87713. protected _currentRefreshId: number;
  87714. protected _refreshRate: number;
  87715. protected _textureMatrix: Matrix;
  87716. protected _samples: number;
  87717. protected _renderTargetOptions: RenderTargetCreationOptions;
  87718. /**
  87719. * Gets render target creation options that were used.
  87720. */
  87721. readonly renderTargetOptions: RenderTargetCreationOptions;
  87722. protected _engine: Engine;
  87723. protected _onRatioRescale(): void;
  87724. /**
  87725. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  87726. * It must define where the camera used to render the texture is set
  87727. */
  87728. boundingBoxPosition: Vector3;
  87729. private _boundingBoxSize;
  87730. /**
  87731. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  87732. * When defined, the cubemap will switch to local mode
  87733. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  87734. * @example https://www.babylonjs-playground.com/#RNASML
  87735. */
  87736. boundingBoxSize: Vector3;
  87737. /**
  87738. * In case the RTT has been created with a depth texture, get the associated
  87739. * depth texture.
  87740. * Otherwise, return null.
  87741. */
  87742. depthStencilTexture: Nullable<InternalTexture>;
  87743. /**
  87744. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  87745. * or used a shadow, depth texture...
  87746. * @param name The friendly name of the texture
  87747. * @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)
  87748. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  87749. * @param generateMipMaps True if mip maps need to be generated after render.
  87750. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  87751. * @param type The type of the buffer in the RTT (int, half float, float...)
  87752. * @param isCube True if a cube texture needs to be created
  87753. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  87754. * @param generateDepthBuffer True to generate a depth buffer
  87755. * @param generateStencilBuffer True to generate a stencil buffer
  87756. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  87757. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  87758. * @param delayAllocation if the texture allocation should be delayed (default: false)
  87759. */
  87760. constructor(name: string, size: number | {
  87761. width: number;
  87762. height: number;
  87763. } | {
  87764. ratio: number;
  87765. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  87766. /**
  87767. * Creates a depth stencil texture.
  87768. * This is only available in WebGL 2 or with the depth texture extension available.
  87769. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  87770. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  87771. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  87772. */
  87773. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  87774. private _processSizeParameter;
  87775. /**
  87776. * Define the number of samples to use in case of MSAA.
  87777. * It defaults to one meaning no MSAA has been enabled.
  87778. */
  87779. samples: number;
  87780. /**
  87781. * Resets the refresh counter of the texture and start bak from scratch.
  87782. * Could be useful to regenerate the texture if it is setup to render only once.
  87783. */
  87784. resetRefreshCounter(): void;
  87785. /**
  87786. * Define the refresh rate of the texture or the rendering frequency.
  87787. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  87788. */
  87789. refreshRate: number;
  87790. /**
  87791. * Adds a post process to the render target rendering passes.
  87792. * @param postProcess define the post process to add
  87793. */
  87794. addPostProcess(postProcess: PostProcess): void;
  87795. /**
  87796. * Clear all the post processes attached to the render target
  87797. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  87798. */
  87799. clearPostProcesses(dispose?: boolean): void;
  87800. /**
  87801. * Remove one of the post process from the list of attached post processes to the texture
  87802. * @param postProcess define the post process to remove from the list
  87803. */
  87804. removePostProcess(postProcess: PostProcess): void;
  87805. /** @hidden */
  87806. _shouldRender(): boolean;
  87807. /**
  87808. * Gets the actual render size of the texture.
  87809. * @returns the width of the render size
  87810. */
  87811. getRenderSize(): number;
  87812. /**
  87813. * Gets the actual render width of the texture.
  87814. * @returns the width of the render size
  87815. */
  87816. getRenderWidth(): number;
  87817. /**
  87818. * Gets the actual render height of the texture.
  87819. * @returns the height of the render size
  87820. */
  87821. getRenderHeight(): number;
  87822. /**
  87823. * Get if the texture can be rescaled or not.
  87824. */
  87825. readonly canRescale: boolean;
  87826. /**
  87827. * Resize the texture using a ratio.
  87828. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  87829. */
  87830. scale(ratio: number): void;
  87831. /**
  87832. * Get the texture reflection matrix used to rotate/transform the reflection.
  87833. * @returns the reflection matrix
  87834. */
  87835. getReflectionTextureMatrix(): Matrix;
  87836. /**
  87837. * Resize the texture to a new desired size.
  87838. * Be carrefull as it will recreate all the data in the new texture.
  87839. * @param size Define the new size. It can be:
  87840. * - a number for squared texture,
  87841. * - an object containing { width: number, height: number }
  87842. * - or an object containing a ratio { ratio: number }
  87843. */
  87844. resize(size: number | {
  87845. width: number;
  87846. height: number;
  87847. } | {
  87848. ratio: number;
  87849. }): void;
  87850. /**
  87851. * Renders all the objects from the render list into the texture.
  87852. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  87853. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  87854. */
  87855. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  87856. private _bestReflectionRenderTargetDimension;
  87857. /**
  87858. * @hidden
  87859. * @param faceIndex face index to bind to if this is a cubetexture
  87860. */
  87861. _bindFrameBuffer(faceIndex?: number): void;
  87862. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  87863. private renderToTarget;
  87864. /**
  87865. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87866. * This allowed control for front to back rendering or reversly depending of the special needs.
  87867. *
  87868. * @param renderingGroupId The rendering group id corresponding to its index
  87869. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87870. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87871. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87872. */
  87873. 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;
  87874. /**
  87875. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87876. *
  87877. * @param renderingGroupId The rendering group id corresponding to its index
  87878. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87879. */
  87880. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  87881. /**
  87882. * Clones the texture.
  87883. * @returns the cloned texture
  87884. */
  87885. clone(): RenderTargetTexture;
  87886. /**
  87887. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  87888. * @returns The JSON representation of the texture
  87889. */
  87890. serialize(): any;
  87891. /**
  87892. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  87893. */
  87894. disposeFramebufferObjects(): void;
  87895. /**
  87896. * Dispose the texture and release its associated resources.
  87897. */
  87898. dispose(): void;
  87899. /** @hidden */
  87900. _rebuild(): void;
  87901. /**
  87902. * Clear the info related to rendering groups preventing retention point in material dispose.
  87903. */
  87904. freeRenderingGroups(): void;
  87905. /**
  87906. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  87907. * @returns the view count
  87908. */
  87909. getViewCount(): number;
  87910. }
  87911. }
  87912. declare module BABYLON {
  87913. /**
  87914. * Options for compiling materials.
  87915. */
  87916. export interface IMaterialCompilationOptions {
  87917. /**
  87918. * Defines whether clip planes are enabled.
  87919. */
  87920. clipPlane: boolean;
  87921. /**
  87922. * Defines whether instances are enabled.
  87923. */
  87924. useInstances: boolean;
  87925. }
  87926. /**
  87927. * Base class for the main features of a material in Babylon.js
  87928. */
  87929. export class Material implements IAnimatable {
  87930. /**
  87931. * Returns the triangle fill mode
  87932. */
  87933. static readonly TriangleFillMode: number;
  87934. /**
  87935. * Returns the wireframe mode
  87936. */
  87937. static readonly WireFrameFillMode: number;
  87938. /**
  87939. * Returns the point fill mode
  87940. */
  87941. static readonly PointFillMode: number;
  87942. /**
  87943. * Returns the point list draw mode
  87944. */
  87945. static readonly PointListDrawMode: number;
  87946. /**
  87947. * Returns the line list draw mode
  87948. */
  87949. static readonly LineListDrawMode: number;
  87950. /**
  87951. * Returns the line loop draw mode
  87952. */
  87953. static readonly LineLoopDrawMode: number;
  87954. /**
  87955. * Returns the line strip draw mode
  87956. */
  87957. static readonly LineStripDrawMode: number;
  87958. /**
  87959. * Returns the triangle strip draw mode
  87960. */
  87961. static readonly TriangleStripDrawMode: number;
  87962. /**
  87963. * Returns the triangle fan draw mode
  87964. */
  87965. static readonly TriangleFanDrawMode: number;
  87966. /**
  87967. * Stores the clock-wise side orientation
  87968. */
  87969. static readonly ClockWiseSideOrientation: number;
  87970. /**
  87971. * Stores the counter clock-wise side orientation
  87972. */
  87973. static readonly CounterClockWiseSideOrientation: number;
  87974. /**
  87975. * The dirty texture flag value
  87976. */
  87977. static readonly TextureDirtyFlag: number;
  87978. /**
  87979. * The dirty light flag value
  87980. */
  87981. static readonly LightDirtyFlag: number;
  87982. /**
  87983. * The dirty fresnel flag value
  87984. */
  87985. static readonly FresnelDirtyFlag: number;
  87986. /**
  87987. * The dirty attribute flag value
  87988. */
  87989. static readonly AttributesDirtyFlag: number;
  87990. /**
  87991. * The dirty misc flag value
  87992. */
  87993. static readonly MiscDirtyFlag: number;
  87994. /**
  87995. * The all dirty flag value
  87996. */
  87997. static readonly AllDirtyFlag: number;
  87998. /**
  87999. * The ID of the material
  88000. */
  88001. id: string;
  88002. /**
  88003. * Gets or sets the unique id of the material
  88004. */
  88005. uniqueId: number;
  88006. /**
  88007. * The name of the material
  88008. */
  88009. name: string;
  88010. /**
  88011. * Gets or sets user defined metadata
  88012. */
  88013. metadata: any;
  88014. /**
  88015. * For internal use only. Please do not use.
  88016. */
  88017. reservedDataStore: any;
  88018. /**
  88019. * Specifies if the ready state should be checked on each call
  88020. */
  88021. checkReadyOnEveryCall: boolean;
  88022. /**
  88023. * Specifies if the ready state should be checked once
  88024. */
  88025. checkReadyOnlyOnce: boolean;
  88026. /**
  88027. * The state of the material
  88028. */
  88029. state: string;
  88030. /**
  88031. * The alpha value of the material
  88032. */
  88033. protected _alpha: number;
  88034. /**
  88035. * List of inspectable custom properties (used by the Inspector)
  88036. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88037. */
  88038. inspectableCustomProperties: IInspectable[];
  88039. /**
  88040. * Sets the alpha value of the material
  88041. */
  88042. /**
  88043. * Gets the alpha value of the material
  88044. */
  88045. alpha: number;
  88046. /**
  88047. * Specifies if back face culling is enabled
  88048. */
  88049. protected _backFaceCulling: boolean;
  88050. /**
  88051. * Sets the back-face culling state
  88052. */
  88053. /**
  88054. * Gets the back-face culling state
  88055. */
  88056. backFaceCulling: boolean;
  88057. /**
  88058. * Stores the value for side orientation
  88059. */
  88060. sideOrientation: number;
  88061. /**
  88062. * Callback triggered when the material is compiled
  88063. */
  88064. onCompiled: Nullable<(effect: Effect) => void>;
  88065. /**
  88066. * Callback triggered when an error occurs
  88067. */
  88068. onError: Nullable<(effect: Effect, errors: string) => void>;
  88069. /**
  88070. * Callback triggered to get the render target textures
  88071. */
  88072. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88073. /**
  88074. * Gets a boolean indicating that current material needs to register RTT
  88075. */
  88076. readonly hasRenderTargetTextures: boolean;
  88077. /**
  88078. * Specifies if the material should be serialized
  88079. */
  88080. doNotSerialize: boolean;
  88081. /**
  88082. * @hidden
  88083. */
  88084. _storeEffectOnSubMeshes: boolean;
  88085. /**
  88086. * Stores the animations for the material
  88087. */
  88088. animations: Nullable<Array<Animation>>;
  88089. /**
  88090. * An event triggered when the material is disposed
  88091. */
  88092. onDisposeObservable: Observable<Material>;
  88093. /**
  88094. * An observer which watches for dispose events
  88095. */
  88096. private _onDisposeObserver;
  88097. private _onUnBindObservable;
  88098. /**
  88099. * Called during a dispose event
  88100. */
  88101. onDispose: () => void;
  88102. private _onBindObservable;
  88103. /**
  88104. * An event triggered when the material is bound
  88105. */
  88106. readonly onBindObservable: Observable<AbstractMesh>;
  88107. /**
  88108. * An observer which watches for bind events
  88109. */
  88110. private _onBindObserver;
  88111. /**
  88112. * Called during a bind event
  88113. */
  88114. onBind: (Mesh: AbstractMesh) => void;
  88115. /**
  88116. * An event triggered when the material is unbound
  88117. */
  88118. readonly onUnBindObservable: Observable<Material>;
  88119. /**
  88120. * Stores the value of the alpha mode
  88121. */
  88122. private _alphaMode;
  88123. /**
  88124. * Sets the value of the alpha mode.
  88125. *
  88126. * | Value | Type | Description |
  88127. * | --- | --- | --- |
  88128. * | 0 | ALPHA_DISABLE | |
  88129. * | 1 | ALPHA_ADD | |
  88130. * | 2 | ALPHA_COMBINE | |
  88131. * | 3 | ALPHA_SUBTRACT | |
  88132. * | 4 | ALPHA_MULTIPLY | |
  88133. * | 5 | ALPHA_MAXIMIZED | |
  88134. * | 6 | ALPHA_ONEONE | |
  88135. * | 7 | ALPHA_PREMULTIPLIED | |
  88136. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88137. * | 9 | ALPHA_INTERPOLATE | |
  88138. * | 10 | ALPHA_SCREENMODE | |
  88139. *
  88140. */
  88141. /**
  88142. * Gets the value of the alpha mode
  88143. */
  88144. alphaMode: number;
  88145. /**
  88146. * Stores the state of the need depth pre-pass value
  88147. */
  88148. private _needDepthPrePass;
  88149. /**
  88150. * Sets the need depth pre-pass value
  88151. */
  88152. /**
  88153. * Gets the depth pre-pass value
  88154. */
  88155. needDepthPrePass: boolean;
  88156. /**
  88157. * Specifies if depth writing should be disabled
  88158. */
  88159. disableDepthWrite: boolean;
  88160. /**
  88161. * Specifies if depth writing should be forced
  88162. */
  88163. forceDepthWrite: boolean;
  88164. /**
  88165. * Specifies if there should be a separate pass for culling
  88166. */
  88167. separateCullingPass: boolean;
  88168. /**
  88169. * Stores the state specifing if fog should be enabled
  88170. */
  88171. private _fogEnabled;
  88172. /**
  88173. * Sets the state for enabling fog
  88174. */
  88175. /**
  88176. * Gets the value of the fog enabled state
  88177. */
  88178. fogEnabled: boolean;
  88179. /**
  88180. * Stores the size of points
  88181. */
  88182. pointSize: number;
  88183. /**
  88184. * Stores the z offset value
  88185. */
  88186. zOffset: number;
  88187. /**
  88188. * Gets a value specifying if wireframe mode is enabled
  88189. */
  88190. /**
  88191. * Sets the state of wireframe mode
  88192. */
  88193. wireframe: boolean;
  88194. /**
  88195. * Gets the value specifying if point clouds are enabled
  88196. */
  88197. /**
  88198. * Sets the state of point cloud mode
  88199. */
  88200. pointsCloud: boolean;
  88201. /**
  88202. * Gets the material fill mode
  88203. */
  88204. /**
  88205. * Sets the material fill mode
  88206. */
  88207. fillMode: number;
  88208. /**
  88209. * @hidden
  88210. * Stores the effects for the material
  88211. */
  88212. _effect: Nullable<Effect>;
  88213. /**
  88214. * @hidden
  88215. * Specifies if the material was previously ready
  88216. */
  88217. _wasPreviouslyReady: boolean;
  88218. /**
  88219. * Specifies if uniform buffers should be used
  88220. */
  88221. private _useUBO;
  88222. /**
  88223. * Stores a reference to the scene
  88224. */
  88225. private _scene;
  88226. /**
  88227. * Stores the fill mode state
  88228. */
  88229. private _fillMode;
  88230. /**
  88231. * Specifies if the depth write state should be cached
  88232. */
  88233. private _cachedDepthWriteState;
  88234. /**
  88235. * Stores the uniform buffer
  88236. */
  88237. protected _uniformBuffer: UniformBuffer;
  88238. /** @hidden */
  88239. _indexInSceneMaterialArray: number;
  88240. /** @hidden */
  88241. meshMap: Nullable<{
  88242. [id: string]: AbstractMesh | undefined;
  88243. }>;
  88244. /**
  88245. * Creates a material instance
  88246. * @param name defines the name of the material
  88247. * @param scene defines the scene to reference
  88248. * @param doNotAdd specifies if the material should be added to the scene
  88249. */
  88250. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  88251. /**
  88252. * Returns a string representation of the current material
  88253. * @param fullDetails defines a boolean indicating which levels of logging is desired
  88254. * @returns a string with material information
  88255. */
  88256. toString(fullDetails?: boolean): string;
  88257. /**
  88258. * Gets the class name of the material
  88259. * @returns a string with the class name of the material
  88260. */
  88261. getClassName(): string;
  88262. /**
  88263. * Specifies if updates for the material been locked
  88264. */
  88265. readonly isFrozen: boolean;
  88266. /**
  88267. * Locks updates for the material
  88268. */
  88269. freeze(): void;
  88270. /**
  88271. * Unlocks updates for the material
  88272. */
  88273. unfreeze(): void;
  88274. /**
  88275. * Specifies if the material is ready to be used
  88276. * @param mesh defines the mesh to check
  88277. * @param useInstances specifies if instances should be used
  88278. * @returns a boolean indicating if the material is ready to be used
  88279. */
  88280. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88281. /**
  88282. * Specifies that the submesh is ready to be used
  88283. * @param mesh defines the mesh to check
  88284. * @param subMesh defines which submesh to check
  88285. * @param useInstances specifies that instances should be used
  88286. * @returns a boolean indicating that the submesh is ready or not
  88287. */
  88288. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88289. /**
  88290. * Returns the material effect
  88291. * @returns the effect associated with the material
  88292. */
  88293. getEffect(): Nullable<Effect>;
  88294. /**
  88295. * Returns the current scene
  88296. * @returns a Scene
  88297. */
  88298. getScene(): Scene;
  88299. /**
  88300. * Specifies if the material will require alpha blending
  88301. * @returns a boolean specifying if alpha blending is needed
  88302. */
  88303. needAlphaBlending(): boolean;
  88304. /**
  88305. * Specifies if the mesh will require alpha blending
  88306. * @param mesh defines the mesh to check
  88307. * @returns a boolean specifying if alpha blending is needed for the mesh
  88308. */
  88309. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  88310. /**
  88311. * Specifies if this material should be rendered in alpha test mode
  88312. * @returns a boolean specifying if an alpha test is needed.
  88313. */
  88314. needAlphaTesting(): boolean;
  88315. /**
  88316. * Gets the texture used for the alpha test
  88317. * @returns the texture to use for alpha testing
  88318. */
  88319. getAlphaTestTexture(): Nullable<BaseTexture>;
  88320. /**
  88321. * Marks the material to indicate that it needs to be re-calculated
  88322. */
  88323. markDirty(): void;
  88324. /** @hidden */
  88325. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  88326. /**
  88327. * Binds the material to the mesh
  88328. * @param world defines the world transformation matrix
  88329. * @param mesh defines the mesh to bind the material to
  88330. */
  88331. bind(world: Matrix, mesh?: Mesh): void;
  88332. /**
  88333. * Binds the submesh to the material
  88334. * @param world defines the world transformation matrix
  88335. * @param mesh defines the mesh containing the submesh
  88336. * @param subMesh defines the submesh to bind the material to
  88337. */
  88338. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  88339. /**
  88340. * Binds the world matrix to the material
  88341. * @param world defines the world transformation matrix
  88342. */
  88343. bindOnlyWorldMatrix(world: Matrix): void;
  88344. /**
  88345. * Binds the scene's uniform buffer to the effect.
  88346. * @param effect defines the effect to bind to the scene uniform buffer
  88347. * @param sceneUbo defines the uniform buffer storing scene data
  88348. */
  88349. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  88350. /**
  88351. * Binds the view matrix to the effect
  88352. * @param effect defines the effect to bind the view matrix to
  88353. */
  88354. bindView(effect: Effect): void;
  88355. /**
  88356. * Binds the view projection matrix to the effect
  88357. * @param effect defines the effect to bind the view projection matrix to
  88358. */
  88359. bindViewProjection(effect: Effect): void;
  88360. /**
  88361. * Specifies if material alpha testing should be turned on for the mesh
  88362. * @param mesh defines the mesh to check
  88363. */
  88364. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  88365. /**
  88366. * Processes to execute after binding the material to a mesh
  88367. * @param mesh defines the rendered mesh
  88368. */
  88369. protected _afterBind(mesh?: Mesh): void;
  88370. /**
  88371. * Unbinds the material from the mesh
  88372. */
  88373. unbind(): void;
  88374. /**
  88375. * Gets the active textures from the material
  88376. * @returns an array of textures
  88377. */
  88378. getActiveTextures(): BaseTexture[];
  88379. /**
  88380. * Specifies if the material uses a texture
  88381. * @param texture defines the texture to check against the material
  88382. * @returns a boolean specifying if the material uses the texture
  88383. */
  88384. hasTexture(texture: BaseTexture): boolean;
  88385. /**
  88386. * Makes a duplicate of the material, and gives it a new name
  88387. * @param name defines the new name for the duplicated material
  88388. * @returns the cloned material
  88389. */
  88390. clone(name: string): Nullable<Material>;
  88391. /**
  88392. * Gets the meshes bound to the material
  88393. * @returns an array of meshes bound to the material
  88394. */
  88395. getBindedMeshes(): AbstractMesh[];
  88396. /**
  88397. * Force shader compilation
  88398. * @param mesh defines the mesh associated with this material
  88399. * @param onCompiled defines a function to execute once the material is compiled
  88400. * @param options defines the options to configure the compilation
  88401. * @param onError defines a function to execute if the material fails compiling
  88402. */
  88403. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  88404. /**
  88405. * Force shader compilation
  88406. * @param mesh defines the mesh that will use this material
  88407. * @param options defines additional options for compiling the shaders
  88408. * @returns a promise that resolves when the compilation completes
  88409. */
  88410. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  88411. private static readonly _AllDirtyCallBack;
  88412. private static readonly _ImageProcessingDirtyCallBack;
  88413. private static readonly _TextureDirtyCallBack;
  88414. private static readonly _FresnelDirtyCallBack;
  88415. private static readonly _MiscDirtyCallBack;
  88416. private static readonly _LightsDirtyCallBack;
  88417. private static readonly _AttributeDirtyCallBack;
  88418. private static _FresnelAndMiscDirtyCallBack;
  88419. private static _TextureAndMiscDirtyCallBack;
  88420. private static readonly _DirtyCallbackArray;
  88421. private static readonly _RunDirtyCallBacks;
  88422. /**
  88423. * Marks a define in the material to indicate that it needs to be re-computed
  88424. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  88425. */
  88426. markAsDirty(flag: number): void;
  88427. /**
  88428. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  88429. * @param func defines a function which checks material defines against the submeshes
  88430. */
  88431. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  88432. /**
  88433. * Indicates that we need to re-calculated for all submeshes
  88434. */
  88435. protected _markAllSubMeshesAsAllDirty(): void;
  88436. /**
  88437. * Indicates that image processing needs to be re-calculated for all submeshes
  88438. */
  88439. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  88440. /**
  88441. * Indicates that textures need to be re-calculated for all submeshes
  88442. */
  88443. protected _markAllSubMeshesAsTexturesDirty(): void;
  88444. /**
  88445. * Indicates that fresnel needs to be re-calculated for all submeshes
  88446. */
  88447. protected _markAllSubMeshesAsFresnelDirty(): void;
  88448. /**
  88449. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  88450. */
  88451. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  88452. /**
  88453. * Indicates that lights need to be re-calculated for all submeshes
  88454. */
  88455. protected _markAllSubMeshesAsLightsDirty(): void;
  88456. /**
  88457. * Indicates that attributes need to be re-calculated for all submeshes
  88458. */
  88459. protected _markAllSubMeshesAsAttributesDirty(): void;
  88460. /**
  88461. * Indicates that misc needs to be re-calculated for all submeshes
  88462. */
  88463. protected _markAllSubMeshesAsMiscDirty(): void;
  88464. /**
  88465. * Indicates that textures and misc need to be re-calculated for all submeshes
  88466. */
  88467. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  88468. /**
  88469. * Disposes the material
  88470. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88471. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88472. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88473. */
  88474. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88475. /** @hidden */
  88476. private releaseVertexArrayObject;
  88477. /**
  88478. * Serializes this material
  88479. * @returns the serialized material object
  88480. */
  88481. serialize(): any;
  88482. /**
  88483. * Creates a material from parsed material data
  88484. * @param parsedMaterial defines parsed material data
  88485. * @param scene defines the hosting scene
  88486. * @param rootUrl defines the root URL to use to load textures
  88487. * @returns a new material
  88488. */
  88489. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  88490. }
  88491. }
  88492. declare module BABYLON {
  88493. /**
  88494. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88495. * separate meshes. This can be use to improve performances.
  88496. * @see http://doc.babylonjs.com/how_to/multi_materials
  88497. */
  88498. export class MultiMaterial extends Material {
  88499. private _subMaterials;
  88500. /**
  88501. * Gets or Sets the list of Materials used within the multi material.
  88502. * They need to be ordered according to the submeshes order in the associated mesh
  88503. */
  88504. subMaterials: Nullable<Material>[];
  88505. /**
  88506. * Function used to align with Node.getChildren()
  88507. * @returns the list of Materials used within the multi material
  88508. */
  88509. getChildren(): Nullable<Material>[];
  88510. /**
  88511. * Instantiates a new Multi Material
  88512. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88513. * separate meshes. This can be use to improve performances.
  88514. * @see http://doc.babylonjs.com/how_to/multi_materials
  88515. * @param name Define the name in the scene
  88516. * @param scene Define the scene the material belongs to
  88517. */
  88518. constructor(name: string, scene: Scene);
  88519. private _hookArray;
  88520. /**
  88521. * Get one of the submaterial by its index in the submaterials array
  88522. * @param index The index to look the sub material at
  88523. * @returns The Material if the index has been defined
  88524. */
  88525. getSubMaterial(index: number): Nullable<Material>;
  88526. /**
  88527. * Get the list of active textures for the whole sub materials list.
  88528. * @returns All the textures that will be used during the rendering
  88529. */
  88530. getActiveTextures(): BaseTexture[];
  88531. /**
  88532. * Gets the current class name of the material e.g. "MultiMaterial"
  88533. * Mainly use in serialization.
  88534. * @returns the class name
  88535. */
  88536. getClassName(): string;
  88537. /**
  88538. * Checks if the material is ready to render the requested sub mesh
  88539. * @param mesh Define the mesh the submesh belongs to
  88540. * @param subMesh Define the sub mesh to look readyness for
  88541. * @param useInstances Define whether or not the material is used with instances
  88542. * @returns true if ready, otherwise false
  88543. */
  88544. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88545. /**
  88546. * Clones the current material and its related sub materials
  88547. * @param name Define the name of the newly cloned material
  88548. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  88549. * @returns the cloned material
  88550. */
  88551. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  88552. /**
  88553. * Serializes the materials into a JSON representation.
  88554. * @returns the JSON representation
  88555. */
  88556. serialize(): any;
  88557. /**
  88558. * Dispose the material and release its associated resources
  88559. * @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)
  88560. * @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)
  88561. * @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)
  88562. */
  88563. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  88564. /**
  88565. * Creates a MultiMaterial from parsed MultiMaterial data.
  88566. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  88567. * @param scene defines the hosting scene
  88568. * @returns a new MultiMaterial
  88569. */
  88570. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  88571. }
  88572. }
  88573. declare module BABYLON {
  88574. /**
  88575. * Base class for submeshes
  88576. */
  88577. export class BaseSubMesh {
  88578. /** @hidden */
  88579. _materialDefines: Nullable<MaterialDefines>;
  88580. /** @hidden */
  88581. _materialEffect: Nullable<Effect>;
  88582. /**
  88583. * Gets associated effect
  88584. */
  88585. readonly effect: Nullable<Effect>;
  88586. /**
  88587. * Sets associated effect (effect used to render this submesh)
  88588. * @param effect defines the effect to associate with
  88589. * @param defines defines the set of defines used to compile this effect
  88590. */
  88591. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  88592. }
  88593. /**
  88594. * Defines a subdivision inside a mesh
  88595. */
  88596. export class SubMesh extends BaseSubMesh implements ICullable {
  88597. /** the material index to use */
  88598. materialIndex: number;
  88599. /** vertex index start */
  88600. verticesStart: number;
  88601. /** vertices count */
  88602. verticesCount: number;
  88603. /** index start */
  88604. indexStart: number;
  88605. /** indices count */
  88606. indexCount: number;
  88607. /** @hidden */
  88608. _linesIndexCount: number;
  88609. private _mesh;
  88610. private _renderingMesh;
  88611. private _boundingInfo;
  88612. private _linesIndexBuffer;
  88613. /** @hidden */
  88614. _lastColliderWorldVertices: Nullable<Vector3[]>;
  88615. /** @hidden */
  88616. _trianglePlanes: Plane[];
  88617. /** @hidden */
  88618. _lastColliderTransformMatrix: Nullable<Matrix>;
  88619. /** @hidden */
  88620. _renderId: number;
  88621. /** @hidden */
  88622. _alphaIndex: number;
  88623. /** @hidden */
  88624. _distanceToCamera: number;
  88625. /** @hidden */
  88626. _id: number;
  88627. private _currentMaterial;
  88628. /**
  88629. * Add a new submesh to a mesh
  88630. * @param materialIndex defines the material index to use
  88631. * @param verticesStart defines vertex index start
  88632. * @param verticesCount defines vertices count
  88633. * @param indexStart defines index start
  88634. * @param indexCount defines indices count
  88635. * @param mesh defines the parent mesh
  88636. * @param renderingMesh defines an optional rendering mesh
  88637. * @param createBoundingBox defines if bounding box should be created for this submesh
  88638. * @returns the new submesh
  88639. */
  88640. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  88641. /**
  88642. * Creates a new submesh
  88643. * @param materialIndex defines the material index to use
  88644. * @param verticesStart defines vertex index start
  88645. * @param verticesCount defines vertices count
  88646. * @param indexStart defines index start
  88647. * @param indexCount defines indices count
  88648. * @param mesh defines the parent mesh
  88649. * @param renderingMesh defines an optional rendering mesh
  88650. * @param createBoundingBox defines if bounding box should be created for this submesh
  88651. */
  88652. constructor(
  88653. /** the material index to use */
  88654. materialIndex: number,
  88655. /** vertex index start */
  88656. verticesStart: number,
  88657. /** vertices count */
  88658. verticesCount: number,
  88659. /** index start */
  88660. indexStart: number,
  88661. /** indices count */
  88662. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  88663. /**
  88664. * Returns true if this submesh covers the entire parent mesh
  88665. * @ignorenaming
  88666. */
  88667. readonly IsGlobal: boolean;
  88668. /**
  88669. * Returns the submesh BoudingInfo object
  88670. * @returns current bounding info (or mesh's one if the submesh is global)
  88671. */
  88672. getBoundingInfo(): BoundingInfo;
  88673. /**
  88674. * Sets the submesh BoundingInfo
  88675. * @param boundingInfo defines the new bounding info to use
  88676. * @returns the SubMesh
  88677. */
  88678. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  88679. /**
  88680. * Returns the mesh of the current submesh
  88681. * @return the parent mesh
  88682. */
  88683. getMesh(): AbstractMesh;
  88684. /**
  88685. * Returns the rendering mesh of the submesh
  88686. * @returns the rendering mesh (could be different from parent mesh)
  88687. */
  88688. getRenderingMesh(): Mesh;
  88689. /**
  88690. * Returns the submesh material
  88691. * @returns null or the current material
  88692. */
  88693. getMaterial(): Nullable<Material>;
  88694. /**
  88695. * Sets a new updated BoundingInfo object to the submesh
  88696. * @param data defines an optional position array to use to determine the bounding info
  88697. * @returns the SubMesh
  88698. */
  88699. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  88700. /** @hidden */
  88701. _checkCollision(collider: Collider): boolean;
  88702. /**
  88703. * Updates the submesh BoundingInfo
  88704. * @param world defines the world matrix to use to update the bounding info
  88705. * @returns the submesh
  88706. */
  88707. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  88708. /**
  88709. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  88710. * @param frustumPlanes defines the frustum planes
  88711. * @returns true if the submesh is intersecting with the frustum
  88712. */
  88713. isInFrustum(frustumPlanes: Plane[]): boolean;
  88714. /**
  88715. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  88716. * @param frustumPlanes defines the frustum planes
  88717. * @returns true if the submesh is inside the frustum
  88718. */
  88719. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  88720. /**
  88721. * Renders the submesh
  88722. * @param enableAlphaMode defines if alpha needs to be used
  88723. * @returns the submesh
  88724. */
  88725. render(enableAlphaMode: boolean): SubMesh;
  88726. /**
  88727. * @hidden
  88728. */
  88729. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  88730. /**
  88731. * Checks if the submesh intersects with a ray
  88732. * @param ray defines the ray to test
  88733. * @returns true is the passed ray intersects the submesh bounding box
  88734. */
  88735. canIntersects(ray: Ray): boolean;
  88736. /**
  88737. * Intersects current submesh with a ray
  88738. * @param ray defines the ray to test
  88739. * @param positions defines mesh's positions array
  88740. * @param indices defines mesh's indices array
  88741. * @param fastCheck defines if only bounding info should be used
  88742. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  88743. * @returns intersection info or null if no intersection
  88744. */
  88745. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  88746. /** @hidden */
  88747. private _intersectLines;
  88748. /** @hidden */
  88749. private _intersectUnIndexedLines;
  88750. /** @hidden */
  88751. private _intersectTriangles;
  88752. /** @hidden */
  88753. private _intersectUnIndexedTriangles;
  88754. /** @hidden */
  88755. _rebuild(): void;
  88756. /**
  88757. * Creates a new submesh from the passed mesh
  88758. * @param newMesh defines the new hosting mesh
  88759. * @param newRenderingMesh defines an optional rendering mesh
  88760. * @returns the new submesh
  88761. */
  88762. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  88763. /**
  88764. * Release associated resources
  88765. */
  88766. dispose(): void;
  88767. /**
  88768. * Gets the class name
  88769. * @returns the string "SubMesh".
  88770. */
  88771. getClassName(): string;
  88772. /**
  88773. * Creates a new submesh from indices data
  88774. * @param materialIndex the index of the main mesh material
  88775. * @param startIndex the index where to start the copy in the mesh indices array
  88776. * @param indexCount the number of indices to copy then from the startIndex
  88777. * @param mesh the main mesh to create the submesh from
  88778. * @param renderingMesh the optional rendering mesh
  88779. * @returns a new submesh
  88780. */
  88781. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  88782. }
  88783. }
  88784. declare module BABYLON {
  88785. /**
  88786. * Class used to represent data loading progression
  88787. */
  88788. export class SceneLoaderFlags {
  88789. private static _ForceFullSceneLoadingForIncremental;
  88790. private static _ShowLoadingScreen;
  88791. private static _CleanBoneMatrixWeights;
  88792. private static _loggingLevel;
  88793. /**
  88794. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  88795. */
  88796. static ForceFullSceneLoadingForIncremental: boolean;
  88797. /**
  88798. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  88799. */
  88800. static ShowLoadingScreen: boolean;
  88801. /**
  88802. * Defines the current logging level (while loading the scene)
  88803. * @ignorenaming
  88804. */
  88805. static loggingLevel: number;
  88806. /**
  88807. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  88808. */
  88809. static CleanBoneMatrixWeights: boolean;
  88810. }
  88811. }
  88812. declare module BABYLON {
  88813. /**
  88814. * Class used to store geometry data (vertex buffers + index buffer)
  88815. */
  88816. export class Geometry implements IGetSetVerticesData {
  88817. /**
  88818. * Gets or sets the ID of the geometry
  88819. */
  88820. id: string;
  88821. /**
  88822. * Gets or sets the unique ID of the geometry
  88823. */
  88824. uniqueId: number;
  88825. /**
  88826. * Gets the delay loading state of the geometry (none by default which means not delayed)
  88827. */
  88828. delayLoadState: number;
  88829. /**
  88830. * Gets the file containing the data to load when running in delay load state
  88831. */
  88832. delayLoadingFile: Nullable<string>;
  88833. /**
  88834. * Callback called when the geometry is updated
  88835. */
  88836. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  88837. private _scene;
  88838. private _engine;
  88839. private _meshes;
  88840. private _totalVertices;
  88841. /** @hidden */
  88842. _indices: IndicesArray;
  88843. /** @hidden */
  88844. _vertexBuffers: {
  88845. [key: string]: VertexBuffer;
  88846. };
  88847. private _isDisposed;
  88848. private _extend;
  88849. private _boundingBias;
  88850. /** @hidden */
  88851. _delayInfo: Array<string>;
  88852. private _indexBuffer;
  88853. private _indexBufferIsUpdatable;
  88854. /** @hidden */
  88855. _boundingInfo: Nullable<BoundingInfo>;
  88856. /** @hidden */
  88857. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  88858. /** @hidden */
  88859. _softwareSkinningFrameId: number;
  88860. private _vertexArrayObjects;
  88861. private _updatable;
  88862. /** @hidden */
  88863. _positions: Nullable<Vector3[]>;
  88864. /**
  88865. * 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
  88866. */
  88867. /**
  88868. * 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
  88869. */
  88870. boundingBias: Vector2;
  88871. /**
  88872. * Static function used to attach a new empty geometry to a mesh
  88873. * @param mesh defines the mesh to attach the geometry to
  88874. * @returns the new Geometry
  88875. */
  88876. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  88877. /**
  88878. * Creates a new geometry
  88879. * @param id defines the unique ID
  88880. * @param scene defines the hosting scene
  88881. * @param vertexData defines the VertexData used to get geometry data
  88882. * @param updatable defines if geometry must be updatable (false by default)
  88883. * @param mesh defines the mesh that will be associated with the geometry
  88884. */
  88885. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  88886. /**
  88887. * Gets the current extend of the geometry
  88888. */
  88889. readonly extend: {
  88890. minimum: Vector3;
  88891. maximum: Vector3;
  88892. };
  88893. /**
  88894. * Gets the hosting scene
  88895. * @returns the hosting Scene
  88896. */
  88897. getScene(): Scene;
  88898. /**
  88899. * Gets the hosting engine
  88900. * @returns the hosting Engine
  88901. */
  88902. getEngine(): Engine;
  88903. /**
  88904. * Defines if the geometry is ready to use
  88905. * @returns true if the geometry is ready to be used
  88906. */
  88907. isReady(): boolean;
  88908. /**
  88909. * Gets a value indicating that the geometry should not be serialized
  88910. */
  88911. readonly doNotSerialize: boolean;
  88912. /** @hidden */
  88913. _rebuild(): void;
  88914. /**
  88915. * Affects all geometry data in one call
  88916. * @param vertexData defines the geometry data
  88917. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  88918. */
  88919. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  88920. /**
  88921. * Set specific vertex data
  88922. * @param kind defines the data kind (Position, normal, etc...)
  88923. * @param data defines the vertex data to use
  88924. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  88925. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  88926. */
  88927. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  88928. /**
  88929. * Removes a specific vertex data
  88930. * @param kind defines the data kind (Position, normal, etc...)
  88931. */
  88932. removeVerticesData(kind: string): void;
  88933. /**
  88934. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  88935. * @param buffer defines the vertex buffer to use
  88936. * @param totalVertices defines the total number of vertices for position kind (could be null)
  88937. */
  88938. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  88939. /**
  88940. * Update a specific vertex buffer
  88941. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  88942. * It will do nothing if the buffer is not updatable
  88943. * @param kind defines the data kind (Position, normal, etc...)
  88944. * @param data defines the data to use
  88945. * @param offset defines the offset in the target buffer where to store the data
  88946. * @param useBytes set to true if the offset is in bytes
  88947. */
  88948. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  88949. /**
  88950. * Update a specific vertex buffer
  88951. * This function will create a new buffer if the current one is not updatable
  88952. * @param kind defines the data kind (Position, normal, etc...)
  88953. * @param data defines the data to use
  88954. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  88955. */
  88956. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  88957. private _updateBoundingInfo;
  88958. /** @hidden */
  88959. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  88960. /**
  88961. * Gets total number of vertices
  88962. * @returns the total number of vertices
  88963. */
  88964. getTotalVertices(): number;
  88965. /**
  88966. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  88967. * @param kind defines the data kind (Position, normal, etc...)
  88968. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  88969. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88970. * @returns a float array containing vertex data
  88971. */
  88972. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88973. /**
  88974. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  88975. * @param kind defines the data kind (Position, normal, etc...)
  88976. * @returns true if the vertex buffer with the specified kind is updatable
  88977. */
  88978. isVertexBufferUpdatable(kind: string): boolean;
  88979. /**
  88980. * Gets a specific vertex buffer
  88981. * @param kind defines the data kind (Position, normal, etc...)
  88982. * @returns a VertexBuffer
  88983. */
  88984. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88985. /**
  88986. * Returns all vertex buffers
  88987. * @return an object holding all vertex buffers indexed by kind
  88988. */
  88989. getVertexBuffers(): Nullable<{
  88990. [key: string]: VertexBuffer;
  88991. }>;
  88992. /**
  88993. * Gets a boolean indicating if specific vertex buffer is present
  88994. * @param kind defines the data kind (Position, normal, etc...)
  88995. * @returns true if data is present
  88996. */
  88997. isVerticesDataPresent(kind: string): boolean;
  88998. /**
  88999. * Gets a list of all attached data kinds (Position, normal, etc...)
  89000. * @returns a list of string containing all kinds
  89001. */
  89002. getVerticesDataKinds(): string[];
  89003. /**
  89004. * Update index buffer
  89005. * @param indices defines the indices to store in the index buffer
  89006. * @param offset defines the offset in the target buffer where to store the data
  89007. * @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)
  89008. */
  89009. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89010. /**
  89011. * Creates a new index buffer
  89012. * @param indices defines the indices to store in the index buffer
  89013. * @param totalVertices defines the total number of vertices (could be null)
  89014. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89015. */
  89016. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89017. /**
  89018. * Return the total number of indices
  89019. * @returns the total number of indices
  89020. */
  89021. getTotalIndices(): number;
  89022. /**
  89023. * Gets the index buffer array
  89024. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89025. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89026. * @returns the index buffer array
  89027. */
  89028. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89029. /**
  89030. * Gets the index buffer
  89031. * @return the index buffer
  89032. */
  89033. getIndexBuffer(): Nullable<DataBuffer>;
  89034. /** @hidden */
  89035. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89036. /**
  89037. * Release the associated resources for a specific mesh
  89038. * @param mesh defines the source mesh
  89039. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89040. */
  89041. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89042. /**
  89043. * Apply current geometry to a given mesh
  89044. * @param mesh defines the mesh to apply geometry to
  89045. */
  89046. applyToMesh(mesh: Mesh): void;
  89047. private _updateExtend;
  89048. private _applyToMesh;
  89049. private notifyUpdate;
  89050. /**
  89051. * Load the geometry if it was flagged as delay loaded
  89052. * @param scene defines the hosting scene
  89053. * @param onLoaded defines a callback called when the geometry is loaded
  89054. */
  89055. load(scene: Scene, onLoaded?: () => void): void;
  89056. private _queueLoad;
  89057. /**
  89058. * Invert the geometry to move from a right handed system to a left handed one.
  89059. */
  89060. toLeftHanded(): void;
  89061. /** @hidden */
  89062. _resetPointsArrayCache(): void;
  89063. /** @hidden */
  89064. _generatePointsArray(): boolean;
  89065. /**
  89066. * Gets a value indicating if the geometry is disposed
  89067. * @returns true if the geometry was disposed
  89068. */
  89069. isDisposed(): boolean;
  89070. private _disposeVertexArrayObjects;
  89071. /**
  89072. * Free all associated resources
  89073. */
  89074. dispose(): void;
  89075. /**
  89076. * Clone the current geometry into a new geometry
  89077. * @param id defines the unique ID of the new geometry
  89078. * @returns a new geometry object
  89079. */
  89080. copy(id: string): Geometry;
  89081. /**
  89082. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89083. * @return a JSON representation of the current geometry data (without the vertices data)
  89084. */
  89085. serialize(): any;
  89086. private toNumberArray;
  89087. /**
  89088. * Serialize all vertices data into a JSON oject
  89089. * @returns a JSON representation of the current geometry data
  89090. */
  89091. serializeVerticeData(): any;
  89092. /**
  89093. * Extracts a clone of a mesh geometry
  89094. * @param mesh defines the source mesh
  89095. * @param id defines the unique ID of the new geometry object
  89096. * @returns the new geometry object
  89097. */
  89098. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89099. /**
  89100. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89101. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89102. * Be aware Math.random() could cause collisions, but:
  89103. * "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"
  89104. * @returns a string containing a new GUID
  89105. */
  89106. static RandomId(): string;
  89107. /** @hidden */
  89108. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89109. private static _CleanMatricesWeights;
  89110. /**
  89111. * Create a new geometry from persisted data (Using .babylon file format)
  89112. * @param parsedVertexData defines the persisted data
  89113. * @param scene defines the hosting scene
  89114. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89115. * @returns the new geometry object
  89116. */
  89117. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89118. }
  89119. }
  89120. declare module BABYLON {
  89121. /**
  89122. * Define an interface for all classes that will get and set the data on vertices
  89123. */
  89124. export interface IGetSetVerticesData {
  89125. /**
  89126. * Gets a boolean indicating if specific vertex data is present
  89127. * @param kind defines the vertex data kind to use
  89128. * @returns true is data kind is present
  89129. */
  89130. isVerticesDataPresent(kind: string): boolean;
  89131. /**
  89132. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89133. * @param kind defines the data kind (Position, normal, etc...)
  89134. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89135. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89136. * @returns a float array containing vertex data
  89137. */
  89138. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89139. /**
  89140. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89141. * @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.
  89142. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89143. * @returns the indices array or an empty array if the mesh has no geometry
  89144. */
  89145. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89146. /**
  89147. * Set specific vertex data
  89148. * @param kind defines the data kind (Position, normal, etc...)
  89149. * @param data defines the vertex data to use
  89150. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89151. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89152. */
  89153. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89154. /**
  89155. * Update a specific associated vertex buffer
  89156. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89157. * - VertexBuffer.PositionKind
  89158. * - VertexBuffer.UVKind
  89159. * - VertexBuffer.UV2Kind
  89160. * - VertexBuffer.UV3Kind
  89161. * - VertexBuffer.UV4Kind
  89162. * - VertexBuffer.UV5Kind
  89163. * - VertexBuffer.UV6Kind
  89164. * - VertexBuffer.ColorKind
  89165. * - VertexBuffer.MatricesIndicesKind
  89166. * - VertexBuffer.MatricesIndicesExtraKind
  89167. * - VertexBuffer.MatricesWeightsKind
  89168. * - VertexBuffer.MatricesWeightsExtraKind
  89169. * @param data defines the data source
  89170. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89171. * @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)
  89172. */
  89173. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89174. /**
  89175. * Creates a new index buffer
  89176. * @param indices defines the indices to store in the index buffer
  89177. * @param totalVertices defines the total number of vertices (could be null)
  89178. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89179. */
  89180. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89181. }
  89182. /**
  89183. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89184. */
  89185. export class VertexData {
  89186. /**
  89187. * Mesh side orientation : usually the external or front surface
  89188. */
  89189. static readonly FRONTSIDE: number;
  89190. /**
  89191. * Mesh side orientation : usually the internal or back surface
  89192. */
  89193. static readonly BACKSIDE: number;
  89194. /**
  89195. * Mesh side orientation : both internal and external or front and back surfaces
  89196. */
  89197. static readonly DOUBLESIDE: number;
  89198. /**
  89199. * Mesh side orientation : by default, `FRONTSIDE`
  89200. */
  89201. static readonly DEFAULTSIDE: number;
  89202. /**
  89203. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  89204. */
  89205. positions: Nullable<FloatArray>;
  89206. /**
  89207. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  89208. */
  89209. normals: Nullable<FloatArray>;
  89210. /**
  89211. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  89212. */
  89213. tangents: Nullable<FloatArray>;
  89214. /**
  89215. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89216. */
  89217. uvs: Nullable<FloatArray>;
  89218. /**
  89219. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89220. */
  89221. uvs2: Nullable<FloatArray>;
  89222. /**
  89223. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89224. */
  89225. uvs3: Nullable<FloatArray>;
  89226. /**
  89227. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89228. */
  89229. uvs4: Nullable<FloatArray>;
  89230. /**
  89231. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89232. */
  89233. uvs5: Nullable<FloatArray>;
  89234. /**
  89235. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89236. */
  89237. uvs6: Nullable<FloatArray>;
  89238. /**
  89239. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  89240. */
  89241. colors: Nullable<FloatArray>;
  89242. /**
  89243. * 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).
  89244. */
  89245. matricesIndices: Nullable<FloatArray>;
  89246. /**
  89247. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  89248. */
  89249. matricesWeights: Nullable<FloatArray>;
  89250. /**
  89251. * An array extending the number of possible indices
  89252. */
  89253. matricesIndicesExtra: Nullable<FloatArray>;
  89254. /**
  89255. * An array extending the number of possible weights when the number of indices is extended
  89256. */
  89257. matricesWeightsExtra: Nullable<FloatArray>;
  89258. /**
  89259. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  89260. */
  89261. indices: Nullable<IndicesArray>;
  89262. /**
  89263. * Uses the passed data array to set the set the values for the specified kind of data
  89264. * @param data a linear array of floating numbers
  89265. * @param kind the type of data that is being set, eg positions, colors etc
  89266. */
  89267. set(data: FloatArray, kind: string): void;
  89268. /**
  89269. * Associates the vertexData to the passed Mesh.
  89270. * Sets it as updatable or not (default `false`)
  89271. * @param mesh the mesh the vertexData is applied to
  89272. * @param updatable when used and having the value true allows new data to update the vertexData
  89273. * @returns the VertexData
  89274. */
  89275. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89276. /**
  89277. * Associates the vertexData to the passed Geometry.
  89278. * Sets it as updatable or not (default `false`)
  89279. * @param geometry the geometry the vertexData is applied to
  89280. * @param updatable when used and having the value true allows new data to update the vertexData
  89281. * @returns VertexData
  89282. */
  89283. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  89284. /**
  89285. * Updates the associated mesh
  89286. * @param mesh the mesh to be updated
  89287. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89288. * @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
  89289. * @returns VertexData
  89290. */
  89291. updateMesh(mesh: Mesh): VertexData;
  89292. /**
  89293. * Updates the associated geometry
  89294. * @param geometry the geometry to be updated
  89295. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89296. * @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
  89297. * @returns VertexData.
  89298. */
  89299. updateGeometry(geometry: Geometry): VertexData;
  89300. private _applyTo;
  89301. private _update;
  89302. /**
  89303. * Transforms each position and each normal of the vertexData according to the passed Matrix
  89304. * @param matrix the transforming matrix
  89305. * @returns the VertexData
  89306. */
  89307. transform(matrix: Matrix): VertexData;
  89308. /**
  89309. * Merges the passed VertexData into the current one
  89310. * @param other the VertexData to be merged into the current one
  89311. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  89312. * @returns the modified VertexData
  89313. */
  89314. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  89315. private _mergeElement;
  89316. private _validate;
  89317. /**
  89318. * Serializes the VertexData
  89319. * @returns a serialized object
  89320. */
  89321. serialize(): any;
  89322. /**
  89323. * Extracts the vertexData from a mesh
  89324. * @param mesh the mesh from which to extract the VertexData
  89325. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  89326. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89327. * @returns the object VertexData associated to the passed mesh
  89328. */
  89329. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89330. /**
  89331. * Extracts the vertexData from the geometry
  89332. * @param geometry the geometry from which to extract the VertexData
  89333. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  89334. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89335. * @returns the object VertexData associated to the passed mesh
  89336. */
  89337. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89338. private static _ExtractFrom;
  89339. /**
  89340. * Creates the VertexData for a Ribbon
  89341. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  89342. * * pathArray array of paths, each of which an array of successive Vector3
  89343. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  89344. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  89345. * * 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
  89346. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89347. * * 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)
  89348. * * 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)
  89349. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  89350. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  89351. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  89352. * @returns the VertexData of the ribbon
  89353. */
  89354. static CreateRibbon(options: {
  89355. pathArray: Vector3[][];
  89356. closeArray?: boolean;
  89357. closePath?: boolean;
  89358. offset?: number;
  89359. sideOrientation?: number;
  89360. frontUVs?: Vector4;
  89361. backUVs?: Vector4;
  89362. invertUV?: boolean;
  89363. uvs?: Vector2[];
  89364. colors?: Color4[];
  89365. }): VertexData;
  89366. /**
  89367. * Creates the VertexData for a box
  89368. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89369. * * size sets the width, height and depth of the box to the value of size, optional default 1
  89370. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  89371. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  89372. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  89373. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89374. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89375. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89376. * * 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)
  89377. * * 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)
  89378. * @returns the VertexData of the box
  89379. */
  89380. static CreateBox(options: {
  89381. size?: number;
  89382. width?: number;
  89383. height?: number;
  89384. depth?: number;
  89385. faceUV?: Vector4[];
  89386. faceColors?: Color4[];
  89387. sideOrientation?: number;
  89388. frontUVs?: Vector4;
  89389. backUVs?: Vector4;
  89390. }): VertexData;
  89391. /**
  89392. * Creates the VertexData for a tiled box
  89393. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89394. * * faceTiles sets the pattern, tile size and number of tiles for a face
  89395. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89396. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89397. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89398. * @returns the VertexData of the box
  89399. */
  89400. static CreateTiledBox(options: {
  89401. pattern?: number;
  89402. width?: number;
  89403. height?: number;
  89404. depth?: number;
  89405. tileSize?: number;
  89406. tileWidth?: number;
  89407. tileHeight?: number;
  89408. alignHorizontal?: number;
  89409. alignVertical?: number;
  89410. faceUV?: Vector4[];
  89411. faceColors?: Color4[];
  89412. sideOrientation?: number;
  89413. }): VertexData;
  89414. /**
  89415. * Creates the VertexData for a tiled plane
  89416. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89417. * * pattern a limited pattern arrangement depending on the number
  89418. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  89419. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  89420. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  89421. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89422. * * 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)
  89423. * * 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)
  89424. * @returns the VertexData of the tiled plane
  89425. */
  89426. static CreateTiledPlane(options: {
  89427. pattern?: number;
  89428. tileSize?: number;
  89429. tileWidth?: number;
  89430. tileHeight?: number;
  89431. size?: number;
  89432. width?: number;
  89433. height?: number;
  89434. alignHorizontal?: number;
  89435. alignVertical?: number;
  89436. sideOrientation?: number;
  89437. frontUVs?: Vector4;
  89438. backUVs?: Vector4;
  89439. }): VertexData;
  89440. /**
  89441. * Creates the VertexData for an ellipsoid, defaults to a sphere
  89442. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89443. * * segments sets the number of horizontal strips optional, default 32
  89444. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  89445. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  89446. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  89447. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  89448. * * 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
  89449. * * 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
  89450. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89451. * * 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)
  89452. * * 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)
  89453. * @returns the VertexData of the ellipsoid
  89454. */
  89455. static CreateSphere(options: {
  89456. segments?: number;
  89457. diameter?: number;
  89458. diameterX?: number;
  89459. diameterY?: number;
  89460. diameterZ?: number;
  89461. arc?: number;
  89462. slice?: number;
  89463. sideOrientation?: number;
  89464. frontUVs?: Vector4;
  89465. backUVs?: Vector4;
  89466. }): VertexData;
  89467. /**
  89468. * Creates the VertexData for a cylinder, cone or prism
  89469. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89470. * * height sets the height (y direction) of the cylinder, optional, default 2
  89471. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  89472. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  89473. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  89474. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89475. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  89476. * * 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
  89477. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89478. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89479. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  89480. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  89481. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89482. * * 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)
  89483. * * 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)
  89484. * @returns the VertexData of the cylinder, cone or prism
  89485. */
  89486. static CreateCylinder(options: {
  89487. height?: number;
  89488. diameterTop?: number;
  89489. diameterBottom?: number;
  89490. diameter?: number;
  89491. tessellation?: number;
  89492. subdivisions?: number;
  89493. arc?: number;
  89494. faceColors?: Color4[];
  89495. faceUV?: Vector4[];
  89496. hasRings?: boolean;
  89497. enclose?: boolean;
  89498. sideOrientation?: number;
  89499. frontUVs?: Vector4;
  89500. backUVs?: Vector4;
  89501. }): VertexData;
  89502. /**
  89503. * Creates the VertexData for a torus
  89504. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89505. * * diameter the diameter of the torus, optional default 1
  89506. * * thickness the diameter of the tube forming the torus, optional default 0.5
  89507. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89508. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89509. * * 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)
  89510. * * 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)
  89511. * @returns the VertexData of the torus
  89512. */
  89513. static CreateTorus(options: {
  89514. diameter?: number;
  89515. thickness?: number;
  89516. tessellation?: number;
  89517. sideOrientation?: number;
  89518. frontUVs?: Vector4;
  89519. backUVs?: Vector4;
  89520. }): VertexData;
  89521. /**
  89522. * Creates the VertexData of the LineSystem
  89523. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  89524. * - lines an array of lines, each line being an array of successive Vector3
  89525. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  89526. * @returns the VertexData of the LineSystem
  89527. */
  89528. static CreateLineSystem(options: {
  89529. lines: Vector3[][];
  89530. colors?: Nullable<Color4[][]>;
  89531. }): VertexData;
  89532. /**
  89533. * Create the VertexData for a DashedLines
  89534. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  89535. * - points an array successive Vector3
  89536. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  89537. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  89538. * - dashNb the intended total number of dashes, optional, default 200
  89539. * @returns the VertexData for the DashedLines
  89540. */
  89541. static CreateDashedLines(options: {
  89542. points: Vector3[];
  89543. dashSize?: number;
  89544. gapSize?: number;
  89545. dashNb?: number;
  89546. }): VertexData;
  89547. /**
  89548. * Creates the VertexData for a Ground
  89549. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89550. * - width the width (x direction) of the ground, optional, default 1
  89551. * - height the height (z direction) of the ground, optional, default 1
  89552. * - subdivisions the number of subdivisions per side, optional, default 1
  89553. * @returns the VertexData of the Ground
  89554. */
  89555. static CreateGround(options: {
  89556. width?: number;
  89557. height?: number;
  89558. subdivisions?: number;
  89559. subdivisionsX?: number;
  89560. subdivisionsY?: number;
  89561. }): VertexData;
  89562. /**
  89563. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  89564. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89565. * * xmin the ground minimum X coordinate, optional, default -1
  89566. * * zmin the ground minimum Z coordinate, optional, default -1
  89567. * * xmax the ground maximum X coordinate, optional, default 1
  89568. * * zmax the ground maximum Z coordinate, optional, default 1
  89569. * * 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}
  89570. * * 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}
  89571. * @returns the VertexData of the TiledGround
  89572. */
  89573. static CreateTiledGround(options: {
  89574. xmin: number;
  89575. zmin: number;
  89576. xmax: number;
  89577. zmax: number;
  89578. subdivisions?: {
  89579. w: number;
  89580. h: number;
  89581. };
  89582. precision?: {
  89583. w: number;
  89584. h: number;
  89585. };
  89586. }): VertexData;
  89587. /**
  89588. * Creates the VertexData of the Ground designed from a heightmap
  89589. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  89590. * * width the width (x direction) of the ground
  89591. * * height the height (z direction) of the ground
  89592. * * subdivisions the number of subdivisions per side
  89593. * * minHeight the minimum altitude on the ground, optional, default 0
  89594. * * maxHeight the maximum altitude on the ground, optional default 1
  89595. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  89596. * * buffer the array holding the image color data
  89597. * * bufferWidth the width of image
  89598. * * bufferHeight the height of image
  89599. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  89600. * @returns the VertexData of the Ground designed from a heightmap
  89601. */
  89602. static CreateGroundFromHeightMap(options: {
  89603. width: number;
  89604. height: number;
  89605. subdivisions: number;
  89606. minHeight: number;
  89607. maxHeight: number;
  89608. colorFilter: Color3;
  89609. buffer: Uint8Array;
  89610. bufferWidth: number;
  89611. bufferHeight: number;
  89612. alphaFilter: number;
  89613. }): VertexData;
  89614. /**
  89615. * Creates the VertexData for a Plane
  89616. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  89617. * * size sets the width and height of the plane to the value of size, optional default 1
  89618. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  89619. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  89620. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89621. * * 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)
  89622. * * 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)
  89623. * @returns the VertexData of the box
  89624. */
  89625. static CreatePlane(options: {
  89626. size?: number;
  89627. width?: number;
  89628. height?: number;
  89629. sideOrientation?: number;
  89630. frontUVs?: Vector4;
  89631. backUVs?: Vector4;
  89632. }): VertexData;
  89633. /**
  89634. * Creates the VertexData of the Disc or regular Polygon
  89635. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  89636. * * radius the radius of the disc, optional default 0.5
  89637. * * tessellation the number of polygon sides, optional, default 64
  89638. * * 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
  89639. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89640. * * 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)
  89641. * * 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)
  89642. * @returns the VertexData of the box
  89643. */
  89644. static CreateDisc(options: {
  89645. radius?: number;
  89646. tessellation?: number;
  89647. arc?: number;
  89648. sideOrientation?: number;
  89649. frontUVs?: Vector4;
  89650. backUVs?: Vector4;
  89651. }): VertexData;
  89652. /**
  89653. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  89654. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  89655. * @param polygon a mesh built from polygonTriangulation.build()
  89656. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89657. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89658. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89659. * @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)
  89660. * @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)
  89661. * @returns the VertexData of the Polygon
  89662. */
  89663. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  89664. /**
  89665. * Creates the VertexData of the IcoSphere
  89666. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  89667. * * radius the radius of the IcoSphere, optional default 1
  89668. * * radiusX allows stretching in the x direction, optional, default radius
  89669. * * radiusY allows stretching in the y direction, optional, default radius
  89670. * * radiusZ allows stretching in the z direction, optional, default radius
  89671. * * flat when true creates a flat shaded mesh, optional, default true
  89672. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89673. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89674. * * 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)
  89675. * * 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)
  89676. * @returns the VertexData of the IcoSphere
  89677. */
  89678. static CreateIcoSphere(options: {
  89679. radius?: number;
  89680. radiusX?: number;
  89681. radiusY?: number;
  89682. radiusZ?: number;
  89683. flat?: boolean;
  89684. subdivisions?: number;
  89685. sideOrientation?: number;
  89686. frontUVs?: Vector4;
  89687. backUVs?: Vector4;
  89688. }): VertexData;
  89689. /**
  89690. * Creates the VertexData for a Polyhedron
  89691. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  89692. * * type provided types are:
  89693. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  89694. * * 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)
  89695. * * size the size of the IcoSphere, optional default 1
  89696. * * sizeX allows stretching in the x direction, optional, default size
  89697. * * sizeY allows stretching in the y direction, optional, default size
  89698. * * sizeZ allows stretching in the z direction, optional, default size
  89699. * * 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
  89700. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89701. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89702. * * flat when true creates a flat shaded mesh, optional, default true
  89703. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  89704. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89705. * * 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)
  89706. * * 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)
  89707. * @returns the VertexData of the Polyhedron
  89708. */
  89709. static CreatePolyhedron(options: {
  89710. type?: number;
  89711. size?: number;
  89712. sizeX?: number;
  89713. sizeY?: number;
  89714. sizeZ?: number;
  89715. custom?: any;
  89716. faceUV?: Vector4[];
  89717. faceColors?: Color4[];
  89718. flat?: boolean;
  89719. sideOrientation?: number;
  89720. frontUVs?: Vector4;
  89721. backUVs?: Vector4;
  89722. }): VertexData;
  89723. /**
  89724. * Creates the VertexData for a TorusKnot
  89725. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  89726. * * radius the radius of the torus knot, optional, default 2
  89727. * * tube the thickness of the tube, optional, default 0.5
  89728. * * radialSegments the number of sides on each tube segments, optional, default 32
  89729. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  89730. * * p the number of windings around the z axis, optional, default 2
  89731. * * q the number of windings around the x axis, optional, default 3
  89732. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89733. * * 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)
  89734. * * 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)
  89735. * @returns the VertexData of the Torus Knot
  89736. */
  89737. static CreateTorusKnot(options: {
  89738. radius?: number;
  89739. tube?: number;
  89740. radialSegments?: number;
  89741. tubularSegments?: number;
  89742. p?: number;
  89743. q?: number;
  89744. sideOrientation?: number;
  89745. frontUVs?: Vector4;
  89746. backUVs?: Vector4;
  89747. }): VertexData;
  89748. /**
  89749. * Compute normals for given positions and indices
  89750. * @param positions an array of vertex positions, [...., x, y, z, ......]
  89751. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  89752. * @param normals an array of vertex normals, [...., x, y, z, ......]
  89753. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  89754. * * facetNormals : optional array of facet normals (vector3)
  89755. * * facetPositions : optional array of facet positions (vector3)
  89756. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  89757. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  89758. * * bInfo : optional bounding info, required for facetPartitioning computation
  89759. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  89760. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  89761. * * useRightHandedSystem: optional boolean to for right handed system computation
  89762. * * depthSort : optional boolean to enable the facet depth sort computation
  89763. * * distanceTo : optional Vector3 to compute the facet depth from this location
  89764. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  89765. */
  89766. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  89767. facetNormals?: any;
  89768. facetPositions?: any;
  89769. facetPartitioning?: any;
  89770. ratio?: number;
  89771. bInfo?: any;
  89772. bbSize?: Vector3;
  89773. subDiv?: any;
  89774. useRightHandedSystem?: boolean;
  89775. depthSort?: boolean;
  89776. distanceTo?: Vector3;
  89777. depthSortedFacets?: any;
  89778. }): void;
  89779. /** @hidden */
  89780. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  89781. /**
  89782. * Applies VertexData created from the imported parameters to the geometry
  89783. * @param parsedVertexData the parsed data from an imported file
  89784. * @param geometry the geometry to apply the VertexData to
  89785. */
  89786. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  89787. }
  89788. }
  89789. declare module BABYLON {
  89790. /**
  89791. * Defines a target to use with MorphTargetManager
  89792. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89793. */
  89794. export class MorphTarget implements IAnimatable {
  89795. /** defines the name of the target */
  89796. name: string;
  89797. /**
  89798. * Gets or sets the list of animations
  89799. */
  89800. animations: Animation[];
  89801. private _scene;
  89802. private _positions;
  89803. private _normals;
  89804. private _tangents;
  89805. private _uvs;
  89806. private _influence;
  89807. private _uniqueId;
  89808. /**
  89809. * Observable raised when the influence changes
  89810. */
  89811. onInfluenceChanged: Observable<boolean>;
  89812. /** @hidden */
  89813. _onDataLayoutChanged: Observable<void>;
  89814. /**
  89815. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  89816. */
  89817. influence: number;
  89818. /**
  89819. * Gets or sets the id of the morph Target
  89820. */
  89821. id: string;
  89822. private _animationPropertiesOverride;
  89823. /**
  89824. * Gets or sets the animation properties override
  89825. */
  89826. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  89827. /**
  89828. * Creates a new MorphTarget
  89829. * @param name defines the name of the target
  89830. * @param influence defines the influence to use
  89831. * @param scene defines the scene the morphtarget belongs to
  89832. */
  89833. constructor(
  89834. /** defines the name of the target */
  89835. name: string, influence?: number, scene?: Nullable<Scene>);
  89836. /**
  89837. * Gets the unique ID of this manager
  89838. */
  89839. readonly uniqueId: number;
  89840. /**
  89841. * Gets a boolean defining if the target contains position data
  89842. */
  89843. readonly hasPositions: boolean;
  89844. /**
  89845. * Gets a boolean defining if the target contains normal data
  89846. */
  89847. readonly hasNormals: boolean;
  89848. /**
  89849. * Gets a boolean defining if the target contains tangent data
  89850. */
  89851. readonly hasTangents: boolean;
  89852. /**
  89853. * Gets a boolean defining if the target contains texture coordinates data
  89854. */
  89855. readonly hasUVs: boolean;
  89856. /**
  89857. * Affects position data to this target
  89858. * @param data defines the position data to use
  89859. */
  89860. setPositions(data: Nullable<FloatArray>): void;
  89861. /**
  89862. * Gets the position data stored in this target
  89863. * @returns a FloatArray containing the position data (or null if not present)
  89864. */
  89865. getPositions(): Nullable<FloatArray>;
  89866. /**
  89867. * Affects normal data to this target
  89868. * @param data defines the normal data to use
  89869. */
  89870. setNormals(data: Nullable<FloatArray>): void;
  89871. /**
  89872. * Gets the normal data stored in this target
  89873. * @returns a FloatArray containing the normal data (or null if not present)
  89874. */
  89875. getNormals(): Nullable<FloatArray>;
  89876. /**
  89877. * Affects tangent data to this target
  89878. * @param data defines the tangent data to use
  89879. */
  89880. setTangents(data: Nullable<FloatArray>): void;
  89881. /**
  89882. * Gets the tangent data stored in this target
  89883. * @returns a FloatArray containing the tangent data (or null if not present)
  89884. */
  89885. getTangents(): Nullable<FloatArray>;
  89886. /**
  89887. * Affects texture coordinates data to this target
  89888. * @param data defines the texture coordinates data to use
  89889. */
  89890. setUVs(data: Nullable<FloatArray>): void;
  89891. /**
  89892. * Gets the texture coordinates data stored in this target
  89893. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  89894. */
  89895. getUVs(): Nullable<FloatArray>;
  89896. /**
  89897. * Clone the current target
  89898. * @returns a new MorphTarget
  89899. */
  89900. clone(): MorphTarget;
  89901. /**
  89902. * Serializes the current target into a Serialization object
  89903. * @returns the serialized object
  89904. */
  89905. serialize(): any;
  89906. /**
  89907. * Returns the string "MorphTarget"
  89908. * @returns "MorphTarget"
  89909. */
  89910. getClassName(): string;
  89911. /**
  89912. * Creates a new target from serialized data
  89913. * @param serializationObject defines the serialized data to use
  89914. * @returns a new MorphTarget
  89915. */
  89916. static Parse(serializationObject: any): MorphTarget;
  89917. /**
  89918. * Creates a MorphTarget from mesh data
  89919. * @param mesh defines the source mesh
  89920. * @param name defines the name to use for the new target
  89921. * @param influence defines the influence to attach to the target
  89922. * @returns a new MorphTarget
  89923. */
  89924. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  89925. }
  89926. }
  89927. declare module BABYLON {
  89928. /**
  89929. * This class is used to deform meshes using morphing between different targets
  89930. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89931. */
  89932. export class MorphTargetManager {
  89933. private _targets;
  89934. private _targetInfluenceChangedObservers;
  89935. private _targetDataLayoutChangedObservers;
  89936. private _activeTargets;
  89937. private _scene;
  89938. private _influences;
  89939. private _supportsNormals;
  89940. private _supportsTangents;
  89941. private _supportsUVs;
  89942. private _vertexCount;
  89943. private _uniqueId;
  89944. private _tempInfluences;
  89945. /**
  89946. * Gets or sets a boolean indicating if normals must be morphed
  89947. */
  89948. enableNormalMorphing: boolean;
  89949. /**
  89950. * Gets or sets a boolean indicating if tangents must be morphed
  89951. */
  89952. enableTangentMorphing: boolean;
  89953. /**
  89954. * Gets or sets a boolean indicating if UV must be morphed
  89955. */
  89956. enableUVMorphing: boolean;
  89957. /**
  89958. * Creates a new MorphTargetManager
  89959. * @param scene defines the current scene
  89960. */
  89961. constructor(scene?: Nullable<Scene>);
  89962. /**
  89963. * Gets the unique ID of this manager
  89964. */
  89965. readonly uniqueId: number;
  89966. /**
  89967. * Gets the number of vertices handled by this manager
  89968. */
  89969. readonly vertexCount: number;
  89970. /**
  89971. * Gets a boolean indicating if this manager supports morphing of normals
  89972. */
  89973. readonly supportsNormals: boolean;
  89974. /**
  89975. * Gets a boolean indicating if this manager supports morphing of tangents
  89976. */
  89977. readonly supportsTangents: boolean;
  89978. /**
  89979. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  89980. */
  89981. readonly supportsUVs: boolean;
  89982. /**
  89983. * Gets the number of targets stored in this manager
  89984. */
  89985. readonly numTargets: number;
  89986. /**
  89987. * Gets the number of influencers (ie. the number of targets with influences > 0)
  89988. */
  89989. readonly numInfluencers: number;
  89990. /**
  89991. * Gets the list of influences (one per target)
  89992. */
  89993. readonly influences: Float32Array;
  89994. /**
  89995. * Gets the active target at specified index. An active target is a target with an influence > 0
  89996. * @param index defines the index to check
  89997. * @returns the requested target
  89998. */
  89999. getActiveTarget(index: number): MorphTarget;
  90000. /**
  90001. * Gets the target at specified index
  90002. * @param index defines the index to check
  90003. * @returns the requested target
  90004. */
  90005. getTarget(index: number): MorphTarget;
  90006. /**
  90007. * Add a new target to this manager
  90008. * @param target defines the target to add
  90009. */
  90010. addTarget(target: MorphTarget): void;
  90011. /**
  90012. * Removes a target from the manager
  90013. * @param target defines the target to remove
  90014. */
  90015. removeTarget(target: MorphTarget): void;
  90016. /**
  90017. * Clone the current manager
  90018. * @returns a new MorphTargetManager
  90019. */
  90020. clone(): MorphTargetManager;
  90021. /**
  90022. * Serializes the current manager into a Serialization object
  90023. * @returns the serialized object
  90024. */
  90025. serialize(): any;
  90026. private _syncActiveTargets;
  90027. /**
  90028. * Syncrhonize the targets with all the meshes using this morph target manager
  90029. */
  90030. synchronize(): void;
  90031. /**
  90032. * Creates a new MorphTargetManager from serialized data
  90033. * @param serializationObject defines the serialized data
  90034. * @param scene defines the hosting scene
  90035. * @returns the new MorphTargetManager
  90036. */
  90037. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90038. }
  90039. }
  90040. declare module BABYLON {
  90041. /**
  90042. * Class used to represent a specific level of detail of a mesh
  90043. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90044. */
  90045. export class MeshLODLevel {
  90046. /** Defines the distance where this level should start being displayed */
  90047. distance: number;
  90048. /** Defines the mesh to use to render this level */
  90049. mesh: Nullable<Mesh>;
  90050. /**
  90051. * Creates a new LOD level
  90052. * @param distance defines the distance where this level should star being displayed
  90053. * @param mesh defines the mesh to use to render this level
  90054. */
  90055. constructor(
  90056. /** Defines the distance where this level should start being displayed */
  90057. distance: number,
  90058. /** Defines the mesh to use to render this level */
  90059. mesh: Nullable<Mesh>);
  90060. }
  90061. }
  90062. declare module BABYLON {
  90063. /**
  90064. * Mesh representing the gorund
  90065. */
  90066. export class GroundMesh extends Mesh {
  90067. /** If octree should be generated */
  90068. generateOctree: boolean;
  90069. private _heightQuads;
  90070. /** @hidden */
  90071. _subdivisionsX: number;
  90072. /** @hidden */
  90073. _subdivisionsY: number;
  90074. /** @hidden */
  90075. _width: number;
  90076. /** @hidden */
  90077. _height: number;
  90078. /** @hidden */
  90079. _minX: number;
  90080. /** @hidden */
  90081. _maxX: number;
  90082. /** @hidden */
  90083. _minZ: number;
  90084. /** @hidden */
  90085. _maxZ: number;
  90086. constructor(name: string, scene: Scene);
  90087. /**
  90088. * "GroundMesh"
  90089. * @returns "GroundMesh"
  90090. */
  90091. getClassName(): string;
  90092. /**
  90093. * The minimum of x and y subdivisions
  90094. */
  90095. readonly subdivisions: number;
  90096. /**
  90097. * X subdivisions
  90098. */
  90099. readonly subdivisionsX: number;
  90100. /**
  90101. * Y subdivisions
  90102. */
  90103. readonly subdivisionsY: number;
  90104. /**
  90105. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90106. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90107. * @param chunksCount the number of subdivisions for x and y
  90108. * @param octreeBlocksSize (Default: 32)
  90109. */
  90110. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90111. /**
  90112. * Returns a height (y) value in the Worl system :
  90113. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90114. * @param x x coordinate
  90115. * @param z z coordinate
  90116. * @returns the ground y position if (x, z) are outside the ground surface.
  90117. */
  90118. getHeightAtCoordinates(x: number, z: number): number;
  90119. /**
  90120. * Returns a normalized vector (Vector3) orthogonal to the ground
  90121. * at the ground coordinates (x, z) expressed in the World system.
  90122. * @param x x coordinate
  90123. * @param z z coordinate
  90124. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90125. */
  90126. getNormalAtCoordinates(x: number, z: number): Vector3;
  90127. /**
  90128. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90129. * at the ground coordinates (x, z) expressed in the World system.
  90130. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90131. * @param x x coordinate
  90132. * @param z z coordinate
  90133. * @param ref vector to store the result
  90134. * @returns the GroundMesh.
  90135. */
  90136. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90137. /**
  90138. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90139. * if the ground has been updated.
  90140. * This can be used in the render loop.
  90141. * @returns the GroundMesh.
  90142. */
  90143. updateCoordinateHeights(): GroundMesh;
  90144. private _getFacetAt;
  90145. private _initHeightQuads;
  90146. private _computeHeightQuads;
  90147. /**
  90148. * Serializes this ground mesh
  90149. * @param serializationObject object to write serialization to
  90150. */
  90151. serialize(serializationObject: any): void;
  90152. /**
  90153. * Parses a serialized ground mesh
  90154. * @param parsedMesh the serialized mesh
  90155. * @param scene the scene to create the ground mesh in
  90156. * @returns the created ground mesh
  90157. */
  90158. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90159. }
  90160. }
  90161. declare module BABYLON {
  90162. /**
  90163. * Interface for Physics-Joint data
  90164. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90165. */
  90166. export interface PhysicsJointData {
  90167. /**
  90168. * The main pivot of the joint
  90169. */
  90170. mainPivot?: Vector3;
  90171. /**
  90172. * The connected pivot of the joint
  90173. */
  90174. connectedPivot?: Vector3;
  90175. /**
  90176. * The main axis of the joint
  90177. */
  90178. mainAxis?: Vector3;
  90179. /**
  90180. * The connected axis of the joint
  90181. */
  90182. connectedAxis?: Vector3;
  90183. /**
  90184. * The collision of the joint
  90185. */
  90186. collision?: boolean;
  90187. /**
  90188. * Native Oimo/Cannon/Energy data
  90189. */
  90190. nativeParams?: any;
  90191. }
  90192. /**
  90193. * This is a holder class for the physics joint created by the physics plugin
  90194. * It holds a set of functions to control the underlying joint
  90195. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90196. */
  90197. export class PhysicsJoint {
  90198. /**
  90199. * The type of the physics joint
  90200. */
  90201. type: number;
  90202. /**
  90203. * The data for the physics joint
  90204. */
  90205. jointData: PhysicsJointData;
  90206. private _physicsJoint;
  90207. protected _physicsPlugin: IPhysicsEnginePlugin;
  90208. /**
  90209. * Initializes the physics joint
  90210. * @param type The type of the physics joint
  90211. * @param jointData The data for the physics joint
  90212. */
  90213. constructor(
  90214. /**
  90215. * The type of the physics joint
  90216. */
  90217. type: number,
  90218. /**
  90219. * The data for the physics joint
  90220. */
  90221. jointData: PhysicsJointData);
  90222. /**
  90223. * Gets the physics joint
  90224. */
  90225. /**
  90226. * Sets the physics joint
  90227. */
  90228. physicsJoint: any;
  90229. /**
  90230. * Sets the physics plugin
  90231. */
  90232. physicsPlugin: IPhysicsEnginePlugin;
  90233. /**
  90234. * Execute a function that is physics-plugin specific.
  90235. * @param {Function} func the function that will be executed.
  90236. * It accepts two parameters: the physics world and the physics joint
  90237. */
  90238. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  90239. /**
  90240. * Distance-Joint type
  90241. */
  90242. static DistanceJoint: number;
  90243. /**
  90244. * Hinge-Joint type
  90245. */
  90246. static HingeJoint: number;
  90247. /**
  90248. * Ball-and-Socket joint type
  90249. */
  90250. static BallAndSocketJoint: number;
  90251. /**
  90252. * Wheel-Joint type
  90253. */
  90254. static WheelJoint: number;
  90255. /**
  90256. * Slider-Joint type
  90257. */
  90258. static SliderJoint: number;
  90259. /**
  90260. * Prismatic-Joint type
  90261. */
  90262. static PrismaticJoint: number;
  90263. /**
  90264. * Universal-Joint type
  90265. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  90266. */
  90267. static UniversalJoint: number;
  90268. /**
  90269. * Hinge-Joint 2 type
  90270. */
  90271. static Hinge2Joint: number;
  90272. /**
  90273. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  90274. */
  90275. static PointToPointJoint: number;
  90276. /**
  90277. * Spring-Joint type
  90278. */
  90279. static SpringJoint: number;
  90280. /**
  90281. * Lock-Joint type
  90282. */
  90283. static LockJoint: number;
  90284. }
  90285. /**
  90286. * A class representing a physics distance joint
  90287. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90288. */
  90289. export class DistanceJoint extends PhysicsJoint {
  90290. /**
  90291. *
  90292. * @param jointData The data for the Distance-Joint
  90293. */
  90294. constructor(jointData: DistanceJointData);
  90295. /**
  90296. * Update the predefined distance.
  90297. * @param maxDistance The maximum preferred distance
  90298. * @param minDistance The minimum preferred distance
  90299. */
  90300. updateDistance(maxDistance: number, minDistance?: number): void;
  90301. }
  90302. /**
  90303. * Represents a Motor-Enabled Joint
  90304. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90305. */
  90306. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  90307. /**
  90308. * Initializes the Motor-Enabled Joint
  90309. * @param type The type of the joint
  90310. * @param jointData The physica joint data for the joint
  90311. */
  90312. constructor(type: number, jointData: PhysicsJointData);
  90313. /**
  90314. * Set the motor values.
  90315. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90316. * @param force the force to apply
  90317. * @param maxForce max force for this motor.
  90318. */
  90319. setMotor(force?: number, maxForce?: number): void;
  90320. /**
  90321. * Set the motor's limits.
  90322. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90323. * @param upperLimit The upper limit of the motor
  90324. * @param lowerLimit The lower limit of the motor
  90325. */
  90326. setLimit(upperLimit: number, lowerLimit?: number): void;
  90327. }
  90328. /**
  90329. * This class represents a single physics Hinge-Joint
  90330. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90331. */
  90332. export class HingeJoint extends MotorEnabledJoint {
  90333. /**
  90334. * Initializes the Hinge-Joint
  90335. * @param jointData The joint data for the Hinge-Joint
  90336. */
  90337. constructor(jointData: PhysicsJointData);
  90338. /**
  90339. * Set the motor values.
  90340. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90341. * @param {number} force the force to apply
  90342. * @param {number} maxForce max force for this motor.
  90343. */
  90344. setMotor(force?: number, maxForce?: number): void;
  90345. /**
  90346. * Set the motor's limits.
  90347. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90348. * @param upperLimit The upper limit of the motor
  90349. * @param lowerLimit The lower limit of the motor
  90350. */
  90351. setLimit(upperLimit: number, lowerLimit?: number): void;
  90352. }
  90353. /**
  90354. * This class represents a dual hinge physics joint (same as wheel joint)
  90355. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90356. */
  90357. export class Hinge2Joint extends MotorEnabledJoint {
  90358. /**
  90359. * Initializes the Hinge2-Joint
  90360. * @param jointData The joint data for the Hinge2-Joint
  90361. */
  90362. constructor(jointData: PhysicsJointData);
  90363. /**
  90364. * Set the motor values.
  90365. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90366. * @param {number} targetSpeed the speed the motor is to reach
  90367. * @param {number} maxForce max force for this motor.
  90368. * @param {motorIndex} the motor's index, 0 or 1.
  90369. */
  90370. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  90371. /**
  90372. * Set the motor limits.
  90373. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90374. * @param {number} upperLimit the upper limit
  90375. * @param {number} lowerLimit lower limit
  90376. * @param {motorIndex} the motor's index, 0 or 1.
  90377. */
  90378. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90379. }
  90380. /**
  90381. * Interface for a motor enabled joint
  90382. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90383. */
  90384. export interface IMotorEnabledJoint {
  90385. /**
  90386. * Physics joint
  90387. */
  90388. physicsJoint: any;
  90389. /**
  90390. * Sets the motor of the motor-enabled joint
  90391. * @param force The force of the motor
  90392. * @param maxForce The maximum force of the motor
  90393. * @param motorIndex The index of the motor
  90394. */
  90395. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  90396. /**
  90397. * Sets the limit of the motor
  90398. * @param upperLimit The upper limit of the motor
  90399. * @param lowerLimit The lower limit of the motor
  90400. * @param motorIndex The index of the motor
  90401. */
  90402. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90403. }
  90404. /**
  90405. * Joint data for a Distance-Joint
  90406. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90407. */
  90408. export interface DistanceJointData extends PhysicsJointData {
  90409. /**
  90410. * Max distance the 2 joint objects can be apart
  90411. */
  90412. maxDistance: number;
  90413. }
  90414. /**
  90415. * Joint data from a spring joint
  90416. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90417. */
  90418. export interface SpringJointData extends PhysicsJointData {
  90419. /**
  90420. * Length of the spring
  90421. */
  90422. length: number;
  90423. /**
  90424. * Stiffness of the spring
  90425. */
  90426. stiffness: number;
  90427. /**
  90428. * Damping of the spring
  90429. */
  90430. damping: number;
  90431. /** this callback will be called when applying the force to the impostors. */
  90432. forceApplicationCallback: () => void;
  90433. }
  90434. }
  90435. declare module BABYLON {
  90436. /**
  90437. * Holds the data for the raycast result
  90438. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90439. */
  90440. export class PhysicsRaycastResult {
  90441. private _hasHit;
  90442. private _hitDistance;
  90443. private _hitNormalWorld;
  90444. private _hitPointWorld;
  90445. private _rayFromWorld;
  90446. private _rayToWorld;
  90447. /**
  90448. * Gets if there was a hit
  90449. */
  90450. readonly hasHit: boolean;
  90451. /**
  90452. * Gets the distance from the hit
  90453. */
  90454. readonly hitDistance: number;
  90455. /**
  90456. * Gets the hit normal/direction in the world
  90457. */
  90458. readonly hitNormalWorld: Vector3;
  90459. /**
  90460. * Gets the hit point in the world
  90461. */
  90462. readonly hitPointWorld: Vector3;
  90463. /**
  90464. * Gets the ray "start point" of the ray in the world
  90465. */
  90466. readonly rayFromWorld: Vector3;
  90467. /**
  90468. * Gets the ray "end point" of the ray in the world
  90469. */
  90470. readonly rayToWorld: Vector3;
  90471. /**
  90472. * Sets the hit data (normal & point in world space)
  90473. * @param hitNormalWorld defines the normal in world space
  90474. * @param hitPointWorld defines the point in world space
  90475. */
  90476. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  90477. /**
  90478. * Sets the distance from the start point to the hit point
  90479. * @param distance
  90480. */
  90481. setHitDistance(distance: number): void;
  90482. /**
  90483. * Calculates the distance manually
  90484. */
  90485. calculateHitDistance(): void;
  90486. /**
  90487. * Resets all the values to default
  90488. * @param from The from point on world space
  90489. * @param to The to point on world space
  90490. */
  90491. reset(from?: Vector3, to?: Vector3): void;
  90492. }
  90493. /**
  90494. * Interface for the size containing width and height
  90495. */
  90496. interface IXYZ {
  90497. /**
  90498. * X
  90499. */
  90500. x: number;
  90501. /**
  90502. * Y
  90503. */
  90504. y: number;
  90505. /**
  90506. * Z
  90507. */
  90508. z: number;
  90509. }
  90510. }
  90511. declare module BABYLON {
  90512. /**
  90513. * Interface used to describe a physics joint
  90514. */
  90515. export interface PhysicsImpostorJoint {
  90516. /** Defines the main impostor to which the joint is linked */
  90517. mainImpostor: PhysicsImpostor;
  90518. /** Defines the impostor that is connected to the main impostor using this joint */
  90519. connectedImpostor: PhysicsImpostor;
  90520. /** Defines the joint itself */
  90521. joint: PhysicsJoint;
  90522. }
  90523. /** @hidden */
  90524. export interface IPhysicsEnginePlugin {
  90525. world: any;
  90526. name: string;
  90527. setGravity(gravity: Vector3): void;
  90528. setTimeStep(timeStep: number): void;
  90529. getTimeStep(): number;
  90530. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  90531. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90532. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90533. generatePhysicsBody(impostor: PhysicsImpostor): void;
  90534. removePhysicsBody(impostor: PhysicsImpostor): void;
  90535. generateJoint(joint: PhysicsImpostorJoint): void;
  90536. removeJoint(joint: PhysicsImpostorJoint): void;
  90537. isSupported(): boolean;
  90538. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  90539. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  90540. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90541. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90542. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90543. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90544. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  90545. getBodyMass(impostor: PhysicsImpostor): number;
  90546. getBodyFriction(impostor: PhysicsImpostor): number;
  90547. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  90548. getBodyRestitution(impostor: PhysicsImpostor): number;
  90549. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  90550. getBodyPressure?(impostor: PhysicsImpostor): number;
  90551. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  90552. getBodyStiffness?(impostor: PhysicsImpostor): number;
  90553. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  90554. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  90555. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  90556. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  90557. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  90558. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90559. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90560. sleepBody(impostor: PhysicsImpostor): void;
  90561. wakeUpBody(impostor: PhysicsImpostor): void;
  90562. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90563. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  90564. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  90565. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90566. getRadius(impostor: PhysicsImpostor): number;
  90567. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  90568. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  90569. dispose(): void;
  90570. }
  90571. /**
  90572. * Interface used to define a physics engine
  90573. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  90574. */
  90575. export interface IPhysicsEngine {
  90576. /**
  90577. * Gets the gravity vector used by the simulation
  90578. */
  90579. gravity: Vector3;
  90580. /**
  90581. * Sets the gravity vector used by the simulation
  90582. * @param gravity defines the gravity vector to use
  90583. */
  90584. setGravity(gravity: Vector3): void;
  90585. /**
  90586. * Set the time step of the physics engine.
  90587. * Default is 1/60.
  90588. * To slow it down, enter 1/600 for example.
  90589. * To speed it up, 1/30
  90590. * @param newTimeStep the new timestep to apply to this world.
  90591. */
  90592. setTimeStep(newTimeStep: number): void;
  90593. /**
  90594. * Get the time step of the physics engine.
  90595. * @returns the current time step
  90596. */
  90597. getTimeStep(): number;
  90598. /**
  90599. * Release all resources
  90600. */
  90601. dispose(): void;
  90602. /**
  90603. * Gets the name of the current physics plugin
  90604. * @returns the name of the plugin
  90605. */
  90606. getPhysicsPluginName(): string;
  90607. /**
  90608. * Adding a new impostor for the impostor tracking.
  90609. * This will be done by the impostor itself.
  90610. * @param impostor the impostor to add
  90611. */
  90612. addImpostor(impostor: PhysicsImpostor): void;
  90613. /**
  90614. * Remove an impostor from the engine.
  90615. * This impostor and its mesh will not longer be updated by the physics engine.
  90616. * @param impostor the impostor to remove
  90617. */
  90618. removeImpostor(impostor: PhysicsImpostor): void;
  90619. /**
  90620. * Add a joint to the physics engine
  90621. * @param mainImpostor defines the main impostor to which the joint is added.
  90622. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  90623. * @param joint defines the joint that will connect both impostors.
  90624. */
  90625. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90626. /**
  90627. * Removes a joint from the simulation
  90628. * @param mainImpostor defines the impostor used with the joint
  90629. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  90630. * @param joint defines the joint to remove
  90631. */
  90632. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  90633. /**
  90634. * Gets the current plugin used to run the simulation
  90635. * @returns current plugin
  90636. */
  90637. getPhysicsPlugin(): IPhysicsEnginePlugin;
  90638. /**
  90639. * Gets the list of physic impostors
  90640. * @returns an array of PhysicsImpostor
  90641. */
  90642. getImpostors(): Array<PhysicsImpostor>;
  90643. /**
  90644. * Gets the impostor for a physics enabled object
  90645. * @param object defines the object impersonated by the impostor
  90646. * @returns the PhysicsImpostor or null if not found
  90647. */
  90648. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  90649. /**
  90650. * Gets the impostor for a physics body object
  90651. * @param body defines physics body used by the impostor
  90652. * @returns the PhysicsImpostor or null if not found
  90653. */
  90654. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  90655. /**
  90656. * Does a raycast in the physics world
  90657. * @param from when should the ray start?
  90658. * @param to when should the ray end?
  90659. * @returns PhysicsRaycastResult
  90660. */
  90661. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90662. /**
  90663. * Called by the scene. No need to call it.
  90664. * @param delta defines the timespam between frames
  90665. */
  90666. _step(delta: number): void;
  90667. }
  90668. }
  90669. declare module BABYLON {
  90670. /**
  90671. * The interface for the physics imposter parameters
  90672. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90673. */
  90674. export interface PhysicsImpostorParameters {
  90675. /**
  90676. * The mass of the physics imposter
  90677. */
  90678. mass: number;
  90679. /**
  90680. * The friction of the physics imposter
  90681. */
  90682. friction?: number;
  90683. /**
  90684. * The coefficient of restitution of the physics imposter
  90685. */
  90686. restitution?: number;
  90687. /**
  90688. * The native options of the physics imposter
  90689. */
  90690. nativeOptions?: any;
  90691. /**
  90692. * Specifies if the parent should be ignored
  90693. */
  90694. ignoreParent?: boolean;
  90695. /**
  90696. * Specifies if bi-directional transformations should be disabled
  90697. */
  90698. disableBidirectionalTransformation?: boolean;
  90699. /**
  90700. * The pressure inside the physics imposter, soft object only
  90701. */
  90702. pressure?: number;
  90703. /**
  90704. * The stiffness the physics imposter, soft object only
  90705. */
  90706. stiffness?: number;
  90707. /**
  90708. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  90709. */
  90710. velocityIterations?: number;
  90711. /**
  90712. * The number of iterations used in maintaining consistent vertex positions, soft object only
  90713. */
  90714. positionIterations?: number;
  90715. /**
  90716. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  90717. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  90718. * Add to fix multiple points
  90719. */
  90720. fixedPoints?: number;
  90721. /**
  90722. * The collision margin around a soft object
  90723. */
  90724. margin?: number;
  90725. /**
  90726. * The collision margin around a soft object
  90727. */
  90728. damping?: number;
  90729. /**
  90730. * The path for a rope based on an extrusion
  90731. */
  90732. path?: any;
  90733. /**
  90734. * The shape of an extrusion used for a rope based on an extrusion
  90735. */
  90736. shape?: any;
  90737. }
  90738. /**
  90739. * Interface for a physics-enabled object
  90740. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90741. */
  90742. export interface IPhysicsEnabledObject {
  90743. /**
  90744. * The position of the physics-enabled object
  90745. */
  90746. position: Vector3;
  90747. /**
  90748. * The rotation of the physics-enabled object
  90749. */
  90750. rotationQuaternion: Nullable<Quaternion>;
  90751. /**
  90752. * The scale of the physics-enabled object
  90753. */
  90754. scaling: Vector3;
  90755. /**
  90756. * The rotation of the physics-enabled object
  90757. */
  90758. rotation?: Vector3;
  90759. /**
  90760. * The parent of the physics-enabled object
  90761. */
  90762. parent?: any;
  90763. /**
  90764. * The bounding info of the physics-enabled object
  90765. * @returns The bounding info of the physics-enabled object
  90766. */
  90767. getBoundingInfo(): BoundingInfo;
  90768. /**
  90769. * Computes the world matrix
  90770. * @param force Specifies if the world matrix should be computed by force
  90771. * @returns A world matrix
  90772. */
  90773. computeWorldMatrix(force: boolean): Matrix;
  90774. /**
  90775. * Gets the world matrix
  90776. * @returns A world matrix
  90777. */
  90778. getWorldMatrix?(): Matrix;
  90779. /**
  90780. * Gets the child meshes
  90781. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  90782. * @returns An array of abstract meshes
  90783. */
  90784. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  90785. /**
  90786. * Gets the vertex data
  90787. * @param kind The type of vertex data
  90788. * @returns A nullable array of numbers, or a float32 array
  90789. */
  90790. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  90791. /**
  90792. * Gets the indices from the mesh
  90793. * @returns A nullable array of index arrays
  90794. */
  90795. getIndices?(): Nullable<IndicesArray>;
  90796. /**
  90797. * Gets the scene from the mesh
  90798. * @returns the indices array or null
  90799. */
  90800. getScene?(): Scene;
  90801. /**
  90802. * Gets the absolute position from the mesh
  90803. * @returns the absolute position
  90804. */
  90805. getAbsolutePosition(): Vector3;
  90806. /**
  90807. * Gets the absolute pivot point from the mesh
  90808. * @returns the absolute pivot point
  90809. */
  90810. getAbsolutePivotPoint(): Vector3;
  90811. /**
  90812. * Rotates the mesh
  90813. * @param axis The axis of rotation
  90814. * @param amount The amount of rotation
  90815. * @param space The space of the rotation
  90816. * @returns The rotation transform node
  90817. */
  90818. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  90819. /**
  90820. * Translates the mesh
  90821. * @param axis The axis of translation
  90822. * @param distance The distance of translation
  90823. * @param space The space of the translation
  90824. * @returns The transform node
  90825. */
  90826. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  90827. /**
  90828. * Sets the absolute position of the mesh
  90829. * @param absolutePosition The absolute position of the mesh
  90830. * @returns The transform node
  90831. */
  90832. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  90833. /**
  90834. * Gets the class name of the mesh
  90835. * @returns The class name
  90836. */
  90837. getClassName(): string;
  90838. }
  90839. /**
  90840. * Represents a physics imposter
  90841. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90842. */
  90843. export class PhysicsImpostor {
  90844. /**
  90845. * The physics-enabled object used as the physics imposter
  90846. */
  90847. object: IPhysicsEnabledObject;
  90848. /**
  90849. * The type of the physics imposter
  90850. */
  90851. type: number;
  90852. private _options;
  90853. private _scene?;
  90854. /**
  90855. * The default object size of the imposter
  90856. */
  90857. static DEFAULT_OBJECT_SIZE: Vector3;
  90858. /**
  90859. * The identity quaternion of the imposter
  90860. */
  90861. static IDENTITY_QUATERNION: Quaternion;
  90862. /** @hidden */
  90863. _pluginData: any;
  90864. private _physicsEngine;
  90865. private _physicsBody;
  90866. private _bodyUpdateRequired;
  90867. private _onBeforePhysicsStepCallbacks;
  90868. private _onAfterPhysicsStepCallbacks;
  90869. /** @hidden */
  90870. _onPhysicsCollideCallbacks: Array<{
  90871. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  90872. otherImpostors: Array<PhysicsImpostor>;
  90873. }>;
  90874. private _deltaPosition;
  90875. private _deltaRotation;
  90876. private _deltaRotationConjugated;
  90877. /** @hidden */
  90878. _isFromLine: boolean;
  90879. private _parent;
  90880. private _isDisposed;
  90881. private static _tmpVecs;
  90882. private static _tmpQuat;
  90883. /**
  90884. * Specifies if the physics imposter is disposed
  90885. */
  90886. readonly isDisposed: boolean;
  90887. /**
  90888. * Gets the mass of the physics imposter
  90889. */
  90890. mass: number;
  90891. /**
  90892. * Gets the coefficient of friction
  90893. */
  90894. /**
  90895. * Sets the coefficient of friction
  90896. */
  90897. friction: number;
  90898. /**
  90899. * Gets the coefficient of restitution
  90900. */
  90901. /**
  90902. * Sets the coefficient of restitution
  90903. */
  90904. restitution: number;
  90905. /**
  90906. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  90907. */
  90908. /**
  90909. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  90910. */
  90911. pressure: number;
  90912. /**
  90913. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90914. */
  90915. /**
  90916. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  90917. */
  90918. stiffness: number;
  90919. /**
  90920. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90921. */
  90922. /**
  90923. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  90924. */
  90925. velocityIterations: number;
  90926. /**
  90927. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90928. */
  90929. /**
  90930. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  90931. */
  90932. positionIterations: number;
  90933. /**
  90934. * The unique id of the physics imposter
  90935. * set by the physics engine when adding this impostor to the array
  90936. */
  90937. uniqueId: number;
  90938. /**
  90939. * @hidden
  90940. */
  90941. soft: boolean;
  90942. /**
  90943. * @hidden
  90944. */
  90945. segments: number;
  90946. private _joints;
  90947. /**
  90948. * Initializes the physics imposter
  90949. * @param object The physics-enabled object used as the physics imposter
  90950. * @param type The type of the physics imposter
  90951. * @param _options The options for the physics imposter
  90952. * @param _scene The Babylon scene
  90953. */
  90954. constructor(
  90955. /**
  90956. * The physics-enabled object used as the physics imposter
  90957. */
  90958. object: IPhysicsEnabledObject,
  90959. /**
  90960. * The type of the physics imposter
  90961. */
  90962. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  90963. /**
  90964. * This function will completly initialize this impostor.
  90965. * It will create a new body - but only if this mesh has no parent.
  90966. * If it has, this impostor will not be used other than to define the impostor
  90967. * of the child mesh.
  90968. * @hidden
  90969. */
  90970. _init(): void;
  90971. private _getPhysicsParent;
  90972. /**
  90973. * Should a new body be generated.
  90974. * @returns boolean specifying if body initialization is required
  90975. */
  90976. isBodyInitRequired(): boolean;
  90977. /**
  90978. * Sets the updated scaling
  90979. * @param updated Specifies if the scaling is updated
  90980. */
  90981. setScalingUpdated(): void;
  90982. /**
  90983. * Force a regeneration of this or the parent's impostor's body.
  90984. * Use under cautious - This will remove all joints already implemented.
  90985. */
  90986. forceUpdate(): void;
  90987. /**
  90988. * Gets the body that holds this impostor. Either its own, or its parent.
  90989. */
  90990. /**
  90991. * Set the physics body. Used mainly by the physics engine/plugin
  90992. */
  90993. physicsBody: any;
  90994. /**
  90995. * Get the parent of the physics imposter
  90996. * @returns Physics imposter or null
  90997. */
  90998. /**
  90999. * Sets the parent of the physics imposter
  91000. */
  91001. parent: Nullable<PhysicsImpostor>;
  91002. /**
  91003. * Resets the update flags
  91004. */
  91005. resetUpdateFlags(): void;
  91006. /**
  91007. * Gets the object extend size
  91008. * @returns the object extend size
  91009. */
  91010. getObjectExtendSize(): Vector3;
  91011. /**
  91012. * Gets the object center
  91013. * @returns The object center
  91014. */
  91015. getObjectCenter(): Vector3;
  91016. /**
  91017. * Get a specific parametes from the options parameter
  91018. * @param paramName The object parameter name
  91019. * @returns The object parameter
  91020. */
  91021. getParam(paramName: string): any;
  91022. /**
  91023. * Sets a specific parameter in the options given to the physics plugin
  91024. * @param paramName The parameter name
  91025. * @param value The value of the parameter
  91026. */
  91027. setParam(paramName: string, value: number): void;
  91028. /**
  91029. * Specifically change the body's mass option. Won't recreate the physics body object
  91030. * @param mass The mass of the physics imposter
  91031. */
  91032. setMass(mass: number): void;
  91033. /**
  91034. * Gets the linear velocity
  91035. * @returns linear velocity or null
  91036. */
  91037. getLinearVelocity(): Nullable<Vector3>;
  91038. /**
  91039. * Sets the linear velocity
  91040. * @param velocity linear velocity or null
  91041. */
  91042. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91043. /**
  91044. * Gets the angular velocity
  91045. * @returns angular velocity or null
  91046. */
  91047. getAngularVelocity(): Nullable<Vector3>;
  91048. /**
  91049. * Sets the angular velocity
  91050. * @param velocity The velocity or null
  91051. */
  91052. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91053. /**
  91054. * Execute a function with the physics plugin native code
  91055. * Provide a function the will have two variables - the world object and the physics body object
  91056. * @param func The function to execute with the physics plugin native code
  91057. */
  91058. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91059. /**
  91060. * Register a function that will be executed before the physics world is stepping forward
  91061. * @param func The function to execute before the physics world is stepped forward
  91062. */
  91063. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91064. /**
  91065. * Unregister a function that will be executed before the physics world is stepping forward
  91066. * @param func The function to execute before the physics world is stepped forward
  91067. */
  91068. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91069. /**
  91070. * Register a function that will be executed after the physics step
  91071. * @param func The function to execute after physics step
  91072. */
  91073. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91074. /**
  91075. * Unregisters a function that will be executed after the physics step
  91076. * @param func The function to execute after physics step
  91077. */
  91078. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91079. /**
  91080. * register a function that will be executed when this impostor collides against a different body
  91081. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91082. * @param func Callback that is executed on collision
  91083. */
  91084. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91085. /**
  91086. * Unregisters the physics imposter on contact
  91087. * @param collideAgainst The physics object to collide against
  91088. * @param func Callback to execute on collision
  91089. */
  91090. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91091. private _tmpQuat;
  91092. private _tmpQuat2;
  91093. /**
  91094. * Get the parent rotation
  91095. * @returns The parent rotation
  91096. */
  91097. getParentsRotation(): Quaternion;
  91098. /**
  91099. * this function is executed by the physics engine.
  91100. */
  91101. beforeStep: () => void;
  91102. /**
  91103. * this function is executed by the physics engine
  91104. */
  91105. afterStep: () => void;
  91106. /**
  91107. * Legacy collision detection event support
  91108. */
  91109. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91110. /**
  91111. * event and body object due to cannon's event-based architecture.
  91112. */
  91113. onCollide: (e: {
  91114. body: any;
  91115. }) => void;
  91116. /**
  91117. * Apply a force
  91118. * @param force The force to apply
  91119. * @param contactPoint The contact point for the force
  91120. * @returns The physics imposter
  91121. */
  91122. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91123. /**
  91124. * Apply an impulse
  91125. * @param force The impulse force
  91126. * @param contactPoint The contact point for the impulse force
  91127. * @returns The physics imposter
  91128. */
  91129. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91130. /**
  91131. * A help function to create a joint
  91132. * @param otherImpostor A physics imposter used to create a joint
  91133. * @param jointType The type of joint
  91134. * @param jointData The data for the joint
  91135. * @returns The physics imposter
  91136. */
  91137. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91138. /**
  91139. * Add a joint to this impostor with a different impostor
  91140. * @param otherImpostor A physics imposter used to add a joint
  91141. * @param joint The joint to add
  91142. * @returns The physics imposter
  91143. */
  91144. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91145. /**
  91146. * Add an anchor to a cloth impostor
  91147. * @param otherImpostor rigid impostor to anchor to
  91148. * @param width ratio across width from 0 to 1
  91149. * @param height ratio up height from 0 to 1
  91150. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91151. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91152. * @returns impostor the soft imposter
  91153. */
  91154. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91155. /**
  91156. * Add a hook to a rope impostor
  91157. * @param otherImpostor rigid impostor to anchor to
  91158. * @param length ratio across rope from 0 to 1
  91159. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91160. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91161. * @returns impostor the rope imposter
  91162. */
  91163. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91164. /**
  91165. * Will keep this body still, in a sleep mode.
  91166. * @returns the physics imposter
  91167. */
  91168. sleep(): PhysicsImpostor;
  91169. /**
  91170. * Wake the body up.
  91171. * @returns The physics imposter
  91172. */
  91173. wakeUp(): PhysicsImpostor;
  91174. /**
  91175. * Clones the physics imposter
  91176. * @param newObject The physics imposter clones to this physics-enabled object
  91177. * @returns A nullable physics imposter
  91178. */
  91179. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91180. /**
  91181. * Disposes the physics imposter
  91182. */
  91183. dispose(): void;
  91184. /**
  91185. * Sets the delta position
  91186. * @param position The delta position amount
  91187. */
  91188. setDeltaPosition(position: Vector3): void;
  91189. /**
  91190. * Sets the delta rotation
  91191. * @param rotation The delta rotation amount
  91192. */
  91193. setDeltaRotation(rotation: Quaternion): void;
  91194. /**
  91195. * Gets the box size of the physics imposter and stores the result in the input parameter
  91196. * @param result Stores the box size
  91197. * @returns The physics imposter
  91198. */
  91199. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91200. /**
  91201. * Gets the radius of the physics imposter
  91202. * @returns Radius of the physics imposter
  91203. */
  91204. getRadius(): number;
  91205. /**
  91206. * Sync a bone with this impostor
  91207. * @param bone The bone to sync to the impostor.
  91208. * @param boneMesh The mesh that the bone is influencing.
  91209. * @param jointPivot The pivot of the joint / bone in local space.
  91210. * @param distToJoint Optional distance from the impostor to the joint.
  91211. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91212. */
  91213. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  91214. /**
  91215. * Sync impostor to a bone
  91216. * @param bone The bone that the impostor will be synced to.
  91217. * @param boneMesh The mesh that the bone is influencing.
  91218. * @param jointPivot The pivot of the joint / bone in local space.
  91219. * @param distToJoint Optional distance from the impostor to the joint.
  91220. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91221. * @param boneAxis Optional vector3 axis the bone is aligned with
  91222. */
  91223. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  91224. /**
  91225. * No-Imposter type
  91226. */
  91227. static NoImpostor: number;
  91228. /**
  91229. * Sphere-Imposter type
  91230. */
  91231. static SphereImpostor: number;
  91232. /**
  91233. * Box-Imposter type
  91234. */
  91235. static BoxImpostor: number;
  91236. /**
  91237. * Plane-Imposter type
  91238. */
  91239. static PlaneImpostor: number;
  91240. /**
  91241. * Mesh-imposter type
  91242. */
  91243. static MeshImpostor: number;
  91244. /**
  91245. * Capsule-Impostor type (Ammo.js plugin only)
  91246. */
  91247. static CapsuleImpostor: number;
  91248. /**
  91249. * Cylinder-Imposter type
  91250. */
  91251. static CylinderImpostor: number;
  91252. /**
  91253. * Particle-Imposter type
  91254. */
  91255. static ParticleImpostor: number;
  91256. /**
  91257. * Heightmap-Imposter type
  91258. */
  91259. static HeightmapImpostor: number;
  91260. /**
  91261. * ConvexHull-Impostor type (Ammo.js plugin only)
  91262. */
  91263. static ConvexHullImpostor: number;
  91264. /**
  91265. * Rope-Imposter type
  91266. */
  91267. static RopeImpostor: number;
  91268. /**
  91269. * Cloth-Imposter type
  91270. */
  91271. static ClothImpostor: number;
  91272. /**
  91273. * Softbody-Imposter type
  91274. */
  91275. static SoftbodyImpostor: number;
  91276. }
  91277. }
  91278. declare module BABYLON {
  91279. /**
  91280. * @hidden
  91281. **/
  91282. export class _CreationDataStorage {
  91283. closePath?: boolean;
  91284. closeArray?: boolean;
  91285. idx: number[];
  91286. dashSize: number;
  91287. gapSize: number;
  91288. path3D: Path3D;
  91289. pathArray: Vector3[][];
  91290. arc: number;
  91291. radius: number;
  91292. cap: number;
  91293. tessellation: number;
  91294. }
  91295. /**
  91296. * @hidden
  91297. **/
  91298. class _InstanceDataStorage {
  91299. visibleInstances: any;
  91300. batchCache: _InstancesBatch;
  91301. instancesBufferSize: number;
  91302. instancesBuffer: Nullable<Buffer>;
  91303. instancesData: Float32Array;
  91304. overridenInstanceCount: number;
  91305. isFrozen: boolean;
  91306. previousBatch: Nullable<_InstancesBatch>;
  91307. hardwareInstancedRendering: boolean;
  91308. sideOrientation: number;
  91309. }
  91310. /**
  91311. * @hidden
  91312. **/
  91313. export class _InstancesBatch {
  91314. mustReturn: boolean;
  91315. visibleInstances: Nullable<InstancedMesh[]>[];
  91316. renderSelf: boolean[];
  91317. hardwareInstancedRendering: boolean[];
  91318. }
  91319. /**
  91320. * Class used to represent renderable models
  91321. */
  91322. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  91323. /**
  91324. * Mesh side orientation : usually the external or front surface
  91325. */
  91326. static readonly FRONTSIDE: number;
  91327. /**
  91328. * Mesh side orientation : usually the internal or back surface
  91329. */
  91330. static readonly BACKSIDE: number;
  91331. /**
  91332. * Mesh side orientation : both internal and external or front and back surfaces
  91333. */
  91334. static readonly DOUBLESIDE: number;
  91335. /**
  91336. * Mesh side orientation : by default, `FRONTSIDE`
  91337. */
  91338. static readonly DEFAULTSIDE: number;
  91339. /**
  91340. * Mesh cap setting : no cap
  91341. */
  91342. static readonly NO_CAP: number;
  91343. /**
  91344. * Mesh cap setting : one cap at the beginning of the mesh
  91345. */
  91346. static readonly CAP_START: number;
  91347. /**
  91348. * Mesh cap setting : one cap at the end of the mesh
  91349. */
  91350. static readonly CAP_END: number;
  91351. /**
  91352. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  91353. */
  91354. static readonly CAP_ALL: number;
  91355. /**
  91356. * Mesh pattern setting : no flip or rotate
  91357. */
  91358. static readonly NO_FLIP: number;
  91359. /**
  91360. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  91361. */
  91362. static readonly FLIP_TILE: number;
  91363. /**
  91364. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  91365. */
  91366. static readonly ROTATE_TILE: number;
  91367. /**
  91368. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  91369. */
  91370. static readonly FLIP_ROW: number;
  91371. /**
  91372. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  91373. */
  91374. static readonly ROTATE_ROW: number;
  91375. /**
  91376. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  91377. */
  91378. static readonly FLIP_N_ROTATE_TILE: number;
  91379. /**
  91380. * Mesh pattern setting : rotate pattern and rotate
  91381. */
  91382. static readonly FLIP_N_ROTATE_ROW: number;
  91383. /**
  91384. * Mesh tile positioning : part tiles same on left/right or top/bottom
  91385. */
  91386. static readonly CENTER: number;
  91387. /**
  91388. * Mesh tile positioning : part tiles on left
  91389. */
  91390. static readonly LEFT: number;
  91391. /**
  91392. * Mesh tile positioning : part tiles on right
  91393. */
  91394. static readonly RIGHT: number;
  91395. /**
  91396. * Mesh tile positioning : part tiles on top
  91397. */
  91398. static readonly TOP: number;
  91399. /**
  91400. * Mesh tile positioning : part tiles on bottom
  91401. */
  91402. static readonly BOTTOM: number;
  91403. /**
  91404. * Gets the default side orientation.
  91405. * @param orientation the orientation to value to attempt to get
  91406. * @returns the default orientation
  91407. * @hidden
  91408. */
  91409. static _GetDefaultSideOrientation(orientation?: number): number;
  91410. private _internalMeshDataInfo;
  91411. /**
  91412. * An event triggered before rendering the mesh
  91413. */
  91414. readonly onBeforeRenderObservable: Observable<Mesh>;
  91415. /**
  91416. * An event triggered before binding the mesh
  91417. */
  91418. readonly onBeforeBindObservable: Observable<Mesh>;
  91419. /**
  91420. * An event triggered after rendering the mesh
  91421. */
  91422. readonly onAfterRenderObservable: Observable<Mesh>;
  91423. /**
  91424. * An event triggered before drawing the mesh
  91425. */
  91426. readonly onBeforeDrawObservable: Observable<Mesh>;
  91427. private _onBeforeDrawObserver;
  91428. /**
  91429. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  91430. */
  91431. onBeforeDraw: () => void;
  91432. readonly hasInstances: boolean;
  91433. /**
  91434. * Gets the delay loading state of the mesh (when delay loading is turned on)
  91435. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  91436. */
  91437. delayLoadState: number;
  91438. /**
  91439. * Gets the list of instances created from this mesh
  91440. * it is not supposed to be modified manually.
  91441. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  91442. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91443. */
  91444. instances: InstancedMesh[];
  91445. /**
  91446. * Gets the file containing delay loading data for this mesh
  91447. */
  91448. delayLoadingFile: string;
  91449. /** @hidden */
  91450. _binaryInfo: any;
  91451. /**
  91452. * User defined function used to change how LOD level selection is done
  91453. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91454. */
  91455. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  91456. /**
  91457. * Gets or sets the morph target manager
  91458. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  91459. */
  91460. morphTargetManager: Nullable<MorphTargetManager>;
  91461. /** @hidden */
  91462. _creationDataStorage: Nullable<_CreationDataStorage>;
  91463. /** @hidden */
  91464. _geometry: Nullable<Geometry>;
  91465. /** @hidden */
  91466. _delayInfo: Array<string>;
  91467. /** @hidden */
  91468. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  91469. /** @hidden */
  91470. _instanceDataStorage: _InstanceDataStorage;
  91471. private _effectiveMaterial;
  91472. /** @hidden */
  91473. _shouldGenerateFlatShading: boolean;
  91474. /** @hidden */
  91475. _originalBuilderSideOrientation: number;
  91476. /**
  91477. * Use this property to change the original side orientation defined at construction time
  91478. */
  91479. overrideMaterialSideOrientation: Nullable<number>;
  91480. /**
  91481. * Gets the source mesh (the one used to clone this one from)
  91482. */
  91483. readonly source: Nullable<Mesh>;
  91484. /**
  91485. * Gets or sets a boolean indicating that this mesh does not use index buffer
  91486. */
  91487. isUnIndexed: boolean;
  91488. /**
  91489. * @constructor
  91490. * @param name The value used by scene.getMeshByName() to do a lookup.
  91491. * @param scene The scene to add this mesh to.
  91492. * @param parent The parent of this mesh, if it has one
  91493. * @param source An optional Mesh from which geometry is shared, cloned.
  91494. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  91495. * When false, achieved by calling a clone(), also passing False.
  91496. * This will make creation of children, recursive.
  91497. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  91498. */
  91499. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  91500. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  91501. doNotInstantiate: boolean;
  91502. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  91503. /**
  91504. * Gets the class name
  91505. * @returns the string "Mesh".
  91506. */
  91507. getClassName(): string;
  91508. /** @hidden */
  91509. readonly _isMesh: boolean;
  91510. /**
  91511. * Returns a description of this mesh
  91512. * @param fullDetails define if full details about this mesh must be used
  91513. * @returns a descriptive string representing this mesh
  91514. */
  91515. toString(fullDetails?: boolean): string;
  91516. /** @hidden */
  91517. _unBindEffect(): void;
  91518. /**
  91519. * Gets a boolean indicating if this mesh has LOD
  91520. */
  91521. readonly hasLODLevels: boolean;
  91522. /**
  91523. * Gets the list of MeshLODLevel associated with the current mesh
  91524. * @returns an array of MeshLODLevel
  91525. */
  91526. getLODLevels(): MeshLODLevel[];
  91527. private _sortLODLevels;
  91528. /**
  91529. * Add a mesh as LOD level triggered at the given distance.
  91530. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91531. * @param distance The distance from the center of the object to show this level
  91532. * @param mesh The mesh to be added as LOD level (can be null)
  91533. * @return This mesh (for chaining)
  91534. */
  91535. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  91536. /**
  91537. * Returns the LOD level mesh at the passed distance or null if not found.
  91538. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91539. * @param distance The distance from the center of the object to show this level
  91540. * @returns a Mesh or `null`
  91541. */
  91542. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  91543. /**
  91544. * Remove a mesh from the LOD array
  91545. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91546. * @param mesh defines the mesh to be removed
  91547. * @return This mesh (for chaining)
  91548. */
  91549. removeLODLevel(mesh: Mesh): Mesh;
  91550. /**
  91551. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  91552. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91553. * @param camera defines the camera to use to compute distance
  91554. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  91555. * @return This mesh (for chaining)
  91556. */
  91557. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  91558. /**
  91559. * Gets the mesh internal Geometry object
  91560. */
  91561. readonly geometry: Nullable<Geometry>;
  91562. /**
  91563. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  91564. * @returns the total number of vertices
  91565. */
  91566. getTotalVertices(): number;
  91567. /**
  91568. * Returns the content of an associated vertex buffer
  91569. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91570. * - VertexBuffer.PositionKind
  91571. * - VertexBuffer.UVKind
  91572. * - VertexBuffer.UV2Kind
  91573. * - VertexBuffer.UV3Kind
  91574. * - VertexBuffer.UV4Kind
  91575. * - VertexBuffer.UV5Kind
  91576. * - VertexBuffer.UV6Kind
  91577. * - VertexBuffer.ColorKind
  91578. * - VertexBuffer.MatricesIndicesKind
  91579. * - VertexBuffer.MatricesIndicesExtraKind
  91580. * - VertexBuffer.MatricesWeightsKind
  91581. * - VertexBuffer.MatricesWeightsExtraKind
  91582. * @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
  91583. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  91584. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  91585. */
  91586. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  91587. /**
  91588. * Returns the mesh VertexBuffer object from the requested `kind`
  91589. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91590. * - VertexBuffer.PositionKind
  91591. * - VertexBuffer.NormalKind
  91592. * - VertexBuffer.UVKind
  91593. * - VertexBuffer.UV2Kind
  91594. * - VertexBuffer.UV3Kind
  91595. * - VertexBuffer.UV4Kind
  91596. * - VertexBuffer.UV5Kind
  91597. * - VertexBuffer.UV6Kind
  91598. * - VertexBuffer.ColorKind
  91599. * - VertexBuffer.MatricesIndicesKind
  91600. * - VertexBuffer.MatricesIndicesExtraKind
  91601. * - VertexBuffer.MatricesWeightsKind
  91602. * - VertexBuffer.MatricesWeightsExtraKind
  91603. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  91604. */
  91605. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  91606. /**
  91607. * Tests if a specific vertex buffer is associated with this mesh
  91608. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91609. * - VertexBuffer.PositionKind
  91610. * - VertexBuffer.NormalKind
  91611. * - VertexBuffer.UVKind
  91612. * - VertexBuffer.UV2Kind
  91613. * - VertexBuffer.UV3Kind
  91614. * - VertexBuffer.UV4Kind
  91615. * - VertexBuffer.UV5Kind
  91616. * - VertexBuffer.UV6Kind
  91617. * - VertexBuffer.ColorKind
  91618. * - VertexBuffer.MatricesIndicesKind
  91619. * - VertexBuffer.MatricesIndicesExtraKind
  91620. * - VertexBuffer.MatricesWeightsKind
  91621. * - VertexBuffer.MatricesWeightsExtraKind
  91622. * @returns a boolean
  91623. */
  91624. isVerticesDataPresent(kind: string): boolean;
  91625. /**
  91626. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  91627. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91628. * - VertexBuffer.PositionKind
  91629. * - VertexBuffer.UVKind
  91630. * - VertexBuffer.UV2Kind
  91631. * - VertexBuffer.UV3Kind
  91632. * - VertexBuffer.UV4Kind
  91633. * - VertexBuffer.UV5Kind
  91634. * - VertexBuffer.UV6Kind
  91635. * - VertexBuffer.ColorKind
  91636. * - VertexBuffer.MatricesIndicesKind
  91637. * - VertexBuffer.MatricesIndicesExtraKind
  91638. * - VertexBuffer.MatricesWeightsKind
  91639. * - VertexBuffer.MatricesWeightsExtraKind
  91640. * @returns a boolean
  91641. */
  91642. isVertexBufferUpdatable(kind: string): boolean;
  91643. /**
  91644. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  91645. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91646. * - VertexBuffer.PositionKind
  91647. * - VertexBuffer.NormalKind
  91648. * - VertexBuffer.UVKind
  91649. * - VertexBuffer.UV2Kind
  91650. * - VertexBuffer.UV3Kind
  91651. * - VertexBuffer.UV4Kind
  91652. * - VertexBuffer.UV5Kind
  91653. * - VertexBuffer.UV6Kind
  91654. * - VertexBuffer.ColorKind
  91655. * - VertexBuffer.MatricesIndicesKind
  91656. * - VertexBuffer.MatricesIndicesExtraKind
  91657. * - VertexBuffer.MatricesWeightsKind
  91658. * - VertexBuffer.MatricesWeightsExtraKind
  91659. * @returns an array of strings
  91660. */
  91661. getVerticesDataKinds(): string[];
  91662. /**
  91663. * Returns a positive integer : the total number of indices in this mesh geometry.
  91664. * @returns the numner of indices or zero if the mesh has no geometry.
  91665. */
  91666. getTotalIndices(): number;
  91667. /**
  91668. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  91669. * @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.
  91670. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  91671. * @returns the indices array or an empty array if the mesh has no geometry
  91672. */
  91673. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  91674. readonly isBlocked: boolean;
  91675. /**
  91676. * Determine if the current mesh is ready to be rendered
  91677. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91678. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  91679. * @returns true if all associated assets are ready (material, textures, shaders)
  91680. */
  91681. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  91682. /**
  91683. * 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.
  91684. */
  91685. readonly areNormalsFrozen: boolean;
  91686. /**
  91687. * 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.
  91688. * @returns the current mesh
  91689. */
  91690. freezeNormals(): Mesh;
  91691. /**
  91692. * 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
  91693. * @returns the current mesh
  91694. */
  91695. unfreezeNormals(): Mesh;
  91696. /**
  91697. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  91698. */
  91699. overridenInstanceCount: number;
  91700. /** @hidden */
  91701. _preActivate(): Mesh;
  91702. /** @hidden */
  91703. _preActivateForIntermediateRendering(renderId: number): Mesh;
  91704. /** @hidden */
  91705. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  91706. /**
  91707. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91708. * This means the mesh underlying bounding box and sphere are recomputed.
  91709. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91710. * @returns the current mesh
  91711. */
  91712. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  91713. /** @hidden */
  91714. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  91715. /**
  91716. * This function will subdivide the mesh into multiple submeshes
  91717. * @param count defines the expected number of submeshes
  91718. */
  91719. subdivide(count: number): void;
  91720. /**
  91721. * Copy a FloatArray into a specific associated vertex buffer
  91722. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91723. * - VertexBuffer.PositionKind
  91724. * - VertexBuffer.UVKind
  91725. * - VertexBuffer.UV2Kind
  91726. * - VertexBuffer.UV3Kind
  91727. * - VertexBuffer.UV4Kind
  91728. * - VertexBuffer.UV5Kind
  91729. * - VertexBuffer.UV6Kind
  91730. * - VertexBuffer.ColorKind
  91731. * - VertexBuffer.MatricesIndicesKind
  91732. * - VertexBuffer.MatricesIndicesExtraKind
  91733. * - VertexBuffer.MatricesWeightsKind
  91734. * - VertexBuffer.MatricesWeightsExtraKind
  91735. * @param data defines the data source
  91736. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91737. * @param stride defines the data stride size (can be null)
  91738. * @returns the current mesh
  91739. */
  91740. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91741. /**
  91742. * Delete a vertex buffer associated with this mesh
  91743. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  91744. * - VertexBuffer.PositionKind
  91745. * - VertexBuffer.UVKind
  91746. * - VertexBuffer.UV2Kind
  91747. * - VertexBuffer.UV3Kind
  91748. * - VertexBuffer.UV4Kind
  91749. * - VertexBuffer.UV5Kind
  91750. * - VertexBuffer.UV6Kind
  91751. * - VertexBuffer.ColorKind
  91752. * - VertexBuffer.MatricesIndicesKind
  91753. * - VertexBuffer.MatricesIndicesExtraKind
  91754. * - VertexBuffer.MatricesWeightsKind
  91755. * - VertexBuffer.MatricesWeightsExtraKind
  91756. */
  91757. removeVerticesData(kind: string): void;
  91758. /**
  91759. * Flags an associated vertex buffer as updatable
  91760. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  91761. * - VertexBuffer.PositionKind
  91762. * - VertexBuffer.UVKind
  91763. * - VertexBuffer.UV2Kind
  91764. * - VertexBuffer.UV3Kind
  91765. * - VertexBuffer.UV4Kind
  91766. * - VertexBuffer.UV5Kind
  91767. * - VertexBuffer.UV6Kind
  91768. * - VertexBuffer.ColorKind
  91769. * - VertexBuffer.MatricesIndicesKind
  91770. * - VertexBuffer.MatricesIndicesExtraKind
  91771. * - VertexBuffer.MatricesWeightsKind
  91772. * - VertexBuffer.MatricesWeightsExtraKind
  91773. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  91774. */
  91775. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  91776. /**
  91777. * Sets the mesh global Vertex Buffer
  91778. * @param buffer defines the buffer to use
  91779. * @returns the current mesh
  91780. */
  91781. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  91782. /**
  91783. * Update a specific associated vertex buffer
  91784. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  91785. * - VertexBuffer.PositionKind
  91786. * - VertexBuffer.UVKind
  91787. * - VertexBuffer.UV2Kind
  91788. * - VertexBuffer.UV3Kind
  91789. * - VertexBuffer.UV4Kind
  91790. * - VertexBuffer.UV5Kind
  91791. * - VertexBuffer.UV6Kind
  91792. * - VertexBuffer.ColorKind
  91793. * - VertexBuffer.MatricesIndicesKind
  91794. * - VertexBuffer.MatricesIndicesExtraKind
  91795. * - VertexBuffer.MatricesWeightsKind
  91796. * - VertexBuffer.MatricesWeightsExtraKind
  91797. * @param data defines the data source
  91798. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  91799. * @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)
  91800. * @returns the current mesh
  91801. */
  91802. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91803. /**
  91804. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  91805. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  91806. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  91807. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  91808. * @returns the current mesh
  91809. */
  91810. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  91811. /**
  91812. * Creates a un-shared specific occurence of the geometry for the mesh.
  91813. * @returns the current mesh
  91814. */
  91815. makeGeometryUnique(): Mesh;
  91816. /**
  91817. * Set the index buffer of this mesh
  91818. * @param indices defines the source data
  91819. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  91820. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  91821. * @returns the current mesh
  91822. */
  91823. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  91824. /**
  91825. * Update the current index buffer
  91826. * @param indices defines the source data
  91827. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91828. * @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)
  91829. * @returns the current mesh
  91830. */
  91831. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91832. /**
  91833. * Invert the geometry to move from a right handed system to a left handed one.
  91834. * @returns the current mesh
  91835. */
  91836. toLeftHanded(): Mesh;
  91837. /** @hidden */
  91838. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  91839. /** @hidden */
  91840. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  91841. /**
  91842. * Registers for this mesh a javascript function called just before the rendering process
  91843. * @param func defines the function to call before rendering this mesh
  91844. * @returns the current mesh
  91845. */
  91846. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91847. /**
  91848. * Disposes a previously registered javascript function called before the rendering
  91849. * @param func defines the function to remove
  91850. * @returns the current mesh
  91851. */
  91852. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  91853. /**
  91854. * Registers for this mesh a javascript function called just after the rendering is complete
  91855. * @param func defines the function to call after rendering this mesh
  91856. * @returns the current mesh
  91857. */
  91858. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91859. /**
  91860. * Disposes a previously registered javascript function called after the rendering.
  91861. * @param func defines the function to remove
  91862. * @returns the current mesh
  91863. */
  91864. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  91865. /** @hidden */
  91866. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  91867. /** @hidden */
  91868. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  91869. /** @hidden */
  91870. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  91871. /** @hidden */
  91872. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  91873. /** @hidden */
  91874. _rebuild(): void;
  91875. /** @hidden */
  91876. _freeze(): void;
  91877. /** @hidden */
  91878. _unFreeze(): void;
  91879. /**
  91880. * 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
  91881. * @param subMesh defines the subMesh to render
  91882. * @param enableAlphaMode defines if alpha mode can be changed
  91883. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  91884. * @returns the current mesh
  91885. */
  91886. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  91887. private _onBeforeDraw;
  91888. /**
  91889. * Renormalize the mesh and patch it up if there are no weights
  91890. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  91891. * However in the case of zero weights then we set just a single influence to 1.
  91892. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  91893. */
  91894. cleanMatrixWeights(): void;
  91895. private normalizeSkinFourWeights;
  91896. private normalizeSkinWeightsAndExtra;
  91897. /**
  91898. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  91899. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  91900. * the user know there was an issue with importing the mesh
  91901. * @returns a validation object with skinned, valid and report string
  91902. */
  91903. validateSkinning(): {
  91904. skinned: boolean;
  91905. valid: boolean;
  91906. report: string;
  91907. };
  91908. /** @hidden */
  91909. _checkDelayState(): Mesh;
  91910. private _queueLoad;
  91911. /**
  91912. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91913. * A mesh is in the frustum if its bounding box intersects the frustum
  91914. * @param frustumPlanes defines the frustum to test
  91915. * @returns true if the mesh is in the frustum planes
  91916. */
  91917. isInFrustum(frustumPlanes: Plane[]): boolean;
  91918. /**
  91919. * Sets the mesh material by the material or multiMaterial `id` property
  91920. * @param id is a string identifying the material or the multiMaterial
  91921. * @returns the current mesh
  91922. */
  91923. setMaterialByID(id: string): Mesh;
  91924. /**
  91925. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  91926. * @returns an array of IAnimatable
  91927. */
  91928. getAnimatables(): IAnimatable[];
  91929. /**
  91930. * Modifies the mesh geometry according to the passed transformation matrix.
  91931. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  91932. * The mesh normals are modified using the same transformation.
  91933. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91934. * @param transform defines the transform matrix to use
  91935. * @see http://doc.babylonjs.com/resources/baking_transformations
  91936. * @returns the current mesh
  91937. */
  91938. bakeTransformIntoVertices(transform: Matrix): Mesh;
  91939. /**
  91940. * Modifies the mesh geometry according to its own current World Matrix.
  91941. * The mesh World Matrix is then reset.
  91942. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  91943. * Note that, under the hood, this method sets a new VertexBuffer each call.
  91944. * @see http://doc.babylonjs.com/resources/baking_transformations
  91945. * @returns the current mesh
  91946. */
  91947. bakeCurrentTransformIntoVertices(): Mesh;
  91948. /** @hidden */
  91949. readonly _positions: Nullable<Vector3[]>;
  91950. /** @hidden */
  91951. _resetPointsArrayCache(): Mesh;
  91952. /** @hidden */
  91953. _generatePointsArray(): boolean;
  91954. /**
  91955. * Returns a new Mesh object generated from the current mesh properties.
  91956. * This method must not get confused with createInstance()
  91957. * @param name is a string, the name given to the new mesh
  91958. * @param newParent can be any Node object (default `null`)
  91959. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  91960. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  91961. * @returns a new mesh
  91962. */
  91963. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  91964. /**
  91965. * Releases resources associated with this mesh.
  91966. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91967. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91968. */
  91969. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91970. /** @hidden */
  91971. _disposeInstanceSpecificData(): void;
  91972. /**
  91973. * Modifies the mesh geometry according to a displacement map.
  91974. * 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.
  91975. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  91976. * @param url is a string, the URL from the image file is to be downloaded.
  91977. * @param minHeight is the lower limit of the displacement.
  91978. * @param maxHeight is the upper limit of the displacement.
  91979. * @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.
  91980. * @param uvOffset is an optional vector2 used to offset UV.
  91981. * @param uvScale is an optional vector2 used to scale UV.
  91982. * @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.
  91983. * @returns the Mesh.
  91984. */
  91985. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  91986. /**
  91987. * Modifies the mesh geometry according to a displacementMap buffer.
  91988. * 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.
  91989. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  91990. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  91991. * @param heightMapWidth is the width of the buffer image.
  91992. * @param heightMapHeight is the height of the buffer image.
  91993. * @param minHeight is the lower limit of the displacement.
  91994. * @param maxHeight is the upper limit of the displacement.
  91995. * @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.
  91996. * @param uvOffset is an optional vector2 used to offset UV.
  91997. * @param uvScale is an optional vector2 used to scale UV.
  91998. * @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.
  91999. * @returns the Mesh.
  92000. */
  92001. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92002. /**
  92003. * Modify the mesh to get a flat shading rendering.
  92004. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92005. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92006. * @returns current mesh
  92007. */
  92008. convertToFlatShadedMesh(): Mesh;
  92009. /**
  92010. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92011. * In other words, more vertices, no more indices and a single bigger VBO.
  92012. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92013. * @returns current mesh
  92014. */
  92015. convertToUnIndexedMesh(): Mesh;
  92016. /**
  92017. * Inverses facet orientations.
  92018. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92019. * @param flipNormals will also inverts the normals
  92020. * @returns current mesh
  92021. */
  92022. flipFaces(flipNormals?: boolean): Mesh;
  92023. /**
  92024. * Increase the number of facets and hence vertices in a mesh
  92025. * Vertex normals are interpolated from existing vertex normals
  92026. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92027. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92028. */
  92029. increaseVertices(numberPerEdge: number): void;
  92030. /**
  92031. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92032. * This will undo any application of covertToFlatShadedMesh
  92033. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92034. */
  92035. forceSharedVertices(): void;
  92036. /** @hidden */
  92037. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92038. /** @hidden */
  92039. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92040. /**
  92041. * Creates a new InstancedMesh object from the mesh model.
  92042. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92043. * @param name defines the name of the new instance
  92044. * @returns a new InstancedMesh
  92045. */
  92046. createInstance(name: string): InstancedMesh;
  92047. /**
  92048. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92049. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92050. * @returns the current mesh
  92051. */
  92052. synchronizeInstances(): Mesh;
  92053. /**
  92054. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92055. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92056. * This should be used together with the simplification to avoid disappearing triangles.
  92057. * @param successCallback an optional success callback to be called after the optimization finished.
  92058. * @returns the current mesh
  92059. */
  92060. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92061. /**
  92062. * Serialize current mesh
  92063. * @param serializationObject defines the object which will receive the serialization data
  92064. */
  92065. serialize(serializationObject: any): void;
  92066. /** @hidden */
  92067. _syncGeometryWithMorphTargetManager(): void;
  92068. /** @hidden */
  92069. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92070. /**
  92071. * Returns a new Mesh object parsed from the source provided.
  92072. * @param parsedMesh is the source
  92073. * @param scene defines the hosting scene
  92074. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92075. * @returns a new Mesh
  92076. */
  92077. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92078. /**
  92079. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92080. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92081. * @param name defines the name of the mesh to create
  92082. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92083. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92084. * @param closePath creates a seam between the first and the last points of each path of the path array
  92085. * @param offset is taken in account only if the `pathArray` is containing a single path
  92086. * @param scene defines the hosting scene
  92087. * @param updatable defines if the mesh must be flagged as updatable
  92088. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92089. * @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)
  92090. * @returns a new Mesh
  92091. */
  92092. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92093. /**
  92094. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92095. * @param name defines the name of the mesh to create
  92096. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92097. * @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
  92098. * @param scene defines the hosting scene
  92099. * @param updatable defines if the mesh must be flagged as updatable
  92100. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92101. * @returns a new Mesh
  92102. */
  92103. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92104. /**
  92105. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92106. * @param name defines the name of the mesh to create
  92107. * @param size sets the size (float) of each box side (default 1)
  92108. * @param scene defines the hosting scene
  92109. * @param updatable defines if the mesh must be flagged as updatable
  92110. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92111. * @returns a new Mesh
  92112. */
  92113. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92114. /**
  92115. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92116. * @param name defines the name of the mesh to create
  92117. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92118. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92119. * @param scene defines the hosting scene
  92120. * @param updatable defines if the mesh must be flagged as updatable
  92121. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92122. * @returns a new Mesh
  92123. */
  92124. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92125. /**
  92126. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92127. * @param name defines the name of the mesh to create
  92128. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92129. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92130. * @param scene defines the hosting scene
  92131. * @returns a new Mesh
  92132. */
  92133. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92134. /**
  92135. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92136. * @param name defines the name of the mesh to create
  92137. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92138. * @param diameterTop set the top cap diameter (floats, default 1)
  92139. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92140. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92141. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92142. * @param scene defines the hosting scene
  92143. * @param updatable defines if the mesh must be flagged as updatable
  92144. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92145. * @returns a new Mesh
  92146. */
  92147. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92148. /**
  92149. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92150. * @param name defines the name of the mesh to create
  92151. * @param diameter sets the diameter size (float) of the torus (default 1)
  92152. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92153. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92154. * @param scene defines the hosting scene
  92155. * @param updatable defines if the mesh must be flagged as updatable
  92156. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92157. * @returns a new Mesh
  92158. */
  92159. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92160. /**
  92161. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92162. * @param name defines the name of the mesh to create
  92163. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92164. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92165. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92166. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92167. * @param p the number of windings on X axis (positive integers, default 2)
  92168. * @param q the number of windings on Y axis (positive integers, default 3)
  92169. * @param scene defines the hosting scene
  92170. * @param updatable defines if the mesh must be flagged as updatable
  92171. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92172. * @returns a new Mesh
  92173. */
  92174. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92175. /**
  92176. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92177. * @param name defines the name of the mesh to create
  92178. * @param points is an array successive Vector3
  92179. * @param scene defines the hosting scene
  92180. * @param updatable defines if the mesh must be flagged as updatable
  92181. * @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).
  92182. * @returns a new Mesh
  92183. */
  92184. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92185. /**
  92186. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92187. * @param name defines the name of the mesh to create
  92188. * @param points is an array successive Vector3
  92189. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92190. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92191. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92192. * @param scene defines the hosting scene
  92193. * @param updatable defines if the mesh must be flagged as updatable
  92194. * @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)
  92195. * @returns a new Mesh
  92196. */
  92197. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  92198. /**
  92199. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  92200. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  92201. * 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.
  92202. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92203. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  92204. * Remember you can only change the shape positions, not their number when updating a polygon.
  92205. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  92206. * @param name defines the name of the mesh to create
  92207. * @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
  92208. * @param scene defines the hosting scene
  92209. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92210. * @param updatable defines if the mesh must be flagged as updatable
  92211. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92212. * @param earcutInjection can be used to inject your own earcut reference
  92213. * @returns a new Mesh
  92214. */
  92215. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92216. /**
  92217. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  92218. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  92219. * @param name defines the name of the mesh to create
  92220. * @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
  92221. * @param depth defines the height of extrusion
  92222. * @param scene defines the hosting scene
  92223. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92224. * @param updatable defines if the mesh must be flagged as updatable
  92225. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92226. * @param earcutInjection can be used to inject your own earcut reference
  92227. * @returns a new Mesh
  92228. */
  92229. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92230. /**
  92231. * Creates an extruded shape mesh.
  92232. * 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
  92233. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92234. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92235. * @param name defines the name of the mesh to create
  92236. * @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
  92237. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92238. * @param scale is the value to scale the shape
  92239. * @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
  92240. * @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
  92241. * @param scene defines the hosting scene
  92242. * @param updatable defines if the mesh must be flagged as updatable
  92243. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92244. * @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)
  92245. * @returns a new Mesh
  92246. */
  92247. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92248. /**
  92249. * Creates an custom extruded shape mesh.
  92250. * The custom extrusion is a parametric shape.
  92251. * It has no predefined shape. Its final shape will depend on the input parameters.
  92252. * Please consider using the same method from the MeshBuilder class instead
  92253. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92254. * @param name defines the name of the mesh to create
  92255. * @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
  92256. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92257. * @param scaleFunction is a custom Javascript function called on each path point
  92258. * @param rotationFunction is a custom Javascript function called on each path point
  92259. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  92260. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  92261. * @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
  92262. * @param scene defines the hosting scene
  92263. * @param updatable defines if the mesh must be flagged as updatable
  92264. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92265. * @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)
  92266. * @returns a new Mesh
  92267. */
  92268. 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;
  92269. /**
  92270. * Creates lathe mesh.
  92271. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  92272. * Please consider using the same method from the MeshBuilder class instead
  92273. * @param name defines the name of the mesh to create
  92274. * @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
  92275. * @param radius is the radius value of the lathe
  92276. * @param tessellation is the side number of the lathe.
  92277. * @param scene defines the hosting scene
  92278. * @param updatable defines if the mesh must be flagged as updatable
  92279. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92280. * @returns a new Mesh
  92281. */
  92282. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92283. /**
  92284. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  92285. * @param name defines the name of the mesh to create
  92286. * @param size sets the size (float) of both sides of the plane at once (default 1)
  92287. * @param scene defines the hosting scene
  92288. * @param updatable defines if the mesh must be flagged as updatable
  92289. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92290. * @returns a new Mesh
  92291. */
  92292. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92293. /**
  92294. * Creates a ground mesh.
  92295. * Please consider using the same method from the MeshBuilder class instead
  92296. * @param name defines the name of the mesh to create
  92297. * @param width set the width of the ground
  92298. * @param height set the height of the ground
  92299. * @param subdivisions sets the number of subdivisions per side
  92300. * @param scene defines the hosting scene
  92301. * @param updatable defines if the mesh must be flagged as updatable
  92302. * @returns a new Mesh
  92303. */
  92304. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  92305. /**
  92306. * Creates a tiled ground mesh.
  92307. * Please consider using the same method from the MeshBuilder class instead
  92308. * @param name defines the name of the mesh to create
  92309. * @param xmin set the ground minimum X coordinate
  92310. * @param zmin set the ground minimum Y coordinate
  92311. * @param xmax set the ground maximum X coordinate
  92312. * @param zmax set the ground maximum Z coordinate
  92313. * @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
  92314. * @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
  92315. * @param scene defines the hosting scene
  92316. * @param updatable defines if the mesh must be flagged as updatable
  92317. * @returns a new Mesh
  92318. */
  92319. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  92320. w: number;
  92321. h: number;
  92322. }, precision: {
  92323. w: number;
  92324. h: number;
  92325. }, scene: Scene, updatable?: boolean): Mesh;
  92326. /**
  92327. * Creates a ground mesh from a height map.
  92328. * Please consider using the same method from the MeshBuilder class instead
  92329. * @see http://doc.babylonjs.com/babylon101/height_map
  92330. * @param name defines the name of the mesh to create
  92331. * @param url sets the URL of the height map image resource
  92332. * @param width set the ground width size
  92333. * @param height set the ground height size
  92334. * @param subdivisions sets the number of subdivision per side
  92335. * @param minHeight is the minimum altitude on the ground
  92336. * @param maxHeight is the maximum altitude on the ground
  92337. * @param scene defines the hosting scene
  92338. * @param updatable defines if the mesh must be flagged as updatable
  92339. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  92340. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  92341. * @returns a new Mesh
  92342. */
  92343. 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;
  92344. /**
  92345. * Creates a tube mesh.
  92346. * The tube is a parametric shape.
  92347. * It has no predefined shape. Its final shape will depend on the input parameters.
  92348. * Please consider using the same method from the MeshBuilder class instead
  92349. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92350. * @param name defines the name of the mesh to create
  92351. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  92352. * @param radius sets the tube radius size
  92353. * @param tessellation is the number of sides on the tubular surface
  92354. * @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
  92355. * @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
  92356. * @param scene defines the hosting scene
  92357. * @param updatable defines if the mesh must be flagged as updatable
  92358. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92359. * @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)
  92360. * @returns a new Mesh
  92361. */
  92362. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  92363. (i: number, distance: number): number;
  92364. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92365. /**
  92366. * Creates a polyhedron mesh.
  92367. * Please consider using the same method from the MeshBuilder class instead.
  92368. * * 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
  92369. * * The parameter `size` (positive float, default 1) sets the polygon size
  92370. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  92371. * * 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`
  92372. * * 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
  92373. * * 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)`)
  92374. * * 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
  92375. * * 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
  92376. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92377. * * If you create a double-sided mesh, you can choose what parts of 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
  92378. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92379. * @param name defines the name of the mesh to create
  92380. * @param options defines the options used to create the mesh
  92381. * @param scene defines the hosting scene
  92382. * @returns a new Mesh
  92383. */
  92384. static CreatePolyhedron(name: string, options: {
  92385. type?: number;
  92386. size?: number;
  92387. sizeX?: number;
  92388. sizeY?: number;
  92389. sizeZ?: number;
  92390. custom?: any;
  92391. faceUV?: Vector4[];
  92392. faceColors?: Color4[];
  92393. updatable?: boolean;
  92394. sideOrientation?: number;
  92395. }, scene: Scene): Mesh;
  92396. /**
  92397. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  92398. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  92399. * * 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`)
  92400. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  92401. * * 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
  92402. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92403. * * If you create a double-sided mesh, you can choose what parts of 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
  92404. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92405. * @param name defines the name of the mesh
  92406. * @param options defines the options used to create the mesh
  92407. * @param scene defines the hosting scene
  92408. * @returns a new Mesh
  92409. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  92410. */
  92411. static CreateIcoSphere(name: string, options: {
  92412. radius?: number;
  92413. flat?: boolean;
  92414. subdivisions?: number;
  92415. sideOrientation?: number;
  92416. updatable?: boolean;
  92417. }, scene: Scene): Mesh;
  92418. /**
  92419. * Creates a decal mesh.
  92420. * Please consider using the same method from the MeshBuilder class instead.
  92421. * A decal is a mesh usually applied as a model onto the surface of another mesh
  92422. * @param name defines the name of the mesh
  92423. * @param sourceMesh defines the mesh receiving the decal
  92424. * @param position sets the position of the decal in world coordinates
  92425. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  92426. * @param size sets the decal scaling
  92427. * @param angle sets the angle to rotate the decal
  92428. * @returns a new Mesh
  92429. */
  92430. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  92431. /**
  92432. * Prepare internal position array for software CPU skinning
  92433. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  92434. */
  92435. setPositionsForCPUSkinning(): Float32Array;
  92436. /**
  92437. * Prepare internal normal array for software CPU skinning
  92438. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  92439. */
  92440. setNormalsForCPUSkinning(): Float32Array;
  92441. /**
  92442. * Updates the vertex buffer by applying transformation from the bones
  92443. * @param skeleton defines the skeleton to apply to current mesh
  92444. * @returns the current mesh
  92445. */
  92446. applySkeleton(skeleton: Skeleton): Mesh;
  92447. /**
  92448. * 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
  92449. * @param meshes defines the list of meshes to scan
  92450. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  92451. */
  92452. static MinMax(meshes: AbstractMesh[]): {
  92453. min: Vector3;
  92454. max: Vector3;
  92455. };
  92456. /**
  92457. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  92458. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  92459. * @returns a vector3
  92460. */
  92461. static Center(meshesOrMinMaxVector: {
  92462. min: Vector3;
  92463. max: Vector3;
  92464. } | AbstractMesh[]): Vector3;
  92465. /**
  92466. * Merge the array of meshes into a single mesh for performance reasons.
  92467. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  92468. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  92469. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  92470. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  92471. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  92472. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  92473. * @returns a new mesh
  92474. */
  92475. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  92476. /** @hidden */
  92477. addInstance(instance: InstancedMesh): void;
  92478. /** @hidden */
  92479. removeInstance(instance: InstancedMesh): void;
  92480. }
  92481. }
  92482. declare module BABYLON {
  92483. /**
  92484. * This is the base class of all the camera used in the application.
  92485. * @see http://doc.babylonjs.com/features/cameras
  92486. */
  92487. export class Camera extends Node {
  92488. /** @hidden */
  92489. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  92490. /**
  92491. * This is the default projection mode used by the cameras.
  92492. * It helps recreating a feeling of perspective and better appreciate depth.
  92493. * This is the best way to simulate real life cameras.
  92494. */
  92495. static readonly PERSPECTIVE_CAMERA: number;
  92496. /**
  92497. * This helps creating camera with an orthographic mode.
  92498. * 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.
  92499. */
  92500. static readonly ORTHOGRAPHIC_CAMERA: number;
  92501. /**
  92502. * This is the default FOV mode for perspective cameras.
  92503. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  92504. */
  92505. static readonly FOVMODE_VERTICAL_FIXED: number;
  92506. /**
  92507. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  92508. */
  92509. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  92510. /**
  92511. * This specifies ther is no need for a camera rig.
  92512. * Basically only one eye is rendered corresponding to the camera.
  92513. */
  92514. static readonly RIG_MODE_NONE: number;
  92515. /**
  92516. * Simulates a camera Rig with one blue eye and one red eye.
  92517. * This can be use with 3d blue and red glasses.
  92518. */
  92519. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  92520. /**
  92521. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  92522. */
  92523. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  92524. /**
  92525. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  92526. */
  92527. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  92528. /**
  92529. * Defines that both eyes of the camera will be rendered over under each other.
  92530. */
  92531. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  92532. /**
  92533. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  92534. */
  92535. static readonly RIG_MODE_VR: number;
  92536. /**
  92537. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  92538. */
  92539. static readonly RIG_MODE_WEBVR: number;
  92540. /**
  92541. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  92542. */
  92543. static readonly RIG_MODE_CUSTOM: number;
  92544. /**
  92545. * Defines if by default attaching controls should prevent the default javascript event to continue.
  92546. */
  92547. static ForceAttachControlToAlwaysPreventDefault: boolean;
  92548. /**
  92549. * Define the input manager associated with the camera.
  92550. */
  92551. inputs: CameraInputsManager<Camera>;
  92552. /** @hidden */
  92553. _position: Vector3;
  92554. /**
  92555. * Define the current local position of the camera in the scene
  92556. */
  92557. position: Vector3;
  92558. /**
  92559. * The vector the camera should consider as up.
  92560. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  92561. */
  92562. upVector: Vector3;
  92563. /**
  92564. * Define the current limit on the left side for an orthographic camera
  92565. * In scene unit
  92566. */
  92567. orthoLeft: Nullable<number>;
  92568. /**
  92569. * Define the current limit on the right side for an orthographic camera
  92570. * In scene unit
  92571. */
  92572. orthoRight: Nullable<number>;
  92573. /**
  92574. * Define the current limit on the bottom side for an orthographic camera
  92575. * In scene unit
  92576. */
  92577. orthoBottom: Nullable<number>;
  92578. /**
  92579. * Define the current limit on the top side for an orthographic camera
  92580. * In scene unit
  92581. */
  92582. orthoTop: Nullable<number>;
  92583. /**
  92584. * Field Of View is set in Radians. (default is 0.8)
  92585. */
  92586. fov: number;
  92587. /**
  92588. * Define the minimum distance the camera can see from.
  92589. * This is important to note that the depth buffer are not infinite and the closer it starts
  92590. * the more your scene might encounter depth fighting issue.
  92591. */
  92592. minZ: number;
  92593. /**
  92594. * Define the maximum distance the camera can see to.
  92595. * This is important to note that the depth buffer are not infinite and the further it end
  92596. * the more your scene might encounter depth fighting issue.
  92597. */
  92598. maxZ: number;
  92599. /**
  92600. * Define the default inertia of the camera.
  92601. * This helps giving a smooth feeling to the camera movement.
  92602. */
  92603. inertia: number;
  92604. /**
  92605. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  92606. */
  92607. mode: number;
  92608. /**
  92609. * Define wether the camera is intermediate.
  92610. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  92611. */
  92612. isIntermediate: boolean;
  92613. /**
  92614. * Define the viewport of the camera.
  92615. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  92616. */
  92617. viewport: Viewport;
  92618. /**
  92619. * Restricts the camera to viewing objects with the same layerMask.
  92620. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  92621. */
  92622. layerMask: number;
  92623. /**
  92624. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  92625. */
  92626. fovMode: number;
  92627. /**
  92628. * Rig mode of the camera.
  92629. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  92630. * This is normally controlled byt the camera themselves as internal use.
  92631. */
  92632. cameraRigMode: number;
  92633. /**
  92634. * Defines the distance between both "eyes" in case of a RIG
  92635. */
  92636. interaxialDistance: number;
  92637. /**
  92638. * Defines if stereoscopic rendering is done side by side or over under.
  92639. */
  92640. isStereoscopicSideBySide: boolean;
  92641. /**
  92642. * 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
  92643. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  92644. * else in the scene. (Eg. security camera)
  92645. *
  92646. * 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)
  92647. */
  92648. customRenderTargets: RenderTargetTexture[];
  92649. /**
  92650. * When set, the camera will render to this render target instead of the default canvas
  92651. *
  92652. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  92653. */
  92654. outputRenderTarget: Nullable<RenderTargetTexture>;
  92655. /**
  92656. * Observable triggered when the camera view matrix has changed.
  92657. */
  92658. onViewMatrixChangedObservable: Observable<Camera>;
  92659. /**
  92660. * Observable triggered when the camera Projection matrix has changed.
  92661. */
  92662. onProjectionMatrixChangedObservable: Observable<Camera>;
  92663. /**
  92664. * Observable triggered when the inputs have been processed.
  92665. */
  92666. onAfterCheckInputsObservable: Observable<Camera>;
  92667. /**
  92668. * Observable triggered when reset has been called and applied to the camera.
  92669. */
  92670. onRestoreStateObservable: Observable<Camera>;
  92671. /** @hidden */
  92672. _cameraRigParams: any;
  92673. /** @hidden */
  92674. _rigCameras: Camera[];
  92675. /** @hidden */
  92676. _rigPostProcess: Nullable<PostProcess>;
  92677. protected _webvrViewMatrix: Matrix;
  92678. /** @hidden */
  92679. _skipRendering: boolean;
  92680. /** @hidden */
  92681. _projectionMatrix: Matrix;
  92682. /** @hidden */
  92683. _postProcesses: Nullable<PostProcess>[];
  92684. /** @hidden */
  92685. _activeMeshes: SmartArray<AbstractMesh>;
  92686. protected _globalPosition: Vector3;
  92687. /** @hidden */
  92688. _computedViewMatrix: Matrix;
  92689. private _doNotComputeProjectionMatrix;
  92690. private _transformMatrix;
  92691. private _frustumPlanes;
  92692. private _refreshFrustumPlanes;
  92693. private _storedFov;
  92694. private _stateStored;
  92695. /**
  92696. * Instantiates a new camera object.
  92697. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  92698. * @see http://doc.babylonjs.com/features/cameras
  92699. * @param name Defines the name of the camera in the scene
  92700. * @param position Defines the position of the camera
  92701. * @param scene Defines the scene the camera belongs too
  92702. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  92703. */
  92704. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  92705. /**
  92706. * Store current camera state (fov, position, etc..)
  92707. * @returns the camera
  92708. */
  92709. storeState(): Camera;
  92710. /**
  92711. * Restores the camera state values if it has been stored. You must call storeState() first
  92712. */
  92713. protected _restoreStateValues(): boolean;
  92714. /**
  92715. * Restored camera state. You must call storeState() first.
  92716. * @returns true if restored and false otherwise
  92717. */
  92718. restoreState(): boolean;
  92719. /**
  92720. * Gets the class name of the camera.
  92721. * @returns the class name
  92722. */
  92723. getClassName(): string;
  92724. /** @hidden */
  92725. readonly _isCamera: boolean;
  92726. /**
  92727. * Gets a string representation of the camera useful for debug purpose.
  92728. * @param fullDetails Defines that a more verboe level of logging is required
  92729. * @returns the string representation
  92730. */
  92731. toString(fullDetails?: boolean): string;
  92732. /**
  92733. * Gets the current world space position of the camera.
  92734. */
  92735. readonly globalPosition: Vector3;
  92736. /**
  92737. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  92738. * @returns the active meshe list
  92739. */
  92740. getActiveMeshes(): SmartArray<AbstractMesh>;
  92741. /**
  92742. * Check wether a mesh is part of the current active mesh list of the camera
  92743. * @param mesh Defines the mesh to check
  92744. * @returns true if active, false otherwise
  92745. */
  92746. isActiveMesh(mesh: Mesh): boolean;
  92747. /**
  92748. * Is this camera ready to be used/rendered
  92749. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  92750. * @return true if the camera is ready
  92751. */
  92752. isReady(completeCheck?: boolean): boolean;
  92753. /** @hidden */
  92754. _initCache(): void;
  92755. /** @hidden */
  92756. _updateCache(ignoreParentClass?: boolean): void;
  92757. /** @hidden */
  92758. _isSynchronized(): boolean;
  92759. /** @hidden */
  92760. _isSynchronizedViewMatrix(): boolean;
  92761. /** @hidden */
  92762. _isSynchronizedProjectionMatrix(): boolean;
  92763. /**
  92764. * Attach the input controls to a specific dom element to get the input from.
  92765. * @param element Defines the element the controls should be listened from
  92766. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  92767. */
  92768. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  92769. /**
  92770. * Detach the current controls from the specified dom element.
  92771. * @param element Defines the element to stop listening the inputs from
  92772. */
  92773. detachControl(element: HTMLElement): void;
  92774. /**
  92775. * Update the camera state according to the different inputs gathered during the frame.
  92776. */
  92777. update(): void;
  92778. /** @hidden */
  92779. _checkInputs(): void;
  92780. /** @hidden */
  92781. readonly rigCameras: Camera[];
  92782. /**
  92783. * Gets the post process used by the rig cameras
  92784. */
  92785. readonly rigPostProcess: Nullable<PostProcess>;
  92786. /**
  92787. * Internal, gets the first post proces.
  92788. * @returns the first post process to be run on this camera.
  92789. */
  92790. _getFirstPostProcess(): Nullable<PostProcess>;
  92791. private _cascadePostProcessesToRigCams;
  92792. /**
  92793. * Attach a post process to the camera.
  92794. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92795. * @param postProcess The post process to attach to the camera
  92796. * @param insertAt The position of the post process in case several of them are in use in the scene
  92797. * @returns the position the post process has been inserted at
  92798. */
  92799. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  92800. /**
  92801. * Detach a post process to the camera.
  92802. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  92803. * @param postProcess The post process to detach from the camera
  92804. */
  92805. detachPostProcess(postProcess: PostProcess): void;
  92806. /**
  92807. * Gets the current world matrix of the camera
  92808. */
  92809. getWorldMatrix(): Matrix;
  92810. /** @hidden */
  92811. _getViewMatrix(): Matrix;
  92812. /**
  92813. * Gets the current view matrix of the camera.
  92814. * @param force forces the camera to recompute the matrix without looking at the cached state
  92815. * @returns the view matrix
  92816. */
  92817. getViewMatrix(force?: boolean): Matrix;
  92818. /**
  92819. * Freeze the projection matrix.
  92820. * It will prevent the cache check of the camera projection compute and can speed up perf
  92821. * if no parameter of the camera are meant to change
  92822. * @param projection Defines manually a projection if necessary
  92823. */
  92824. freezeProjectionMatrix(projection?: Matrix): void;
  92825. /**
  92826. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  92827. */
  92828. unfreezeProjectionMatrix(): void;
  92829. /**
  92830. * Gets the current projection matrix of the camera.
  92831. * @param force forces the camera to recompute the matrix without looking at the cached state
  92832. * @returns the projection matrix
  92833. */
  92834. getProjectionMatrix(force?: boolean): Matrix;
  92835. /**
  92836. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  92837. * @returns a Matrix
  92838. */
  92839. getTransformationMatrix(): Matrix;
  92840. private _updateFrustumPlanes;
  92841. /**
  92842. * Checks if a cullable object (mesh...) is in the camera frustum
  92843. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  92844. * @param target The object to check
  92845. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  92846. * @returns true if the object is in frustum otherwise false
  92847. */
  92848. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  92849. /**
  92850. * Checks if a cullable object (mesh...) is in the camera frustum
  92851. * Unlike isInFrustum this cheks the full bounding box
  92852. * @param target The object to check
  92853. * @returns true if the object is in frustum otherwise false
  92854. */
  92855. isCompletelyInFrustum(target: ICullable): boolean;
  92856. /**
  92857. * Gets a ray in the forward direction from the camera.
  92858. * @param length Defines the length of the ray to create
  92859. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  92860. * @param origin Defines the start point of the ray which defaults to the camera position
  92861. * @returns the forward ray
  92862. */
  92863. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  92864. /**
  92865. * Releases resources associated with this node.
  92866. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92867. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92868. */
  92869. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92870. /** @hidden */
  92871. _isLeftCamera: boolean;
  92872. /**
  92873. * Gets the left camera of a rig setup in case of Rigged Camera
  92874. */
  92875. readonly isLeftCamera: boolean;
  92876. /** @hidden */
  92877. _isRightCamera: boolean;
  92878. /**
  92879. * Gets the right camera of a rig setup in case of Rigged Camera
  92880. */
  92881. readonly isRightCamera: boolean;
  92882. /**
  92883. * Gets the left camera of a rig setup in case of Rigged Camera
  92884. */
  92885. readonly leftCamera: Nullable<FreeCamera>;
  92886. /**
  92887. * Gets the right camera of a rig setup in case of Rigged Camera
  92888. */
  92889. readonly rightCamera: Nullable<FreeCamera>;
  92890. /**
  92891. * Gets the left camera target of a rig setup in case of Rigged Camera
  92892. * @returns the target position
  92893. */
  92894. getLeftTarget(): Nullable<Vector3>;
  92895. /**
  92896. * Gets the right camera target of a rig setup in case of Rigged Camera
  92897. * @returns the target position
  92898. */
  92899. getRightTarget(): Nullable<Vector3>;
  92900. /**
  92901. * @hidden
  92902. */
  92903. setCameraRigMode(mode: number, rigParams: any): void;
  92904. /** @hidden */
  92905. static _setStereoscopicRigMode(camera: Camera): void;
  92906. /** @hidden */
  92907. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  92908. /** @hidden */
  92909. static _setVRRigMode(camera: Camera, rigParams: any): void;
  92910. /** @hidden */
  92911. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  92912. /** @hidden */
  92913. _getVRProjectionMatrix(): Matrix;
  92914. protected _updateCameraRotationMatrix(): void;
  92915. protected _updateWebVRCameraRotationMatrix(): void;
  92916. /**
  92917. * This function MUST be overwritten by the different WebVR cameras available.
  92918. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92919. * @hidden
  92920. */
  92921. _getWebVRProjectionMatrix(): Matrix;
  92922. /**
  92923. * This function MUST be overwritten by the different WebVR cameras available.
  92924. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  92925. * @hidden
  92926. */
  92927. _getWebVRViewMatrix(): Matrix;
  92928. /** @hidden */
  92929. setCameraRigParameter(name: string, value: any): void;
  92930. /**
  92931. * needs to be overridden by children so sub has required properties to be copied
  92932. * @hidden
  92933. */
  92934. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  92935. /**
  92936. * May need to be overridden by children
  92937. * @hidden
  92938. */
  92939. _updateRigCameras(): void;
  92940. /** @hidden */
  92941. _setupInputs(): void;
  92942. /**
  92943. * Serialiaze the camera setup to a json represention
  92944. * @returns the JSON representation
  92945. */
  92946. serialize(): any;
  92947. /**
  92948. * Clones the current camera.
  92949. * @param name The cloned camera name
  92950. * @returns the cloned camera
  92951. */
  92952. clone(name: string): Camera;
  92953. /**
  92954. * Gets the direction of the camera relative to a given local axis.
  92955. * @param localAxis Defines the reference axis to provide a relative direction.
  92956. * @return the direction
  92957. */
  92958. getDirection(localAxis: Vector3): Vector3;
  92959. /**
  92960. * Returns the current camera absolute rotation
  92961. */
  92962. readonly absoluteRotation: Quaternion;
  92963. /**
  92964. * Gets the direction of the camera relative to a given local axis into a passed vector.
  92965. * @param localAxis Defines the reference axis to provide a relative direction.
  92966. * @param result Defines the vector to store the result in
  92967. */
  92968. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  92969. /**
  92970. * Gets a camera constructor for a given camera type
  92971. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  92972. * @param name The name of the camera the result will be able to instantiate
  92973. * @param scene The scene the result will construct the camera in
  92974. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  92975. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  92976. * @returns a factory method to construc the camera
  92977. */
  92978. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  92979. /**
  92980. * Compute the world matrix of the camera.
  92981. * @returns the camera world matrix
  92982. */
  92983. computeWorldMatrix(): Matrix;
  92984. /**
  92985. * Parse a JSON and creates the camera from the parsed information
  92986. * @param parsedCamera The JSON to parse
  92987. * @param scene The scene to instantiate the camera in
  92988. * @returns the newly constructed camera
  92989. */
  92990. static Parse(parsedCamera: any, scene: Scene): Camera;
  92991. }
  92992. }
  92993. declare module BABYLON {
  92994. /**
  92995. * Class containing static functions to help procedurally build meshes
  92996. */
  92997. export class DiscBuilder {
  92998. /**
  92999. * Creates a plane polygonal mesh. By default, this is a disc
  93000. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93001. * * 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
  93002. * * 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
  93003. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93004. * * If you create a double-sided mesh, you can choose what parts of 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
  93005. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93006. * @param name defines the name of the mesh
  93007. * @param options defines the options used to create the mesh
  93008. * @param scene defines the hosting scene
  93009. * @returns the plane polygonal mesh
  93010. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93011. */
  93012. static CreateDisc(name: string, options: {
  93013. radius?: number;
  93014. tessellation?: number;
  93015. arc?: number;
  93016. updatable?: boolean;
  93017. sideOrientation?: number;
  93018. frontUVs?: Vector4;
  93019. backUVs?: Vector4;
  93020. }, scene?: Nullable<Scene>): Mesh;
  93021. }
  93022. }
  93023. declare module BABYLON {
  93024. /**
  93025. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93026. *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.
  93027. * The SPS is also a particle system. It provides some methods to manage the particles.
  93028. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93029. *
  93030. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93031. */
  93032. export class SolidParticleSystem implements IDisposable {
  93033. /**
  93034. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93035. * Example : var p = SPS.particles[i];
  93036. */
  93037. particles: SolidParticle[];
  93038. /**
  93039. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93040. */
  93041. nbParticles: number;
  93042. /**
  93043. * If the particles must ever face the camera (default false). Useful for planar particles.
  93044. */
  93045. billboard: boolean;
  93046. /**
  93047. * Recompute normals when adding a shape
  93048. */
  93049. recomputeNormals: boolean;
  93050. /**
  93051. * This a counter ofr your own usage. It's not set by any SPS functions.
  93052. */
  93053. counter: number;
  93054. /**
  93055. * The SPS name. This name is also given to the underlying mesh.
  93056. */
  93057. name: string;
  93058. /**
  93059. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93060. */
  93061. mesh: Mesh;
  93062. /**
  93063. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93064. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93065. */
  93066. vars: any;
  93067. /**
  93068. * This array is populated when the SPS is set as 'pickable'.
  93069. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93070. * Each element of this array is an object `{idx: int, faceId: int}`.
  93071. * `idx` is the picked particle index in the `SPS.particles` array
  93072. * `faceId` is the picked face index counted within this particle.
  93073. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93074. */
  93075. pickedParticles: {
  93076. idx: number;
  93077. faceId: number;
  93078. }[];
  93079. /**
  93080. * This array is populated when `enableDepthSort` is set to true.
  93081. * Each element of this array is an instance of the class DepthSortedParticle.
  93082. */
  93083. depthSortedParticles: DepthSortedParticle[];
  93084. /**
  93085. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93086. * @hidden
  93087. */
  93088. _bSphereOnly: boolean;
  93089. /**
  93090. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93091. * @hidden
  93092. */
  93093. _bSphereRadiusFactor: number;
  93094. private _scene;
  93095. private _positions;
  93096. private _indices;
  93097. private _normals;
  93098. private _colors;
  93099. private _uvs;
  93100. private _indices32;
  93101. private _positions32;
  93102. private _normals32;
  93103. private _fixedNormal32;
  93104. private _colors32;
  93105. private _uvs32;
  93106. private _index;
  93107. private _updatable;
  93108. private _pickable;
  93109. private _isVisibilityBoxLocked;
  93110. private _alwaysVisible;
  93111. private _depthSort;
  93112. private _expandable;
  93113. private _shapeCounter;
  93114. private _copy;
  93115. private _color;
  93116. private _computeParticleColor;
  93117. private _computeParticleTexture;
  93118. private _computeParticleRotation;
  93119. private _computeParticleVertex;
  93120. private _computeBoundingBox;
  93121. private _depthSortParticles;
  93122. private _camera;
  93123. private _mustUnrotateFixedNormals;
  93124. private _particlesIntersect;
  93125. private _needs32Bits;
  93126. private _isNotBuilt;
  93127. /**
  93128. * Creates a SPS (Solid Particle System) object.
  93129. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93130. * @param scene (Scene) is the scene in which the SPS is added.
  93131. * @param options defines the options of the sps e.g.
  93132. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93133. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93134. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93135. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93136. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93137. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93138. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93139. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93140. */
  93141. constructor(name: string, scene: Scene, options?: {
  93142. updatable?: boolean;
  93143. isPickable?: boolean;
  93144. enableDepthSort?: boolean;
  93145. particleIntersection?: boolean;
  93146. boundingSphereOnly?: boolean;
  93147. bSphereRadiusFactor?: number;
  93148. expandable?: boolean;
  93149. });
  93150. /**
  93151. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93152. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93153. * @returns the created mesh
  93154. */
  93155. buildMesh(): Mesh;
  93156. /**
  93157. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93158. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93159. * Thus the particles generated from `digest()` have their property `position` set yet.
  93160. * @param mesh ( Mesh ) is the mesh to be digested
  93161. * @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
  93162. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93163. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93164. * @returns the current SPS
  93165. */
  93166. digest(mesh: Mesh, options?: {
  93167. facetNb?: number;
  93168. number?: number;
  93169. delta?: number;
  93170. }): SolidParticleSystem;
  93171. private _unrotateFixedNormals;
  93172. private _resetCopy;
  93173. private _meshBuilder;
  93174. private _posToShape;
  93175. private _uvsToShapeUV;
  93176. private _addParticle;
  93177. /**
  93178. * Adds some particles to the SPS from the model shape. Returns the shape id.
  93179. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  93180. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  93181. * @param nb (positive integer) the number of particles to be created from this model
  93182. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  93183. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  93184. * @returns the number of shapes in the system
  93185. */
  93186. addShape(mesh: Mesh, nb: number, options?: {
  93187. positionFunction?: any;
  93188. vertexFunction?: any;
  93189. }): number;
  93190. private _rebuildParticle;
  93191. /**
  93192. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  93193. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  93194. * @returns the SPS.
  93195. */
  93196. rebuildMesh(reset?: boolean): SolidParticleSystem;
  93197. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  93198. * Returns an array with the removed particles.
  93199. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  93200. * The SPS can't be empty so at least one particle needs to remain in place.
  93201. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  93202. * @param start index of the first particle to remove
  93203. * @param end index of the last particle to remove (included)
  93204. * @returns an array populated with the removed particles
  93205. */
  93206. removeParticles(start: number, end: number): SolidParticle[];
  93207. /**
  93208. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  93209. * This method calls `updateParticle()` for each particle of the SPS.
  93210. * For an animated SPS, it is usually called within the render loop.
  93211. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  93212. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  93213. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  93214. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  93215. * @returns the SPS.
  93216. */
  93217. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  93218. /**
  93219. * Disposes the SPS.
  93220. */
  93221. dispose(): void;
  93222. /**
  93223. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  93224. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93225. * @returns the SPS.
  93226. */
  93227. refreshVisibleSize(): SolidParticleSystem;
  93228. /**
  93229. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  93230. * @param size the size (float) of the visibility box
  93231. * note : this doesn't lock the SPS mesh bounding box.
  93232. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93233. */
  93234. setVisibilityBox(size: number): void;
  93235. /**
  93236. * Gets whether the SPS as always visible or not
  93237. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93238. */
  93239. /**
  93240. * Sets the SPS as always visible or not
  93241. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93242. */
  93243. isAlwaysVisible: boolean;
  93244. /**
  93245. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93246. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93247. */
  93248. /**
  93249. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93250. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93251. */
  93252. isVisibilityBoxLocked: boolean;
  93253. /**
  93254. * Tells to `setParticles()` to compute the particle rotations or not.
  93255. * Default value : true. The SPS is faster when it's set to false.
  93256. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93257. */
  93258. /**
  93259. * Gets if `setParticles()` computes the particle rotations or not.
  93260. * Default value : true. The SPS is faster when it's set to false.
  93261. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93262. */
  93263. computeParticleRotation: boolean;
  93264. /**
  93265. * Tells to `setParticles()` to compute the particle colors or not.
  93266. * Default value : true. The SPS is faster when it's set to false.
  93267. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93268. */
  93269. /**
  93270. * Gets if `setParticles()` computes the particle colors or not.
  93271. * Default value : true. The SPS is faster when it's set to false.
  93272. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93273. */
  93274. computeParticleColor: boolean;
  93275. /**
  93276. * Gets if `setParticles()` computes the particle textures or not.
  93277. * Default value : true. The SPS is faster when it's set to false.
  93278. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  93279. */
  93280. computeParticleTexture: boolean;
  93281. /**
  93282. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  93283. * Default value : false. The SPS is faster when it's set to false.
  93284. * Note : the particle custom vertex positions aren't stored values.
  93285. */
  93286. /**
  93287. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  93288. * Default value : false. The SPS is faster when it's set to false.
  93289. * Note : the particle custom vertex positions aren't stored values.
  93290. */
  93291. computeParticleVertex: boolean;
  93292. /**
  93293. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  93294. */
  93295. /**
  93296. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  93297. */
  93298. computeBoundingBox: boolean;
  93299. /**
  93300. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  93301. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93302. * Default : `true`
  93303. */
  93304. /**
  93305. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  93306. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93307. * Default : `true`
  93308. */
  93309. depthSortParticles: boolean;
  93310. /**
  93311. * Gets if the SPS is created as expandable at construction time.
  93312. * Default : `false`
  93313. */
  93314. readonly expandable: boolean;
  93315. /**
  93316. * This function does nothing. It may be overwritten to set all the particle first values.
  93317. * The SPS doesn't call this function, you may have to call it by your own.
  93318. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93319. */
  93320. initParticles(): void;
  93321. /**
  93322. * This function does nothing. It may be overwritten to recycle a particle.
  93323. * The SPS doesn't call this function, you may have to call it by your own.
  93324. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93325. * @param particle The particle to recycle
  93326. * @returns the recycled particle
  93327. */
  93328. recycleParticle(particle: SolidParticle): SolidParticle;
  93329. /**
  93330. * Updates a particle : this function should be overwritten by the user.
  93331. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  93332. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93333. * @example : just set a particle position or velocity and recycle conditions
  93334. * @param particle The particle to update
  93335. * @returns the updated particle
  93336. */
  93337. updateParticle(particle: SolidParticle): SolidParticle;
  93338. /**
  93339. * Updates a vertex of a particle : it can be overwritten by the user.
  93340. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  93341. * @param particle the current particle
  93342. * @param vertex the current index of the current particle
  93343. * @param pt the index of the current vertex in the particle shape
  93344. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  93345. * @example : just set a vertex particle position
  93346. * @returns the updated vertex
  93347. */
  93348. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  93349. /**
  93350. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  93351. * This does nothing and may be overwritten by the user.
  93352. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93353. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93354. * @param update the boolean update value actually passed to setParticles()
  93355. */
  93356. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93357. /**
  93358. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  93359. * This will be passed three parameters.
  93360. * This does nothing and may be overwritten by the user.
  93361. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93362. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93363. * @param update the boolean update value actually passed to setParticles()
  93364. */
  93365. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93366. }
  93367. }
  93368. declare module BABYLON {
  93369. /**
  93370. * Represents one particle of a solid particle system.
  93371. */
  93372. export class SolidParticle {
  93373. /**
  93374. * particle global index
  93375. */
  93376. idx: number;
  93377. /**
  93378. * The color of the particle
  93379. */
  93380. color: Nullable<Color4>;
  93381. /**
  93382. * The world space position of the particle.
  93383. */
  93384. position: Vector3;
  93385. /**
  93386. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  93387. */
  93388. rotation: Vector3;
  93389. /**
  93390. * The world space rotation quaternion of the particle.
  93391. */
  93392. rotationQuaternion: Nullable<Quaternion>;
  93393. /**
  93394. * The scaling of the particle.
  93395. */
  93396. scaling: Vector3;
  93397. /**
  93398. * The uvs of the particle.
  93399. */
  93400. uvs: Vector4;
  93401. /**
  93402. * The current speed of the particle.
  93403. */
  93404. velocity: Vector3;
  93405. /**
  93406. * The pivot point in the particle local space.
  93407. */
  93408. pivot: Vector3;
  93409. /**
  93410. * Must the particle be translated from its pivot point in its local space ?
  93411. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  93412. * Default : false
  93413. */
  93414. translateFromPivot: boolean;
  93415. /**
  93416. * Is the particle active or not ?
  93417. */
  93418. alive: boolean;
  93419. /**
  93420. * Is the particle visible or not ?
  93421. */
  93422. isVisible: boolean;
  93423. /**
  93424. * Index of this particle in the global "positions" array (Internal use)
  93425. * @hidden
  93426. */
  93427. _pos: number;
  93428. /**
  93429. * @hidden Index of this particle in the global "indices" array (Internal use)
  93430. */
  93431. _ind: number;
  93432. /**
  93433. * @hidden ModelShape of this particle (Internal use)
  93434. */
  93435. _model: ModelShape;
  93436. /**
  93437. * ModelShape id of this particle
  93438. */
  93439. shapeId: number;
  93440. /**
  93441. * Index of the particle in its shape id
  93442. */
  93443. idxInShape: number;
  93444. /**
  93445. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  93446. */
  93447. _modelBoundingInfo: BoundingInfo;
  93448. /**
  93449. * @hidden Particle BoundingInfo object (Internal use)
  93450. */
  93451. _boundingInfo: BoundingInfo;
  93452. /**
  93453. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  93454. */
  93455. _sps: SolidParticleSystem;
  93456. /**
  93457. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  93458. */
  93459. _stillInvisible: boolean;
  93460. /**
  93461. * @hidden Last computed particle rotation matrix
  93462. */
  93463. _rotationMatrix: number[];
  93464. /**
  93465. * Parent particle Id, if any.
  93466. * Default null.
  93467. */
  93468. parentId: Nullable<number>;
  93469. /**
  93470. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  93471. * The possible values are :
  93472. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93473. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93474. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93475. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93476. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93477. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  93478. * */
  93479. cullingStrategy: number;
  93480. /**
  93481. * @hidden Internal global position in the SPS.
  93482. */
  93483. _globalPosition: Vector3;
  93484. /**
  93485. * Creates a Solid Particle object.
  93486. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  93487. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  93488. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  93489. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  93490. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  93491. * @param shapeId (integer) is the model shape identifier in the SPS.
  93492. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  93493. * @param sps defines the sps it is associated to
  93494. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  93495. */
  93496. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  93497. /**
  93498. * Legacy support, changed scale to scaling
  93499. */
  93500. /**
  93501. * Legacy support, changed scale to scaling
  93502. */
  93503. scale: Vector3;
  93504. /**
  93505. * Legacy support, changed quaternion to rotationQuaternion
  93506. */
  93507. /**
  93508. * Legacy support, changed quaternion to rotationQuaternion
  93509. */
  93510. quaternion: Nullable<Quaternion>;
  93511. /**
  93512. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  93513. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  93514. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  93515. * @returns true if it intersects
  93516. */
  93517. intersectsMesh(target: Mesh | SolidParticle): boolean;
  93518. /**
  93519. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  93520. * A particle is in the frustum if its bounding box intersects the frustum
  93521. * @param frustumPlanes defines the frustum to test
  93522. * @returns true if the particle is in the frustum planes
  93523. */
  93524. isInFrustum(frustumPlanes: Plane[]): boolean;
  93525. /**
  93526. * get the rotation matrix of the particle
  93527. * @hidden
  93528. */
  93529. getRotationMatrix(m: Matrix): void;
  93530. }
  93531. /**
  93532. * Represents the shape of the model used by one particle of a solid particle system.
  93533. * SPS internal tool, don't use it manually.
  93534. */
  93535. export class ModelShape {
  93536. /**
  93537. * The shape id
  93538. * @hidden
  93539. */
  93540. shapeID: number;
  93541. /**
  93542. * flat array of model positions (internal use)
  93543. * @hidden
  93544. */
  93545. _shape: Vector3[];
  93546. /**
  93547. * flat array of model UVs (internal use)
  93548. * @hidden
  93549. */
  93550. _shapeUV: number[];
  93551. /**
  93552. * color array of the model
  93553. * @hidden
  93554. */
  93555. _shapeColors: number[];
  93556. /**
  93557. * indices array of the model
  93558. * @hidden
  93559. */
  93560. _indices: number[];
  93561. /**
  93562. * normals array of the model
  93563. * @hidden
  93564. */
  93565. _normals: number[];
  93566. /**
  93567. * length of the shape in the model indices array (internal use)
  93568. * @hidden
  93569. */
  93570. _indicesLength: number;
  93571. /**
  93572. * Custom position function (internal use)
  93573. * @hidden
  93574. */
  93575. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  93576. /**
  93577. * Custom vertex function (internal use)
  93578. * @hidden
  93579. */
  93580. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  93581. /**
  93582. * 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.
  93583. * SPS internal tool, don't use it manually.
  93584. * @hidden
  93585. */
  93586. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  93587. }
  93588. /**
  93589. * Represents a Depth Sorted Particle in the solid particle system.
  93590. */
  93591. export class DepthSortedParticle {
  93592. /**
  93593. * Index of the particle in the "indices" array
  93594. */
  93595. ind: number;
  93596. /**
  93597. * Length of the particle shape in the "indices" array
  93598. */
  93599. indicesLength: number;
  93600. /**
  93601. * Squared distance from the particle to the camera
  93602. */
  93603. sqDistance: number;
  93604. }
  93605. }
  93606. declare module BABYLON {
  93607. /**
  93608. * @hidden
  93609. */
  93610. export class _MeshCollisionData {
  93611. _checkCollisions: boolean;
  93612. _collisionMask: number;
  93613. _collisionGroup: number;
  93614. _collider: Nullable<Collider>;
  93615. _oldPositionForCollisions: Vector3;
  93616. _diffPositionForCollisions: Vector3;
  93617. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  93618. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  93619. }
  93620. }
  93621. declare module BABYLON {
  93622. /** @hidden */
  93623. class _FacetDataStorage {
  93624. facetPositions: Vector3[];
  93625. facetNormals: Vector3[];
  93626. facetPartitioning: number[][];
  93627. facetNb: number;
  93628. partitioningSubdivisions: number;
  93629. partitioningBBoxRatio: number;
  93630. facetDataEnabled: boolean;
  93631. facetParameters: any;
  93632. bbSize: Vector3;
  93633. subDiv: {
  93634. max: number;
  93635. X: number;
  93636. Y: number;
  93637. Z: number;
  93638. };
  93639. facetDepthSort: boolean;
  93640. facetDepthSortEnabled: boolean;
  93641. depthSortedIndices: IndicesArray;
  93642. depthSortedFacets: {
  93643. ind: number;
  93644. sqDistance: number;
  93645. }[];
  93646. facetDepthSortFunction: (f1: {
  93647. ind: number;
  93648. sqDistance: number;
  93649. }, f2: {
  93650. ind: number;
  93651. sqDistance: number;
  93652. }) => number;
  93653. facetDepthSortFrom: Vector3;
  93654. facetDepthSortOrigin: Vector3;
  93655. invertedMatrix: Matrix;
  93656. }
  93657. /**
  93658. * @hidden
  93659. **/
  93660. class _InternalAbstractMeshDataInfo {
  93661. _hasVertexAlpha: boolean;
  93662. _useVertexColors: boolean;
  93663. _numBoneInfluencers: number;
  93664. _applyFog: boolean;
  93665. _receiveShadows: boolean;
  93666. _facetData: _FacetDataStorage;
  93667. _visibility: number;
  93668. _skeleton: Nullable<Skeleton>;
  93669. _layerMask: number;
  93670. _computeBonesUsingShaders: boolean;
  93671. _isActive: boolean;
  93672. _onlyForInstances: boolean;
  93673. _isActiveIntermediate: boolean;
  93674. _onlyForInstancesIntermediate: boolean;
  93675. _actAsRegularMesh: boolean;
  93676. }
  93677. /**
  93678. * Class used to store all common mesh properties
  93679. */
  93680. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  93681. /** No occlusion */
  93682. static OCCLUSION_TYPE_NONE: number;
  93683. /** Occlusion set to optimisitic */
  93684. static OCCLUSION_TYPE_OPTIMISTIC: number;
  93685. /** Occlusion set to strict */
  93686. static OCCLUSION_TYPE_STRICT: number;
  93687. /** Use an accurante occlusion algorithm */
  93688. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  93689. /** Use a conservative occlusion algorithm */
  93690. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  93691. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  93692. * Test order :
  93693. * Is the bounding sphere outside the frustum ?
  93694. * If not, are the bounding box vertices outside the frustum ?
  93695. * It not, then the cullable object is in the frustum.
  93696. */
  93697. static readonly CULLINGSTRATEGY_STANDARD: number;
  93698. /** Culling strategy : Bounding Sphere Only.
  93699. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  93700. * It's also less accurate than the standard because some not visible objects can still be selected.
  93701. * Test : is the bounding sphere outside the frustum ?
  93702. * If not, then the cullable object is in the frustum.
  93703. */
  93704. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  93705. /** Culling strategy : Optimistic Inclusion.
  93706. * This in an inclusion test first, then the standard exclusion test.
  93707. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  93708. * 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.
  93709. * Anyway, it's as accurate as the standard strategy.
  93710. * Test :
  93711. * Is the cullable object bounding sphere center in the frustum ?
  93712. * If not, apply the default culling strategy.
  93713. */
  93714. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  93715. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  93716. * This in an inclusion test first, then the bounding sphere only exclusion test.
  93717. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  93718. * 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.
  93719. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  93720. * Test :
  93721. * Is the cullable object bounding sphere center in the frustum ?
  93722. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  93723. */
  93724. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  93725. /**
  93726. * No billboard
  93727. */
  93728. static readonly BILLBOARDMODE_NONE: number;
  93729. /** Billboard on X axis */
  93730. static readonly BILLBOARDMODE_X: number;
  93731. /** Billboard on Y axis */
  93732. static readonly BILLBOARDMODE_Y: number;
  93733. /** Billboard on Z axis */
  93734. static readonly BILLBOARDMODE_Z: number;
  93735. /** Billboard on all axes */
  93736. static readonly BILLBOARDMODE_ALL: number;
  93737. /** Billboard on using position instead of orientation */
  93738. static readonly BILLBOARDMODE_USE_POSITION: number;
  93739. /** @hidden */
  93740. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  93741. /**
  93742. * The culling strategy to use to check whether the mesh must be rendered or not.
  93743. * This value can be changed at any time and will be used on the next render mesh selection.
  93744. * The possible values are :
  93745. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93746. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93747. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93748. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93749. * Please read each static variable documentation to get details about the culling process.
  93750. * */
  93751. cullingStrategy: number;
  93752. /**
  93753. * Gets the number of facets in the mesh
  93754. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93755. */
  93756. readonly facetNb: number;
  93757. /**
  93758. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  93759. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93760. */
  93761. partitioningSubdivisions: number;
  93762. /**
  93763. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  93764. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  93765. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  93766. */
  93767. partitioningBBoxRatio: number;
  93768. /**
  93769. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  93770. * Works only for updatable meshes.
  93771. * Doesn't work with multi-materials
  93772. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93773. */
  93774. mustDepthSortFacets: boolean;
  93775. /**
  93776. * The location (Vector3) where the facet depth sort must be computed from.
  93777. * By default, the active camera position.
  93778. * Used only when facet depth sort is enabled
  93779. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  93780. */
  93781. facetDepthSortFrom: Vector3;
  93782. /**
  93783. * gets a boolean indicating if facetData is enabled
  93784. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  93785. */
  93786. readonly isFacetDataEnabled: boolean;
  93787. /** @hidden */
  93788. _updateNonUniformScalingState(value: boolean): boolean;
  93789. /**
  93790. * An event triggered when this mesh collides with another one
  93791. */
  93792. onCollideObservable: Observable<AbstractMesh>;
  93793. /** Set a function to call when this mesh collides with another one */
  93794. onCollide: () => void;
  93795. /**
  93796. * An event triggered when the collision's position changes
  93797. */
  93798. onCollisionPositionChangeObservable: Observable<Vector3>;
  93799. /** Set a function to call when the collision's position changes */
  93800. onCollisionPositionChange: () => void;
  93801. /**
  93802. * An event triggered when material is changed
  93803. */
  93804. onMaterialChangedObservable: Observable<AbstractMesh>;
  93805. /**
  93806. * Gets or sets the orientation for POV movement & rotation
  93807. */
  93808. definedFacingForward: boolean;
  93809. /** @hidden */
  93810. _occlusionQuery: Nullable<WebGLQuery>;
  93811. /** @hidden */
  93812. _renderingGroup: Nullable<RenderingGroup>;
  93813. /**
  93814. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93815. */
  93816. /**
  93817. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  93818. */
  93819. visibility: number;
  93820. /** Gets or sets the alpha index used to sort transparent meshes
  93821. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  93822. */
  93823. alphaIndex: number;
  93824. /**
  93825. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  93826. */
  93827. isVisible: boolean;
  93828. /**
  93829. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  93830. */
  93831. isPickable: boolean;
  93832. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  93833. showSubMeshesBoundingBox: boolean;
  93834. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  93835. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  93836. */
  93837. isBlocker: boolean;
  93838. /**
  93839. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  93840. */
  93841. enablePointerMoveEvents: boolean;
  93842. /**
  93843. * Specifies the rendering group id for this mesh (0 by default)
  93844. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  93845. */
  93846. renderingGroupId: number;
  93847. private _material;
  93848. /** Gets or sets current material */
  93849. material: Nullable<Material>;
  93850. /**
  93851. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  93852. * @see http://doc.babylonjs.com/babylon101/shadows
  93853. */
  93854. receiveShadows: boolean;
  93855. /** Defines color to use when rendering outline */
  93856. outlineColor: Color3;
  93857. /** Define width to use when rendering outline */
  93858. outlineWidth: number;
  93859. /** Defines color to use when rendering overlay */
  93860. overlayColor: Color3;
  93861. /** Defines alpha to use when rendering overlay */
  93862. overlayAlpha: number;
  93863. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  93864. hasVertexAlpha: boolean;
  93865. /** 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) */
  93866. useVertexColors: boolean;
  93867. /**
  93868. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  93869. */
  93870. computeBonesUsingShaders: boolean;
  93871. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  93872. numBoneInfluencers: number;
  93873. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  93874. applyFog: boolean;
  93875. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  93876. useOctreeForRenderingSelection: boolean;
  93877. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  93878. useOctreeForPicking: boolean;
  93879. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  93880. useOctreeForCollisions: boolean;
  93881. /**
  93882. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  93883. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  93884. */
  93885. layerMask: number;
  93886. /**
  93887. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  93888. */
  93889. alwaysSelectAsActiveMesh: boolean;
  93890. /**
  93891. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  93892. */
  93893. doNotSyncBoundingInfo: boolean;
  93894. /**
  93895. * Gets or sets the current action manager
  93896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  93897. */
  93898. actionManager: Nullable<AbstractActionManager>;
  93899. private _meshCollisionData;
  93900. /**
  93901. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  93902. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93903. */
  93904. ellipsoid: Vector3;
  93905. /**
  93906. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  93907. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  93908. */
  93909. ellipsoidOffset: Vector3;
  93910. /**
  93911. * Gets or sets a collision mask used to mask collisions (default is -1).
  93912. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93913. */
  93914. collisionMask: number;
  93915. /**
  93916. * Gets or sets the current collision group mask (-1 by default).
  93917. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  93918. */
  93919. collisionGroup: number;
  93920. /**
  93921. * Defines edge width used when edgesRenderer is enabled
  93922. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93923. */
  93924. edgesWidth: number;
  93925. /**
  93926. * Defines edge color used when edgesRenderer is enabled
  93927. * @see https://www.babylonjs-playground.com/#10OJSG#13
  93928. */
  93929. edgesColor: Color4;
  93930. /** @hidden */
  93931. _edgesRenderer: Nullable<IEdgesRenderer>;
  93932. /** @hidden */
  93933. _masterMesh: Nullable<AbstractMesh>;
  93934. /** @hidden */
  93935. _boundingInfo: Nullable<BoundingInfo>;
  93936. /** @hidden */
  93937. _renderId: number;
  93938. /**
  93939. * Gets or sets the list of subMeshes
  93940. * @see http://doc.babylonjs.com/how_to/multi_materials
  93941. */
  93942. subMeshes: SubMesh[];
  93943. /** @hidden */
  93944. _intersectionsInProgress: AbstractMesh[];
  93945. /** @hidden */
  93946. _unIndexed: boolean;
  93947. /** @hidden */
  93948. _lightSources: Light[];
  93949. /** Gets the list of lights affecting that mesh */
  93950. readonly lightSources: Light[];
  93951. /** @hidden */
  93952. readonly _positions: Nullable<Vector3[]>;
  93953. /** @hidden */
  93954. _waitingData: {
  93955. lods: Nullable<any>;
  93956. actions: Nullable<any>;
  93957. freezeWorldMatrix: Nullable<boolean>;
  93958. };
  93959. /** @hidden */
  93960. _bonesTransformMatrices: Nullable<Float32Array>;
  93961. /** @hidden */
  93962. _transformMatrixTexture: Nullable<RawTexture>;
  93963. /**
  93964. * Gets or sets a skeleton to apply skining transformations
  93965. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93966. */
  93967. skeleton: Nullable<Skeleton>;
  93968. /**
  93969. * An event triggered when the mesh is rebuilt.
  93970. */
  93971. onRebuildObservable: Observable<AbstractMesh>;
  93972. /**
  93973. * Creates a new AbstractMesh
  93974. * @param name defines the name of the mesh
  93975. * @param scene defines the hosting scene
  93976. */
  93977. constructor(name: string, scene?: Nullable<Scene>);
  93978. /**
  93979. * Returns the string "AbstractMesh"
  93980. * @returns "AbstractMesh"
  93981. */
  93982. getClassName(): string;
  93983. /**
  93984. * Gets a string representation of the current mesh
  93985. * @param fullDetails defines a boolean indicating if full details must be included
  93986. * @returns a string representation of the current mesh
  93987. */
  93988. toString(fullDetails?: boolean): string;
  93989. /**
  93990. * @hidden
  93991. */
  93992. protected _getEffectiveParent(): Nullable<Node>;
  93993. /** @hidden */
  93994. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  93995. /** @hidden */
  93996. _rebuild(): void;
  93997. /** @hidden */
  93998. _resyncLightSources(): void;
  93999. /** @hidden */
  94000. _resyncLighSource(light: Light): void;
  94001. /** @hidden */
  94002. _unBindEffect(): void;
  94003. /** @hidden */
  94004. _removeLightSource(light: Light, dispose: boolean): void;
  94005. private _markSubMeshesAsDirty;
  94006. /** @hidden */
  94007. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  94008. /** @hidden */
  94009. _markSubMeshesAsAttributesDirty(): void;
  94010. /** @hidden */
  94011. _markSubMeshesAsMiscDirty(): void;
  94012. /**
  94013. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94014. */
  94015. scaling: Vector3;
  94016. /**
  94017. * Returns true if the mesh is blocked. Implemented by child classes
  94018. */
  94019. readonly isBlocked: boolean;
  94020. /**
  94021. * Returns the mesh itself by default. Implemented by child classes
  94022. * @param camera defines the camera to use to pick the right LOD level
  94023. * @returns the currentAbstractMesh
  94024. */
  94025. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94026. /**
  94027. * Returns 0 by default. Implemented by child classes
  94028. * @returns an integer
  94029. */
  94030. getTotalVertices(): number;
  94031. /**
  94032. * Returns a positive integer : the total number of indices in this mesh geometry.
  94033. * @returns the numner of indices or zero if the mesh has no geometry.
  94034. */
  94035. getTotalIndices(): number;
  94036. /**
  94037. * Returns null by default. Implemented by child classes
  94038. * @returns null
  94039. */
  94040. getIndices(): Nullable<IndicesArray>;
  94041. /**
  94042. * Returns the array of the requested vertex data kind. Implemented by child classes
  94043. * @param kind defines the vertex data kind to use
  94044. * @returns null
  94045. */
  94046. getVerticesData(kind: string): Nullable<FloatArray>;
  94047. /**
  94048. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94049. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94050. * Note that a new underlying VertexBuffer object is created each call.
  94051. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94052. * @param kind defines vertex data kind:
  94053. * * VertexBuffer.PositionKind
  94054. * * VertexBuffer.UVKind
  94055. * * VertexBuffer.UV2Kind
  94056. * * VertexBuffer.UV3Kind
  94057. * * VertexBuffer.UV4Kind
  94058. * * VertexBuffer.UV5Kind
  94059. * * VertexBuffer.UV6Kind
  94060. * * VertexBuffer.ColorKind
  94061. * * VertexBuffer.MatricesIndicesKind
  94062. * * VertexBuffer.MatricesIndicesExtraKind
  94063. * * VertexBuffer.MatricesWeightsKind
  94064. * * VertexBuffer.MatricesWeightsExtraKind
  94065. * @param data defines the data source
  94066. * @param updatable defines if the data must be flagged as updatable (or static)
  94067. * @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
  94068. * @returns the current mesh
  94069. */
  94070. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94071. /**
  94072. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94073. * If the mesh has no geometry, it is simply returned as it is.
  94074. * @param kind defines vertex data kind:
  94075. * * VertexBuffer.PositionKind
  94076. * * VertexBuffer.UVKind
  94077. * * VertexBuffer.UV2Kind
  94078. * * VertexBuffer.UV3Kind
  94079. * * VertexBuffer.UV4Kind
  94080. * * VertexBuffer.UV5Kind
  94081. * * VertexBuffer.UV6Kind
  94082. * * VertexBuffer.ColorKind
  94083. * * VertexBuffer.MatricesIndicesKind
  94084. * * VertexBuffer.MatricesIndicesExtraKind
  94085. * * VertexBuffer.MatricesWeightsKind
  94086. * * VertexBuffer.MatricesWeightsExtraKind
  94087. * @param data defines the data source
  94088. * @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
  94089. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  94090. * @returns the current mesh
  94091. */
  94092. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  94093. /**
  94094. * Sets the mesh indices,
  94095. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  94096. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  94097. * @param totalVertices Defines the total number of vertices
  94098. * @returns the current mesh
  94099. */
  94100. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  94101. /**
  94102. * Gets a boolean indicating if specific vertex data is present
  94103. * @param kind defines the vertex data kind to use
  94104. * @returns true is data kind is present
  94105. */
  94106. isVerticesDataPresent(kind: string): boolean;
  94107. /**
  94108. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  94109. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  94110. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  94111. * @returns a BoundingInfo
  94112. */
  94113. getBoundingInfo(): BoundingInfo;
  94114. /**
  94115. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  94116. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  94117. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  94118. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  94119. * @returns the current mesh
  94120. */
  94121. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  94122. /**
  94123. * Overwrite the current bounding info
  94124. * @param boundingInfo defines the new bounding info
  94125. * @returns the current mesh
  94126. */
  94127. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  94128. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  94129. readonly useBones: boolean;
  94130. /** @hidden */
  94131. _preActivate(): void;
  94132. /** @hidden */
  94133. _preActivateForIntermediateRendering(renderId: number): void;
  94134. /** @hidden */
  94135. _activate(renderId: number, intermediateRendering: boolean): boolean;
  94136. /** @hidden */
  94137. _postActivate(): void;
  94138. /** @hidden */
  94139. _freeze(): void;
  94140. /** @hidden */
  94141. _unFreeze(): void;
  94142. /**
  94143. * Gets the current world matrix
  94144. * @returns a Matrix
  94145. */
  94146. getWorldMatrix(): Matrix;
  94147. /** @hidden */
  94148. _getWorldMatrixDeterminant(): number;
  94149. /**
  94150. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  94151. */
  94152. readonly isAnInstance: boolean;
  94153. /**
  94154. * Gets a boolean indicating if this mesh has instances
  94155. */
  94156. readonly hasInstances: boolean;
  94157. /**
  94158. * Perform relative position change from the point of view of behind the front of the mesh.
  94159. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94160. * Supports definition of mesh facing forward or backward
  94161. * @param amountRight defines the distance on the right axis
  94162. * @param amountUp defines the distance on the up axis
  94163. * @param amountForward defines the distance on the forward axis
  94164. * @returns the current mesh
  94165. */
  94166. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  94167. /**
  94168. * Calculate relative position change from the point of view of behind the front of the mesh.
  94169. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94170. * Supports definition of mesh facing forward or backward
  94171. * @param amountRight defines the distance on the right axis
  94172. * @param amountUp defines the distance on the up axis
  94173. * @param amountForward defines the distance on the forward axis
  94174. * @returns the new displacement vector
  94175. */
  94176. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  94177. /**
  94178. * Perform relative rotation change from the point of view of behind the front of the mesh.
  94179. * Supports definition of mesh facing forward or backward
  94180. * @param flipBack defines the flip
  94181. * @param twirlClockwise defines the twirl
  94182. * @param tiltRight defines the tilt
  94183. * @returns the current mesh
  94184. */
  94185. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  94186. /**
  94187. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  94188. * Supports definition of mesh facing forward or backward.
  94189. * @param flipBack defines the flip
  94190. * @param twirlClockwise defines the twirl
  94191. * @param tiltRight defines the tilt
  94192. * @returns the new rotation vector
  94193. */
  94194. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  94195. /**
  94196. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  94197. * This means the mesh underlying bounding box and sphere are recomputed.
  94198. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  94199. * @returns the current mesh
  94200. */
  94201. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  94202. /** @hidden */
  94203. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  94204. /** @hidden */
  94205. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  94206. /** @hidden */
  94207. _updateBoundingInfo(): AbstractMesh;
  94208. /** @hidden */
  94209. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  94210. /** @hidden */
  94211. protected _afterComputeWorldMatrix(): void;
  94212. /** @hidden */
  94213. readonly _effectiveMesh: AbstractMesh;
  94214. /**
  94215. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  94216. * A mesh is in the frustum if its bounding box intersects the frustum
  94217. * @param frustumPlanes defines the frustum to test
  94218. * @returns true if the mesh is in the frustum planes
  94219. */
  94220. isInFrustum(frustumPlanes: Plane[]): boolean;
  94221. /**
  94222. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  94223. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  94224. * @param frustumPlanes defines the frustum to test
  94225. * @returns true if the mesh is completely in the frustum planes
  94226. */
  94227. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  94228. /**
  94229. * True if the mesh intersects another mesh or a SolidParticle object
  94230. * @param mesh defines a target mesh or SolidParticle to test
  94231. * @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)
  94232. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  94233. * @returns true if there is an intersection
  94234. */
  94235. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  94236. /**
  94237. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  94238. * @param point defines the point to test
  94239. * @returns true if there is an intersection
  94240. */
  94241. intersectsPoint(point: Vector3): boolean;
  94242. /**
  94243. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  94244. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94245. */
  94246. checkCollisions: boolean;
  94247. /**
  94248. * Gets Collider object used to compute collisions (not physics)
  94249. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94250. */
  94251. readonly collider: Nullable<Collider>;
  94252. /**
  94253. * Move the mesh using collision engine
  94254. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94255. * @param displacement defines the requested displacement vector
  94256. * @returns the current mesh
  94257. */
  94258. moveWithCollisions(displacement: Vector3): AbstractMesh;
  94259. private _onCollisionPositionChange;
  94260. /** @hidden */
  94261. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  94262. /** @hidden */
  94263. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  94264. /** @hidden */
  94265. _checkCollision(collider: Collider): AbstractMesh;
  94266. /** @hidden */
  94267. _generatePointsArray(): boolean;
  94268. /**
  94269. * Checks if the passed Ray intersects with the mesh
  94270. * @param ray defines the ray to use
  94271. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  94272. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  94273. * @returns the picking info
  94274. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  94275. */
  94276. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  94277. /**
  94278. * Clones the current mesh
  94279. * @param name defines the mesh name
  94280. * @param newParent defines the new mesh parent
  94281. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  94282. * @returns the new mesh
  94283. */
  94284. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  94285. /**
  94286. * Disposes all the submeshes of the current meshnp
  94287. * @returns the current mesh
  94288. */
  94289. releaseSubMeshes(): AbstractMesh;
  94290. /**
  94291. * Releases resources associated with this abstract mesh.
  94292. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94293. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94294. */
  94295. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94296. /**
  94297. * Adds the passed mesh as a child to the current mesh
  94298. * @param mesh defines the child mesh
  94299. * @returns the current mesh
  94300. */
  94301. addChild(mesh: AbstractMesh): AbstractMesh;
  94302. /**
  94303. * Removes the passed mesh from the current mesh children list
  94304. * @param mesh defines the child mesh
  94305. * @returns the current mesh
  94306. */
  94307. removeChild(mesh: AbstractMesh): AbstractMesh;
  94308. /** @hidden */
  94309. private _initFacetData;
  94310. /**
  94311. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  94312. * This method can be called within the render loop.
  94313. * 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
  94314. * @returns the current mesh
  94315. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94316. */
  94317. updateFacetData(): AbstractMesh;
  94318. /**
  94319. * Returns the facetLocalNormals array.
  94320. * The normals are expressed in the mesh local spac
  94321. * @returns an array of Vector3
  94322. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94323. */
  94324. getFacetLocalNormals(): Vector3[];
  94325. /**
  94326. * Returns the facetLocalPositions array.
  94327. * The facet positions are expressed in the mesh local space
  94328. * @returns an array of Vector3
  94329. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94330. */
  94331. getFacetLocalPositions(): Vector3[];
  94332. /**
  94333. * Returns the facetLocalPartioning array
  94334. * @returns an array of array of numbers
  94335. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94336. */
  94337. getFacetLocalPartitioning(): number[][];
  94338. /**
  94339. * Returns the i-th facet position in the world system.
  94340. * This method allocates a new Vector3 per call
  94341. * @param i defines the facet index
  94342. * @returns a new Vector3
  94343. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94344. */
  94345. getFacetPosition(i: number): Vector3;
  94346. /**
  94347. * Sets the reference Vector3 with the i-th facet position in the world system
  94348. * @param i defines the facet index
  94349. * @param ref defines the target vector
  94350. * @returns the current mesh
  94351. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94352. */
  94353. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  94354. /**
  94355. * Returns the i-th facet normal in the world system.
  94356. * This method allocates a new Vector3 per call
  94357. * @param i defines the facet index
  94358. * @returns a new Vector3
  94359. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94360. */
  94361. getFacetNormal(i: number): Vector3;
  94362. /**
  94363. * Sets the reference Vector3 with the i-th facet normal in the world system
  94364. * @param i defines the facet index
  94365. * @param ref defines the target vector
  94366. * @returns the current mesh
  94367. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94368. */
  94369. getFacetNormalToRef(i: number, ref: Vector3): this;
  94370. /**
  94371. * 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)
  94372. * @param x defines x coordinate
  94373. * @param y defines y coordinate
  94374. * @param z defines z coordinate
  94375. * @returns the array of facet indexes
  94376. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94377. */
  94378. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  94379. /**
  94380. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  94381. * @param projected sets as the (x,y,z) world projection on the facet
  94382. * @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
  94383. * @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
  94384. * @param x defines x coordinate
  94385. * @param y defines y coordinate
  94386. * @param z defines z coordinate
  94387. * @returns the face index if found (or null instead)
  94388. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94389. */
  94390. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94391. /**
  94392. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  94393. * @param projected sets as the (x,y,z) local projection on the facet
  94394. * @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
  94395. * @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
  94396. * @param x defines x coordinate
  94397. * @param y defines y coordinate
  94398. * @param z defines z coordinate
  94399. * @returns the face index if found (or null instead)
  94400. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94401. */
  94402. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94403. /**
  94404. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  94405. * @returns the parameters
  94406. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94407. */
  94408. getFacetDataParameters(): any;
  94409. /**
  94410. * Disables the feature FacetData and frees the related memory
  94411. * @returns the current mesh
  94412. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94413. */
  94414. disableFacetData(): AbstractMesh;
  94415. /**
  94416. * Updates the AbstractMesh indices array
  94417. * @param indices defines the data source
  94418. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  94419. * @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)
  94420. * @returns the current mesh
  94421. */
  94422. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  94423. /**
  94424. * Creates new normals data for the mesh
  94425. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  94426. * @returns the current mesh
  94427. */
  94428. createNormals(updatable: boolean): AbstractMesh;
  94429. /**
  94430. * Align the mesh with a normal
  94431. * @param normal defines the normal to use
  94432. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  94433. * @returns the current mesh
  94434. */
  94435. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  94436. /** @hidden */
  94437. _checkOcclusionQuery(): boolean;
  94438. /**
  94439. * Disables the mesh edge rendering mode
  94440. * @returns the currentAbstractMesh
  94441. */
  94442. disableEdgesRendering(): AbstractMesh;
  94443. /**
  94444. * Enables the edge rendering mode on the mesh.
  94445. * This mode makes the mesh edges visible
  94446. * @param epsilon defines the maximal distance between two angles to detect a face
  94447. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  94448. * @returns the currentAbstractMesh
  94449. * @see https://www.babylonjs-playground.com/#19O9TU#0
  94450. */
  94451. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  94452. }
  94453. }
  94454. declare module BABYLON {
  94455. /**
  94456. * Interface used to define ActionEvent
  94457. */
  94458. export interface IActionEvent {
  94459. /** The mesh or sprite that triggered the action */
  94460. source: any;
  94461. /** The X mouse cursor position at the time of the event */
  94462. pointerX: number;
  94463. /** The Y mouse cursor position at the time of the event */
  94464. pointerY: number;
  94465. /** The mesh that is currently pointed at (can be null) */
  94466. meshUnderPointer: Nullable<AbstractMesh>;
  94467. /** the original (browser) event that triggered the ActionEvent */
  94468. sourceEvent?: any;
  94469. /** additional data for the event */
  94470. additionalData?: any;
  94471. }
  94472. /**
  94473. * ActionEvent is the event being sent when an action is triggered.
  94474. */
  94475. export class ActionEvent implements IActionEvent {
  94476. /** The mesh or sprite that triggered the action */
  94477. source: any;
  94478. /** The X mouse cursor position at the time of the event */
  94479. pointerX: number;
  94480. /** The Y mouse cursor position at the time of the event */
  94481. pointerY: number;
  94482. /** The mesh that is currently pointed at (can be null) */
  94483. meshUnderPointer: Nullable<AbstractMesh>;
  94484. /** the original (browser) event that triggered the ActionEvent */
  94485. sourceEvent?: any;
  94486. /** additional data for the event */
  94487. additionalData?: any;
  94488. /**
  94489. * Creates a new ActionEvent
  94490. * @param source The mesh or sprite that triggered the action
  94491. * @param pointerX The X mouse cursor position at the time of the event
  94492. * @param pointerY The Y mouse cursor position at the time of the event
  94493. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  94494. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  94495. * @param additionalData additional data for the event
  94496. */
  94497. constructor(
  94498. /** The mesh or sprite that triggered the action */
  94499. source: any,
  94500. /** The X mouse cursor position at the time of the event */
  94501. pointerX: number,
  94502. /** The Y mouse cursor position at the time of the event */
  94503. pointerY: number,
  94504. /** The mesh that is currently pointed at (can be null) */
  94505. meshUnderPointer: Nullable<AbstractMesh>,
  94506. /** the original (browser) event that triggered the ActionEvent */
  94507. sourceEvent?: any,
  94508. /** additional data for the event */
  94509. additionalData?: any);
  94510. /**
  94511. * Helper function to auto-create an ActionEvent from a source mesh.
  94512. * @param source The source mesh that triggered the event
  94513. * @param evt The original (browser) event
  94514. * @param additionalData additional data for the event
  94515. * @returns the new ActionEvent
  94516. */
  94517. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  94518. /**
  94519. * Helper function to auto-create an ActionEvent from a source sprite
  94520. * @param source The source sprite that triggered the event
  94521. * @param scene Scene associated with the sprite
  94522. * @param evt The original (browser) event
  94523. * @param additionalData additional data for the event
  94524. * @returns the new ActionEvent
  94525. */
  94526. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  94527. /**
  94528. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  94529. * @param scene the scene where the event occurred
  94530. * @param evt The original (browser) event
  94531. * @returns the new ActionEvent
  94532. */
  94533. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  94534. /**
  94535. * Helper function to auto-create an ActionEvent from a primitive
  94536. * @param prim defines the target primitive
  94537. * @param pointerPos defines the pointer position
  94538. * @param evt The original (browser) event
  94539. * @param additionalData additional data for the event
  94540. * @returns the new ActionEvent
  94541. */
  94542. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  94543. }
  94544. }
  94545. declare module BABYLON {
  94546. /**
  94547. * Abstract class used to decouple action Manager from scene and meshes.
  94548. * Do not instantiate.
  94549. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94550. */
  94551. export abstract class AbstractActionManager implements IDisposable {
  94552. /** Gets the list of active triggers */
  94553. static Triggers: {
  94554. [key: string]: number;
  94555. };
  94556. /** Gets the cursor to use when hovering items */
  94557. hoverCursor: string;
  94558. /** Gets the list of actions */
  94559. actions: IAction[];
  94560. /**
  94561. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  94562. */
  94563. isRecursive: boolean;
  94564. /**
  94565. * Releases all associated resources
  94566. */
  94567. abstract dispose(): void;
  94568. /**
  94569. * Does this action manager has pointer triggers
  94570. */
  94571. abstract readonly hasPointerTriggers: boolean;
  94572. /**
  94573. * Does this action manager has pick triggers
  94574. */
  94575. abstract readonly hasPickTriggers: boolean;
  94576. /**
  94577. * Process a specific trigger
  94578. * @param trigger defines the trigger to process
  94579. * @param evt defines the event details to be processed
  94580. */
  94581. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  94582. /**
  94583. * Does this action manager handles actions of any of the given triggers
  94584. * @param triggers defines the triggers to be tested
  94585. * @return a boolean indicating whether one (or more) of the triggers is handled
  94586. */
  94587. abstract hasSpecificTriggers(triggers: number[]): boolean;
  94588. /**
  94589. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  94590. * speed.
  94591. * @param triggerA defines the trigger to be tested
  94592. * @param triggerB defines the trigger to be tested
  94593. * @return a boolean indicating whether one (or more) of the triggers is handled
  94594. */
  94595. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  94596. /**
  94597. * Does this action manager handles actions of a given trigger
  94598. * @param trigger defines the trigger to be tested
  94599. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  94600. * @return whether the trigger is handled
  94601. */
  94602. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  94603. /**
  94604. * Serialize this manager to a JSON object
  94605. * @param name defines the property name to store this manager
  94606. * @returns a JSON representation of this manager
  94607. */
  94608. abstract serialize(name: string): any;
  94609. /**
  94610. * Registers an action to this action manager
  94611. * @param action defines the action to be registered
  94612. * @return the action amended (prepared) after registration
  94613. */
  94614. abstract registerAction(action: IAction): Nullable<IAction>;
  94615. /**
  94616. * Unregisters an action to this action manager
  94617. * @param action defines the action to be unregistered
  94618. * @return a boolean indicating whether the action has been unregistered
  94619. */
  94620. abstract unregisterAction(action: IAction): Boolean;
  94621. /**
  94622. * Does exist one action manager with at least one trigger
  94623. **/
  94624. static readonly HasTriggers: boolean;
  94625. /**
  94626. * Does exist one action manager with at least one pick trigger
  94627. **/
  94628. static readonly HasPickTriggers: boolean;
  94629. /**
  94630. * Does exist one action manager that handles actions of a given trigger
  94631. * @param trigger defines the trigger to be tested
  94632. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  94633. **/
  94634. static HasSpecificTrigger(trigger: number): boolean;
  94635. }
  94636. }
  94637. declare module BABYLON {
  94638. /**
  94639. * Defines how a node can be built from a string name.
  94640. */
  94641. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  94642. /**
  94643. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  94644. */
  94645. export class Node implements IBehaviorAware<Node> {
  94646. /** @hidden */
  94647. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  94648. private static _NodeConstructors;
  94649. /**
  94650. * Add a new node constructor
  94651. * @param type defines the type name of the node to construct
  94652. * @param constructorFunc defines the constructor function
  94653. */
  94654. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  94655. /**
  94656. * Returns a node constructor based on type name
  94657. * @param type defines the type name
  94658. * @param name defines the new node name
  94659. * @param scene defines the hosting scene
  94660. * @param options defines optional options to transmit to constructors
  94661. * @returns the new constructor or null
  94662. */
  94663. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  94664. /**
  94665. * Gets or sets the name of the node
  94666. */
  94667. name: string;
  94668. /**
  94669. * Gets or sets the id of the node
  94670. */
  94671. id: string;
  94672. /**
  94673. * Gets or sets the unique id of the node
  94674. */
  94675. uniqueId: number;
  94676. /**
  94677. * Gets or sets a string used to store user defined state for the node
  94678. */
  94679. state: string;
  94680. /**
  94681. * Gets or sets an object used to store user defined information for the node
  94682. */
  94683. metadata: any;
  94684. /**
  94685. * For internal use only. Please do not use.
  94686. */
  94687. reservedDataStore: any;
  94688. /**
  94689. * List of inspectable custom properties (used by the Inspector)
  94690. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  94691. */
  94692. inspectableCustomProperties: IInspectable[];
  94693. private _doNotSerialize;
  94694. /**
  94695. * Gets or sets a boolean used to define if the node must be serialized
  94696. */
  94697. doNotSerialize: boolean;
  94698. /** @hidden */
  94699. _isDisposed: boolean;
  94700. /**
  94701. * Gets a list of Animations associated with the node
  94702. */
  94703. animations: Animation[];
  94704. protected _ranges: {
  94705. [name: string]: Nullable<AnimationRange>;
  94706. };
  94707. /**
  94708. * Callback raised when the node is ready to be used
  94709. */
  94710. onReady: Nullable<(node: Node) => void>;
  94711. private _isEnabled;
  94712. private _isParentEnabled;
  94713. private _isReady;
  94714. /** @hidden */
  94715. _currentRenderId: number;
  94716. private _parentUpdateId;
  94717. /** @hidden */
  94718. _childUpdateId: number;
  94719. /** @hidden */
  94720. _waitingParentId: Nullable<string>;
  94721. /** @hidden */
  94722. _scene: Scene;
  94723. /** @hidden */
  94724. _cache: any;
  94725. private _parentNode;
  94726. private _children;
  94727. /** @hidden */
  94728. _worldMatrix: Matrix;
  94729. /** @hidden */
  94730. _worldMatrixDeterminant: number;
  94731. /** @hidden */
  94732. _worldMatrixDeterminantIsDirty: boolean;
  94733. /** @hidden */
  94734. private _sceneRootNodesIndex;
  94735. /**
  94736. * Gets a boolean indicating if the node has been disposed
  94737. * @returns true if the node was disposed
  94738. */
  94739. isDisposed(): boolean;
  94740. /**
  94741. * Gets or sets the parent of the node (without keeping the current position in the scene)
  94742. * @see https://doc.babylonjs.com/how_to/parenting
  94743. */
  94744. parent: Nullable<Node>;
  94745. /** @hidden */
  94746. _addToSceneRootNodes(): void;
  94747. /** @hidden */
  94748. _removeFromSceneRootNodes(): void;
  94749. private _animationPropertiesOverride;
  94750. /**
  94751. * Gets or sets the animation properties override
  94752. */
  94753. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  94754. /**
  94755. * Gets a string idenfifying the name of the class
  94756. * @returns "Node" string
  94757. */
  94758. getClassName(): string;
  94759. /** @hidden */
  94760. readonly _isNode: boolean;
  94761. /**
  94762. * An event triggered when the mesh is disposed
  94763. */
  94764. onDisposeObservable: Observable<Node>;
  94765. private _onDisposeObserver;
  94766. /**
  94767. * Sets a callback that will be raised when the node will be disposed
  94768. */
  94769. onDispose: () => void;
  94770. /**
  94771. * Creates a new Node
  94772. * @param name the name and id to be given to this node
  94773. * @param scene the scene this node will be added to
  94774. */
  94775. constructor(name: string, scene?: Nullable<Scene>);
  94776. /**
  94777. * Gets the scene of the node
  94778. * @returns a scene
  94779. */
  94780. getScene(): Scene;
  94781. /**
  94782. * Gets the engine of the node
  94783. * @returns a Engine
  94784. */
  94785. getEngine(): Engine;
  94786. private _behaviors;
  94787. /**
  94788. * Attach a behavior to the node
  94789. * @see http://doc.babylonjs.com/features/behaviour
  94790. * @param behavior defines the behavior to attach
  94791. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  94792. * @returns the current Node
  94793. */
  94794. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  94795. /**
  94796. * Remove an attached behavior
  94797. * @see http://doc.babylonjs.com/features/behaviour
  94798. * @param behavior defines the behavior to attach
  94799. * @returns the current Node
  94800. */
  94801. removeBehavior(behavior: Behavior<Node>): Node;
  94802. /**
  94803. * Gets the list of attached behaviors
  94804. * @see http://doc.babylonjs.com/features/behaviour
  94805. */
  94806. readonly behaviors: Behavior<Node>[];
  94807. /**
  94808. * Gets an attached behavior by name
  94809. * @param name defines the name of the behavior to look for
  94810. * @see http://doc.babylonjs.com/features/behaviour
  94811. * @returns null if behavior was not found else the requested behavior
  94812. */
  94813. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  94814. /**
  94815. * Returns the latest update of the World matrix
  94816. * @returns a Matrix
  94817. */
  94818. getWorldMatrix(): Matrix;
  94819. /** @hidden */
  94820. _getWorldMatrixDeterminant(): number;
  94821. /**
  94822. * Returns directly the latest state of the mesh World matrix.
  94823. * A Matrix is returned.
  94824. */
  94825. readonly worldMatrixFromCache: Matrix;
  94826. /** @hidden */
  94827. _initCache(): void;
  94828. /** @hidden */
  94829. updateCache(force?: boolean): void;
  94830. /** @hidden */
  94831. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94832. /** @hidden */
  94833. _updateCache(ignoreParentClass?: boolean): void;
  94834. /** @hidden */
  94835. _isSynchronized(): boolean;
  94836. /** @hidden */
  94837. _markSyncedWithParent(): void;
  94838. /** @hidden */
  94839. isSynchronizedWithParent(): boolean;
  94840. /** @hidden */
  94841. isSynchronized(): boolean;
  94842. /**
  94843. * Is this node ready to be used/rendered
  94844. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  94845. * @return true if the node is ready
  94846. */
  94847. isReady(completeCheck?: boolean): boolean;
  94848. /**
  94849. * Is this node enabled?
  94850. * 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
  94851. * @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
  94852. * @return whether this node (and its parent) is enabled
  94853. */
  94854. isEnabled(checkAncestors?: boolean): boolean;
  94855. /** @hidden */
  94856. protected _syncParentEnabledState(): void;
  94857. /**
  94858. * Set the enabled state of this node
  94859. * @param value defines the new enabled state
  94860. */
  94861. setEnabled(value: boolean): void;
  94862. /**
  94863. * Is this node a descendant of the given node?
  94864. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  94865. * @param ancestor defines the parent node to inspect
  94866. * @returns a boolean indicating if this node is a descendant of the given node
  94867. */
  94868. isDescendantOf(ancestor: Node): boolean;
  94869. /** @hidden */
  94870. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  94871. /**
  94872. * Will return all nodes that have this node as ascendant
  94873. * @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
  94874. * @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
  94875. * @return all children nodes of all types
  94876. */
  94877. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  94878. /**
  94879. * Get all child-meshes of this node
  94880. * @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)
  94881. * @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
  94882. * @returns an array of AbstractMesh
  94883. */
  94884. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  94885. /**
  94886. * Get all direct children of this node
  94887. * @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
  94888. * @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)
  94889. * @returns an array of Node
  94890. */
  94891. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  94892. /** @hidden */
  94893. _setReady(state: boolean): void;
  94894. /**
  94895. * Get an animation by name
  94896. * @param name defines the name of the animation to look for
  94897. * @returns null if not found else the requested animation
  94898. */
  94899. getAnimationByName(name: string): Nullable<Animation>;
  94900. /**
  94901. * Creates an animation range for this node
  94902. * @param name defines the name of the range
  94903. * @param from defines the starting key
  94904. * @param to defines the end key
  94905. */
  94906. createAnimationRange(name: string, from: number, to: number): void;
  94907. /**
  94908. * Delete a specific animation range
  94909. * @param name defines the name of the range to delete
  94910. * @param deleteFrames defines if animation frames from the range must be deleted as well
  94911. */
  94912. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  94913. /**
  94914. * Get an animation range by name
  94915. * @param name defines the name of the animation range to look for
  94916. * @returns null if not found else the requested animation range
  94917. */
  94918. getAnimationRange(name: string): Nullable<AnimationRange>;
  94919. /**
  94920. * Gets the list of all animation ranges defined on this node
  94921. * @returns an array
  94922. */
  94923. getAnimationRanges(): Nullable<AnimationRange>[];
  94924. /**
  94925. * Will start the animation sequence
  94926. * @param name defines the range frames for animation sequence
  94927. * @param loop defines if the animation should loop (false by default)
  94928. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  94929. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  94930. * @returns the object created for this animation. If range does not exist, it will return null
  94931. */
  94932. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  94933. /**
  94934. * Serialize animation ranges into a JSON compatible object
  94935. * @returns serialization object
  94936. */
  94937. serializeAnimationRanges(): any;
  94938. /**
  94939. * Computes the world matrix of the node
  94940. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  94941. * @returns the world matrix
  94942. */
  94943. computeWorldMatrix(force?: boolean): Matrix;
  94944. /**
  94945. * Releases resources associated with this node.
  94946. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94947. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94948. */
  94949. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94950. /**
  94951. * Parse animation range data from a serialization object and store them into a given node
  94952. * @param node defines where to store the animation ranges
  94953. * @param parsedNode defines the serialization object to read data from
  94954. * @param scene defines the hosting scene
  94955. */
  94956. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  94957. /**
  94958. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  94959. * @param includeDescendants Include bounding info from descendants as well (true by default)
  94960. * @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
  94961. * @returns the new bounding vectors
  94962. */
  94963. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  94964. min: Vector3;
  94965. max: Vector3;
  94966. };
  94967. }
  94968. }
  94969. declare module BABYLON {
  94970. /**
  94971. * @hidden
  94972. */
  94973. export class _IAnimationState {
  94974. key: number;
  94975. repeatCount: number;
  94976. workValue?: any;
  94977. loopMode?: number;
  94978. offsetValue?: any;
  94979. highLimitValue?: any;
  94980. }
  94981. /**
  94982. * Class used to store any kind of animation
  94983. */
  94984. export class Animation {
  94985. /**Name of the animation */
  94986. name: string;
  94987. /**Property to animate */
  94988. targetProperty: string;
  94989. /**The frames per second of the animation */
  94990. framePerSecond: number;
  94991. /**The data type of the animation */
  94992. dataType: number;
  94993. /**The loop mode of the animation */
  94994. loopMode?: number | undefined;
  94995. /**Specifies if blending should be enabled */
  94996. enableBlending?: boolean | undefined;
  94997. /**
  94998. * Use matrix interpolation instead of using direct key value when animating matrices
  94999. */
  95000. static AllowMatricesInterpolation: boolean;
  95001. /**
  95002. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  95003. */
  95004. static AllowMatrixDecomposeForInterpolation: boolean;
  95005. /**
  95006. * Stores the key frames of the animation
  95007. */
  95008. private _keys;
  95009. /**
  95010. * Stores the easing function of the animation
  95011. */
  95012. private _easingFunction;
  95013. /**
  95014. * @hidden Internal use only
  95015. */
  95016. _runtimeAnimations: RuntimeAnimation[];
  95017. /**
  95018. * The set of event that will be linked to this animation
  95019. */
  95020. private _events;
  95021. /**
  95022. * Stores an array of target property paths
  95023. */
  95024. targetPropertyPath: string[];
  95025. /**
  95026. * Stores the blending speed of the animation
  95027. */
  95028. blendingSpeed: number;
  95029. /**
  95030. * Stores the animation ranges for the animation
  95031. */
  95032. private _ranges;
  95033. /**
  95034. * @hidden Internal use
  95035. */
  95036. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95037. /**
  95038. * Sets up an animation
  95039. * @param property The property to animate
  95040. * @param animationType The animation type to apply
  95041. * @param framePerSecond The frames per second of the animation
  95042. * @param easingFunction The easing function used in the animation
  95043. * @returns The created animation
  95044. */
  95045. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95046. /**
  95047. * Create and start an animation on a node
  95048. * @param name defines the name of the global animation that will be run on all nodes
  95049. * @param node defines the root node where the animation will take place
  95050. * @param targetProperty defines property to animate
  95051. * @param framePerSecond defines the number of frame per second yo use
  95052. * @param totalFrame defines the number of frames in total
  95053. * @param from defines the initial value
  95054. * @param to defines the final value
  95055. * @param loopMode defines which loop mode you want to use (off by default)
  95056. * @param easingFunction defines the easing function to use (linear by default)
  95057. * @param onAnimationEnd defines the callback to call when animation end
  95058. * @returns the animatable created for this animation
  95059. */
  95060. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95061. /**
  95062. * Create and start an animation on a node and its descendants
  95063. * @param name defines the name of the global animation that will be run on all nodes
  95064. * @param node defines the root node where the animation will take place
  95065. * @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
  95066. * @param targetProperty defines property to animate
  95067. * @param framePerSecond defines the number of frame per second to use
  95068. * @param totalFrame defines the number of frames in total
  95069. * @param from defines the initial value
  95070. * @param to defines the final value
  95071. * @param loopMode defines which loop mode you want to use (off by default)
  95072. * @param easingFunction defines the easing function to use (linear by default)
  95073. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95074. * @returns the list of animatables created for all nodes
  95075. * @example https://www.babylonjs-playground.com/#MH0VLI
  95076. */
  95077. 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[]>;
  95078. /**
  95079. * Creates a new animation, merges it with the existing animations and starts it
  95080. * @param name Name of the animation
  95081. * @param node Node which contains the scene that begins the animations
  95082. * @param targetProperty Specifies which property to animate
  95083. * @param framePerSecond The frames per second of the animation
  95084. * @param totalFrame The total number of frames
  95085. * @param from The frame at the beginning of the animation
  95086. * @param to The frame at the end of the animation
  95087. * @param loopMode Specifies the loop mode of the animation
  95088. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  95089. * @param onAnimationEnd Callback to run once the animation is complete
  95090. * @returns Nullable animation
  95091. */
  95092. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95093. /**
  95094. * Transition property of an host to the target Value
  95095. * @param property The property to transition
  95096. * @param targetValue The target Value of the property
  95097. * @param host The object where the property to animate belongs
  95098. * @param scene Scene used to run the animation
  95099. * @param frameRate Framerate (in frame/s) to use
  95100. * @param transition The transition type we want to use
  95101. * @param duration The duration of the animation, in milliseconds
  95102. * @param onAnimationEnd Callback trigger at the end of the animation
  95103. * @returns Nullable animation
  95104. */
  95105. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  95106. /**
  95107. * Return the array of runtime animations currently using this animation
  95108. */
  95109. readonly runtimeAnimations: RuntimeAnimation[];
  95110. /**
  95111. * Specifies if any of the runtime animations are currently running
  95112. */
  95113. readonly hasRunningRuntimeAnimations: boolean;
  95114. /**
  95115. * Initializes the animation
  95116. * @param name Name of the animation
  95117. * @param targetProperty Property to animate
  95118. * @param framePerSecond The frames per second of the animation
  95119. * @param dataType The data type of the animation
  95120. * @param loopMode The loop mode of the animation
  95121. * @param enableBlending Specifies if blending should be enabled
  95122. */
  95123. constructor(
  95124. /**Name of the animation */
  95125. name: string,
  95126. /**Property to animate */
  95127. targetProperty: string,
  95128. /**The frames per second of the animation */
  95129. framePerSecond: number,
  95130. /**The data type of the animation */
  95131. dataType: number,
  95132. /**The loop mode of the animation */
  95133. loopMode?: number | undefined,
  95134. /**Specifies if blending should be enabled */
  95135. enableBlending?: boolean | undefined);
  95136. /**
  95137. * Converts the animation to a string
  95138. * @param fullDetails support for multiple levels of logging within scene loading
  95139. * @returns String form of the animation
  95140. */
  95141. toString(fullDetails?: boolean): string;
  95142. /**
  95143. * Add an event to this animation
  95144. * @param event Event to add
  95145. */
  95146. addEvent(event: AnimationEvent): void;
  95147. /**
  95148. * Remove all events found at the given frame
  95149. * @param frame The frame to remove events from
  95150. */
  95151. removeEvents(frame: number): void;
  95152. /**
  95153. * Retrieves all the events from the animation
  95154. * @returns Events from the animation
  95155. */
  95156. getEvents(): AnimationEvent[];
  95157. /**
  95158. * Creates an animation range
  95159. * @param name Name of the animation range
  95160. * @param from Starting frame of the animation range
  95161. * @param to Ending frame of the animation
  95162. */
  95163. createRange(name: string, from: number, to: number): void;
  95164. /**
  95165. * Deletes an animation range by name
  95166. * @param name Name of the animation range to delete
  95167. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  95168. */
  95169. deleteRange(name: string, deleteFrames?: boolean): void;
  95170. /**
  95171. * Gets the animation range by name, or null if not defined
  95172. * @param name Name of the animation range
  95173. * @returns Nullable animation range
  95174. */
  95175. getRange(name: string): Nullable<AnimationRange>;
  95176. /**
  95177. * Gets the key frames from the animation
  95178. * @returns The key frames of the animation
  95179. */
  95180. getKeys(): Array<IAnimationKey>;
  95181. /**
  95182. * Gets the highest frame rate of the animation
  95183. * @returns Highest frame rate of the animation
  95184. */
  95185. getHighestFrame(): number;
  95186. /**
  95187. * Gets the easing function of the animation
  95188. * @returns Easing function of the animation
  95189. */
  95190. getEasingFunction(): IEasingFunction;
  95191. /**
  95192. * Sets the easing function of the animation
  95193. * @param easingFunction A custom mathematical formula for animation
  95194. */
  95195. setEasingFunction(easingFunction: EasingFunction): void;
  95196. /**
  95197. * Interpolates a scalar linearly
  95198. * @param startValue Start value of the animation curve
  95199. * @param endValue End value of the animation curve
  95200. * @param gradient Scalar amount to interpolate
  95201. * @returns Interpolated scalar value
  95202. */
  95203. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  95204. /**
  95205. * Interpolates a scalar cubically
  95206. * @param startValue Start value of the animation curve
  95207. * @param outTangent End tangent of the animation
  95208. * @param endValue End value of the animation curve
  95209. * @param inTangent Start tangent of the animation curve
  95210. * @param gradient Scalar amount to interpolate
  95211. * @returns Interpolated scalar value
  95212. */
  95213. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  95214. /**
  95215. * Interpolates a quaternion using a spherical linear interpolation
  95216. * @param startValue Start value of the animation curve
  95217. * @param endValue End value of the animation curve
  95218. * @param gradient Scalar amount to interpolate
  95219. * @returns Interpolated quaternion value
  95220. */
  95221. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  95222. /**
  95223. * Interpolates a quaternion cubically
  95224. * @param startValue Start value of the animation curve
  95225. * @param outTangent End tangent of the animation curve
  95226. * @param endValue End value of the animation curve
  95227. * @param inTangent Start tangent of the animation curve
  95228. * @param gradient Scalar amount to interpolate
  95229. * @returns Interpolated quaternion value
  95230. */
  95231. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  95232. /**
  95233. * Interpolates a Vector3 linearl
  95234. * @param startValue Start value of the animation curve
  95235. * @param endValue End value of the animation curve
  95236. * @param gradient Scalar amount to interpolate
  95237. * @returns Interpolated scalar value
  95238. */
  95239. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  95240. /**
  95241. * Interpolates a Vector3 cubically
  95242. * @param startValue Start value of the animation curve
  95243. * @param outTangent End tangent of the animation
  95244. * @param endValue End value of the animation curve
  95245. * @param inTangent Start tangent of the animation curve
  95246. * @param gradient Scalar amount to interpolate
  95247. * @returns InterpolatedVector3 value
  95248. */
  95249. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  95250. /**
  95251. * Interpolates a Vector2 linearly
  95252. * @param startValue Start value of the animation curve
  95253. * @param endValue End value of the animation curve
  95254. * @param gradient Scalar amount to interpolate
  95255. * @returns Interpolated Vector2 value
  95256. */
  95257. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  95258. /**
  95259. * Interpolates a Vector2 cubically
  95260. * @param startValue Start value of the animation curve
  95261. * @param outTangent End tangent of the animation
  95262. * @param endValue End value of the animation curve
  95263. * @param inTangent Start tangent of the animation curve
  95264. * @param gradient Scalar amount to interpolate
  95265. * @returns Interpolated Vector2 value
  95266. */
  95267. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  95268. /**
  95269. * Interpolates a size linearly
  95270. * @param startValue Start value of the animation curve
  95271. * @param endValue End value of the animation curve
  95272. * @param gradient Scalar amount to interpolate
  95273. * @returns Interpolated Size value
  95274. */
  95275. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  95276. /**
  95277. * Interpolates a Color3 linearly
  95278. * @param startValue Start value of the animation curve
  95279. * @param endValue End value of the animation curve
  95280. * @param gradient Scalar amount to interpolate
  95281. * @returns Interpolated Color3 value
  95282. */
  95283. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  95284. /**
  95285. * Interpolates a Color4 linearly
  95286. * @param startValue Start value of the animation curve
  95287. * @param endValue End value of the animation curve
  95288. * @param gradient Scalar amount to interpolate
  95289. * @returns Interpolated Color3 value
  95290. */
  95291. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  95292. /**
  95293. * @hidden Internal use only
  95294. */
  95295. _getKeyValue(value: any): any;
  95296. /**
  95297. * @hidden Internal use only
  95298. */
  95299. _interpolate(currentFrame: number, state: _IAnimationState): any;
  95300. /**
  95301. * Defines the function to use to interpolate matrices
  95302. * @param startValue defines the start matrix
  95303. * @param endValue defines the end matrix
  95304. * @param gradient defines the gradient between both matrices
  95305. * @param result defines an optional target matrix where to store the interpolation
  95306. * @returns the interpolated matrix
  95307. */
  95308. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  95309. /**
  95310. * Makes a copy of the animation
  95311. * @returns Cloned animation
  95312. */
  95313. clone(): Animation;
  95314. /**
  95315. * Sets the key frames of the animation
  95316. * @param values The animation key frames to set
  95317. */
  95318. setKeys(values: Array<IAnimationKey>): void;
  95319. /**
  95320. * Serializes the animation to an object
  95321. * @returns Serialized object
  95322. */
  95323. serialize(): any;
  95324. /**
  95325. * Float animation type
  95326. */
  95327. static readonly ANIMATIONTYPE_FLOAT: number;
  95328. /**
  95329. * Vector3 animation type
  95330. */
  95331. static readonly ANIMATIONTYPE_VECTOR3: number;
  95332. /**
  95333. * Quaternion animation type
  95334. */
  95335. static readonly ANIMATIONTYPE_QUATERNION: number;
  95336. /**
  95337. * Matrix animation type
  95338. */
  95339. static readonly ANIMATIONTYPE_MATRIX: number;
  95340. /**
  95341. * Color3 animation type
  95342. */
  95343. static readonly ANIMATIONTYPE_COLOR3: number;
  95344. /**
  95345. * Color3 animation type
  95346. */
  95347. static readonly ANIMATIONTYPE_COLOR4: number;
  95348. /**
  95349. * Vector2 animation type
  95350. */
  95351. static readonly ANIMATIONTYPE_VECTOR2: number;
  95352. /**
  95353. * Size animation type
  95354. */
  95355. static readonly ANIMATIONTYPE_SIZE: number;
  95356. /**
  95357. * Relative Loop Mode
  95358. */
  95359. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  95360. /**
  95361. * Cycle Loop Mode
  95362. */
  95363. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  95364. /**
  95365. * Constant Loop Mode
  95366. */
  95367. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  95368. /** @hidden */
  95369. static _UniversalLerp(left: any, right: any, amount: number): any;
  95370. /**
  95371. * Parses an animation object and creates an animation
  95372. * @param parsedAnimation Parsed animation object
  95373. * @returns Animation object
  95374. */
  95375. static Parse(parsedAnimation: any): Animation;
  95376. /**
  95377. * Appends the serialized animations from the source animations
  95378. * @param source Source containing the animations
  95379. * @param destination Target to store the animations
  95380. */
  95381. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95382. }
  95383. }
  95384. declare module BABYLON {
  95385. /**
  95386. * Interface containing an array of animations
  95387. */
  95388. export interface IAnimatable {
  95389. /**
  95390. * Array of animations
  95391. */
  95392. animations: Nullable<Array<Animation>>;
  95393. }
  95394. }
  95395. declare module BABYLON {
  95396. /**
  95397. * This represents all the required information to add a fresnel effect on a material:
  95398. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  95399. */
  95400. export class FresnelParameters {
  95401. private _isEnabled;
  95402. /**
  95403. * Define if the fresnel effect is enable or not.
  95404. */
  95405. isEnabled: boolean;
  95406. /**
  95407. * Define the color used on edges (grazing angle)
  95408. */
  95409. leftColor: Color3;
  95410. /**
  95411. * Define the color used on center
  95412. */
  95413. rightColor: Color3;
  95414. /**
  95415. * Define bias applied to computed fresnel term
  95416. */
  95417. bias: number;
  95418. /**
  95419. * Defined the power exponent applied to fresnel term
  95420. */
  95421. power: number;
  95422. /**
  95423. * Clones the current fresnel and its valuues
  95424. * @returns a clone fresnel configuration
  95425. */
  95426. clone(): FresnelParameters;
  95427. /**
  95428. * Serializes the current fresnel parameters to a JSON representation.
  95429. * @return the JSON serialization
  95430. */
  95431. serialize(): any;
  95432. /**
  95433. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  95434. * @param parsedFresnelParameters Define the JSON representation
  95435. * @returns the parsed parameters
  95436. */
  95437. static Parse(parsedFresnelParameters: any): FresnelParameters;
  95438. }
  95439. }
  95440. declare module BABYLON {
  95441. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  95442. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95443. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95444. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95445. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95446. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95447. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95448. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95449. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95450. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95451. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95452. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95453. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95454. /**
  95455. * Decorator used to define property that can be serialized as reference to a camera
  95456. * @param sourceName defines the name of the property to decorate
  95457. */
  95458. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95459. /**
  95460. * Class used to help serialization objects
  95461. */
  95462. export class SerializationHelper {
  95463. /** @hidden */
  95464. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  95465. /** @hidden */
  95466. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  95467. /** @hidden */
  95468. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  95469. /** @hidden */
  95470. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  95471. /**
  95472. * Appends the serialized animations from the source animations
  95473. * @param source Source containing the animations
  95474. * @param destination Target to store the animations
  95475. */
  95476. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95477. /**
  95478. * Static function used to serialized a specific entity
  95479. * @param entity defines the entity to serialize
  95480. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  95481. * @returns a JSON compatible object representing the serialization of the entity
  95482. */
  95483. static Serialize<T>(entity: T, serializationObject?: any): any;
  95484. /**
  95485. * Creates a new entity from a serialization data object
  95486. * @param creationFunction defines a function used to instanciated the new entity
  95487. * @param source defines the source serialization data
  95488. * @param scene defines the hosting scene
  95489. * @param rootUrl defines the root url for resources
  95490. * @returns a new entity
  95491. */
  95492. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  95493. /**
  95494. * Clones an object
  95495. * @param creationFunction defines the function used to instanciate the new object
  95496. * @param source defines the source object
  95497. * @returns the cloned object
  95498. */
  95499. static Clone<T>(creationFunction: () => T, source: T): T;
  95500. /**
  95501. * Instanciates a new object based on a source one (some data will be shared between both object)
  95502. * @param creationFunction defines the function used to instanciate the new object
  95503. * @param source defines the source object
  95504. * @returns the new object
  95505. */
  95506. static Instanciate<T>(creationFunction: () => T, source: T): T;
  95507. }
  95508. }
  95509. declare module BABYLON {
  95510. /**
  95511. * Class used to manipulate GUIDs
  95512. */
  95513. export class GUID {
  95514. /**
  95515. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95516. * Be aware Math.random() could cause collisions, but:
  95517. * "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"
  95518. * @returns a pseudo random id
  95519. */
  95520. static RandomId(): string;
  95521. }
  95522. }
  95523. declare module BABYLON {
  95524. /**
  95525. * Base class of all the textures in babylon.
  95526. * It groups all the common properties the materials, post process, lights... might need
  95527. * in order to make a correct use of the texture.
  95528. */
  95529. export class BaseTexture implements IAnimatable {
  95530. /**
  95531. * Default anisotropic filtering level for the application.
  95532. * It is set to 4 as a good tradeoff between perf and quality.
  95533. */
  95534. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  95535. /**
  95536. * Gets or sets the unique id of the texture
  95537. */
  95538. uniqueId: number;
  95539. /**
  95540. * Define the name of the texture.
  95541. */
  95542. name: string;
  95543. /**
  95544. * Gets or sets an object used to store user defined information.
  95545. */
  95546. metadata: any;
  95547. /**
  95548. * For internal use only. Please do not use.
  95549. */
  95550. reservedDataStore: any;
  95551. private _hasAlpha;
  95552. /**
  95553. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  95554. */
  95555. hasAlpha: boolean;
  95556. /**
  95557. * Defines if the alpha value should be determined via the rgb values.
  95558. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  95559. */
  95560. getAlphaFromRGB: boolean;
  95561. /**
  95562. * Intensity or strength of the texture.
  95563. * It is commonly used by materials to fine tune the intensity of the texture
  95564. */
  95565. level: number;
  95566. /**
  95567. * Define the UV chanel to use starting from 0 and defaulting to 0.
  95568. * This is part of the texture as textures usually maps to one uv set.
  95569. */
  95570. coordinatesIndex: number;
  95571. private _coordinatesMode;
  95572. /**
  95573. * How a texture is mapped.
  95574. *
  95575. * | Value | Type | Description |
  95576. * | ----- | ----------------------------------- | ----------- |
  95577. * | 0 | EXPLICIT_MODE | |
  95578. * | 1 | SPHERICAL_MODE | |
  95579. * | 2 | PLANAR_MODE | |
  95580. * | 3 | CUBIC_MODE | |
  95581. * | 4 | PROJECTION_MODE | |
  95582. * | 5 | SKYBOX_MODE | |
  95583. * | 6 | INVCUBIC_MODE | |
  95584. * | 7 | EQUIRECTANGULAR_MODE | |
  95585. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  95586. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  95587. */
  95588. coordinatesMode: number;
  95589. /**
  95590. * | Value | Type | Description |
  95591. * | ----- | ------------------ | ----------- |
  95592. * | 0 | CLAMP_ADDRESSMODE | |
  95593. * | 1 | WRAP_ADDRESSMODE | |
  95594. * | 2 | MIRROR_ADDRESSMODE | |
  95595. */
  95596. wrapU: number;
  95597. /**
  95598. * | Value | Type | Description |
  95599. * | ----- | ------------------ | ----------- |
  95600. * | 0 | CLAMP_ADDRESSMODE | |
  95601. * | 1 | WRAP_ADDRESSMODE | |
  95602. * | 2 | MIRROR_ADDRESSMODE | |
  95603. */
  95604. wrapV: number;
  95605. /**
  95606. * | Value | Type | Description |
  95607. * | ----- | ------------------ | ----------- |
  95608. * | 0 | CLAMP_ADDRESSMODE | |
  95609. * | 1 | WRAP_ADDRESSMODE | |
  95610. * | 2 | MIRROR_ADDRESSMODE | |
  95611. */
  95612. wrapR: number;
  95613. /**
  95614. * With compliant hardware and browser (supporting anisotropic filtering)
  95615. * this defines the level of anisotropic filtering in the texture.
  95616. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  95617. */
  95618. anisotropicFilteringLevel: number;
  95619. /**
  95620. * Define if the texture is a cube texture or if false a 2d texture.
  95621. */
  95622. isCube: boolean;
  95623. /**
  95624. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  95625. */
  95626. is3D: boolean;
  95627. /**
  95628. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  95629. * HDR texture are usually stored in linear space.
  95630. * This only impacts the PBR and Background materials
  95631. */
  95632. gammaSpace: boolean;
  95633. /**
  95634. * Gets or sets whether or not the texture contains RGBD data.
  95635. */
  95636. isRGBD: boolean;
  95637. /**
  95638. * Is Z inverted in the texture (useful in a cube texture).
  95639. */
  95640. invertZ: boolean;
  95641. /**
  95642. * Are mip maps generated for this texture or not.
  95643. */
  95644. readonly noMipmap: boolean;
  95645. /**
  95646. * @hidden
  95647. */
  95648. lodLevelInAlpha: boolean;
  95649. /**
  95650. * With prefiltered texture, defined the offset used during the prefiltering steps.
  95651. */
  95652. lodGenerationOffset: number;
  95653. /**
  95654. * With prefiltered texture, defined the scale used during the prefiltering steps.
  95655. */
  95656. lodGenerationScale: number;
  95657. /**
  95658. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  95659. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  95660. * average roughness values.
  95661. */
  95662. linearSpecularLOD: boolean;
  95663. /**
  95664. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  95665. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  95666. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  95667. */
  95668. irradianceTexture: Nullable<BaseTexture>;
  95669. /**
  95670. * Define if the texture is a render target.
  95671. */
  95672. isRenderTarget: boolean;
  95673. /**
  95674. * Define the unique id of the texture in the scene.
  95675. */
  95676. readonly uid: string;
  95677. /**
  95678. * Return a string representation of the texture.
  95679. * @returns the texture as a string
  95680. */
  95681. toString(): string;
  95682. /**
  95683. * Get the class name of the texture.
  95684. * @returns "BaseTexture"
  95685. */
  95686. getClassName(): string;
  95687. /**
  95688. * Define the list of animation attached to the texture.
  95689. */
  95690. animations: Animation[];
  95691. /**
  95692. * An event triggered when the texture is disposed.
  95693. */
  95694. onDisposeObservable: Observable<BaseTexture>;
  95695. private _onDisposeObserver;
  95696. /**
  95697. * Callback triggered when the texture has been disposed.
  95698. * Kept for back compatibility, you can use the onDisposeObservable instead.
  95699. */
  95700. onDispose: () => void;
  95701. /**
  95702. * Define the current state of the loading sequence when in delayed load mode.
  95703. */
  95704. delayLoadState: number;
  95705. private _scene;
  95706. /** @hidden */
  95707. _texture: Nullable<InternalTexture>;
  95708. private _uid;
  95709. /**
  95710. * Define if the texture is preventinga material to render or not.
  95711. * If not and the texture is not ready, the engine will use a default black texture instead.
  95712. */
  95713. readonly isBlocking: boolean;
  95714. /**
  95715. * Instantiates a new BaseTexture.
  95716. * Base class of all the textures in babylon.
  95717. * It groups all the common properties the materials, post process, lights... might need
  95718. * in order to make a correct use of the texture.
  95719. * @param scene Define the scene the texture blongs to
  95720. */
  95721. constructor(scene: Nullable<Scene>);
  95722. /**
  95723. * Get the scene the texture belongs to.
  95724. * @returns the scene or null if undefined
  95725. */
  95726. getScene(): Nullable<Scene>;
  95727. /**
  95728. * Get the texture transform matrix used to offset tile the texture for istance.
  95729. * @returns the transformation matrix
  95730. */
  95731. getTextureMatrix(): Matrix;
  95732. /**
  95733. * Get the texture reflection matrix used to rotate/transform the reflection.
  95734. * @returns the reflection matrix
  95735. */
  95736. getReflectionTextureMatrix(): Matrix;
  95737. /**
  95738. * Get the underlying lower level texture from Babylon.
  95739. * @returns the insternal texture
  95740. */
  95741. getInternalTexture(): Nullable<InternalTexture>;
  95742. /**
  95743. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  95744. * @returns true if ready or not blocking
  95745. */
  95746. isReadyOrNotBlocking(): boolean;
  95747. /**
  95748. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  95749. * @returns true if fully ready
  95750. */
  95751. isReady(): boolean;
  95752. private _cachedSize;
  95753. /**
  95754. * Get the size of the texture.
  95755. * @returns the texture size.
  95756. */
  95757. getSize(): ISize;
  95758. /**
  95759. * Get the base size of the texture.
  95760. * It can be different from the size if the texture has been resized for POT for instance
  95761. * @returns the base size
  95762. */
  95763. getBaseSize(): ISize;
  95764. /**
  95765. * Update the sampling mode of the texture.
  95766. * Default is Trilinear mode.
  95767. *
  95768. * | Value | Type | Description |
  95769. * | ----- | ------------------ | ----------- |
  95770. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  95771. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  95772. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  95773. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  95774. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  95775. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  95776. * | 7 | NEAREST_LINEAR | |
  95777. * | 8 | NEAREST_NEAREST | |
  95778. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  95779. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  95780. * | 11 | LINEAR_LINEAR | |
  95781. * | 12 | LINEAR_NEAREST | |
  95782. *
  95783. * > _mag_: magnification filter (close to the viewer)
  95784. * > _min_: minification filter (far from the viewer)
  95785. * > _mip_: filter used between mip map levels
  95786. *@param samplingMode Define the new sampling mode of the texture
  95787. */
  95788. updateSamplingMode(samplingMode: number): void;
  95789. /**
  95790. * Scales the texture if is `canRescale()`
  95791. * @param ratio the resize factor we want to use to rescale
  95792. */
  95793. scale(ratio: number): void;
  95794. /**
  95795. * Get if the texture can rescale.
  95796. */
  95797. readonly canRescale: boolean;
  95798. /** @hidden */
  95799. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  95800. /** @hidden */
  95801. _rebuild(): void;
  95802. /**
  95803. * Triggers the load sequence in delayed load mode.
  95804. */
  95805. delayLoad(): void;
  95806. /**
  95807. * Clones the texture.
  95808. * @returns the cloned texture
  95809. */
  95810. clone(): Nullable<BaseTexture>;
  95811. /**
  95812. * Get the texture underlying type (INT, FLOAT...)
  95813. */
  95814. readonly textureType: number;
  95815. /**
  95816. * Get the texture underlying format (RGB, RGBA...)
  95817. */
  95818. readonly textureFormat: number;
  95819. /**
  95820. * Indicates that textures need to be re-calculated for all materials
  95821. */
  95822. protected _markAllSubMeshesAsTexturesDirty(): void;
  95823. /**
  95824. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  95825. * This will returns an RGBA array buffer containing either in values (0-255) or
  95826. * float values (0-1) depending of the underlying buffer type.
  95827. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  95828. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  95829. * @param buffer defines a user defined buffer to fill with data (can be null)
  95830. * @returns The Array buffer containing the pixels data.
  95831. */
  95832. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  95833. /**
  95834. * Release and destroy the underlying lower level texture aka internalTexture.
  95835. */
  95836. releaseInternalTexture(): void;
  95837. /** @hidden */
  95838. readonly _lodTextureHigh: Nullable<BaseTexture>;
  95839. /** @hidden */
  95840. readonly _lodTextureMid: Nullable<BaseTexture>;
  95841. /** @hidden */
  95842. readonly _lodTextureLow: Nullable<BaseTexture>;
  95843. /**
  95844. * Dispose the texture and release its associated resources.
  95845. */
  95846. dispose(): void;
  95847. /**
  95848. * Serialize the texture into a JSON representation that can be parsed later on.
  95849. * @returns the JSON representation of the texture
  95850. */
  95851. serialize(): any;
  95852. /**
  95853. * Helper function to be called back once a list of texture contains only ready textures.
  95854. * @param textures Define the list of textures to wait for
  95855. * @param callback Define the callback triggered once the entire list will be ready
  95856. */
  95857. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  95858. }
  95859. }
  95860. declare module BABYLON {
  95861. /**
  95862. * Options to be used when creating an effect.
  95863. */
  95864. export interface IEffectCreationOptions {
  95865. /**
  95866. * Atrributes that will be used in the shader.
  95867. */
  95868. attributes: string[];
  95869. /**
  95870. * Uniform varible names that will be set in the shader.
  95871. */
  95872. uniformsNames: string[];
  95873. /**
  95874. * Uniform buffer varible names that will be set in the shader.
  95875. */
  95876. uniformBuffersNames: string[];
  95877. /**
  95878. * Sampler texture variable names that will be set in the shader.
  95879. */
  95880. samplers: string[];
  95881. /**
  95882. * Define statements that will be set in the shader.
  95883. */
  95884. defines: any;
  95885. /**
  95886. * Possible fallbacks for this effect to improve performance when needed.
  95887. */
  95888. fallbacks: Nullable<IEffectFallbacks>;
  95889. /**
  95890. * Callback that will be called when the shader is compiled.
  95891. */
  95892. onCompiled: Nullable<(effect: Effect) => void>;
  95893. /**
  95894. * Callback that will be called if an error occurs during shader compilation.
  95895. */
  95896. onError: Nullable<(effect: Effect, errors: string) => void>;
  95897. /**
  95898. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  95899. */
  95900. indexParameters?: any;
  95901. /**
  95902. * Max number of lights that can be used in the shader.
  95903. */
  95904. maxSimultaneousLights?: number;
  95905. /**
  95906. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  95907. */
  95908. transformFeedbackVaryings?: Nullable<string[]>;
  95909. }
  95910. /**
  95911. * Effect containing vertex and fragment shader that can be executed on an object.
  95912. */
  95913. export class Effect implements IDisposable {
  95914. /**
  95915. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95916. */
  95917. static ShadersRepository: string;
  95918. /**
  95919. * Name of the effect.
  95920. */
  95921. name: any;
  95922. /**
  95923. * String container all the define statements that should be set on the shader.
  95924. */
  95925. defines: string;
  95926. /**
  95927. * Callback that will be called when the shader is compiled.
  95928. */
  95929. onCompiled: Nullable<(effect: Effect) => void>;
  95930. /**
  95931. * Callback that will be called if an error occurs during shader compilation.
  95932. */
  95933. onError: Nullable<(effect: Effect, errors: string) => void>;
  95934. /**
  95935. * Callback that will be called when effect is bound.
  95936. */
  95937. onBind: Nullable<(effect: Effect) => void>;
  95938. /**
  95939. * Unique ID of the effect.
  95940. */
  95941. uniqueId: number;
  95942. /**
  95943. * Observable that will be called when the shader is compiled.
  95944. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  95945. */
  95946. onCompileObservable: Observable<Effect>;
  95947. /**
  95948. * Observable that will be called if an error occurs during shader compilation.
  95949. */
  95950. onErrorObservable: Observable<Effect>;
  95951. /** @hidden */
  95952. _onBindObservable: Nullable<Observable<Effect>>;
  95953. /**
  95954. * Observable that will be called when effect is bound.
  95955. */
  95956. readonly onBindObservable: Observable<Effect>;
  95957. /** @hidden */
  95958. _bonesComputationForcedToCPU: boolean;
  95959. private static _uniqueIdSeed;
  95960. private _engine;
  95961. private _uniformBuffersNames;
  95962. private _uniformsNames;
  95963. private _samplerList;
  95964. private _samplers;
  95965. private _isReady;
  95966. private _compilationError;
  95967. private _allFallbacksProcessed;
  95968. private _attributesNames;
  95969. private _attributes;
  95970. private _uniforms;
  95971. /**
  95972. * Key for the effect.
  95973. * @hidden
  95974. */
  95975. _key: string;
  95976. private _indexParameters;
  95977. private _fallbacks;
  95978. private _vertexSourceCode;
  95979. private _fragmentSourceCode;
  95980. private _vertexSourceCodeOverride;
  95981. private _fragmentSourceCodeOverride;
  95982. private _transformFeedbackVaryings;
  95983. /**
  95984. * Compiled shader to webGL program.
  95985. * @hidden
  95986. */
  95987. _pipelineContext: Nullable<IPipelineContext>;
  95988. private _valueCache;
  95989. private static _baseCache;
  95990. /**
  95991. * Instantiates an effect.
  95992. * An effect can be used to create/manage/execute vertex and fragment shaders.
  95993. * @param baseName Name of the effect.
  95994. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  95995. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  95996. * @param samplers List of sampler variables that will be passed to the shader.
  95997. * @param engine Engine to be used to render the effect
  95998. * @param defines Define statements to be added to the shader.
  95999. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  96000. * @param onCompiled Callback that will be called when the shader is compiled.
  96001. * @param onError Callback that will be called if an error occurs during shader compilation.
  96002. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96003. */
  96004. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  96005. private _useFinalCode;
  96006. /**
  96007. * Unique key for this effect
  96008. */
  96009. readonly key: string;
  96010. /**
  96011. * If the effect has been compiled and prepared.
  96012. * @returns if the effect is compiled and prepared.
  96013. */
  96014. isReady(): boolean;
  96015. private _isReadyInternal;
  96016. /**
  96017. * The engine the effect was initialized with.
  96018. * @returns the engine.
  96019. */
  96020. getEngine(): Engine;
  96021. /**
  96022. * The pipeline context for this effect
  96023. * @returns the associated pipeline context
  96024. */
  96025. getPipelineContext(): Nullable<IPipelineContext>;
  96026. /**
  96027. * The set of names of attribute variables for the shader.
  96028. * @returns An array of attribute names.
  96029. */
  96030. getAttributesNames(): string[];
  96031. /**
  96032. * Returns the attribute at the given index.
  96033. * @param index The index of the attribute.
  96034. * @returns The location of the attribute.
  96035. */
  96036. getAttributeLocation(index: number): number;
  96037. /**
  96038. * Returns the attribute based on the name of the variable.
  96039. * @param name of the attribute to look up.
  96040. * @returns the attribute location.
  96041. */
  96042. getAttributeLocationByName(name: string): number;
  96043. /**
  96044. * The number of attributes.
  96045. * @returns the numnber of attributes.
  96046. */
  96047. getAttributesCount(): number;
  96048. /**
  96049. * Gets the index of a uniform variable.
  96050. * @param uniformName of the uniform to look up.
  96051. * @returns the index.
  96052. */
  96053. getUniformIndex(uniformName: string): number;
  96054. /**
  96055. * Returns the attribute based on the name of the variable.
  96056. * @param uniformName of the uniform to look up.
  96057. * @returns the location of the uniform.
  96058. */
  96059. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96060. /**
  96061. * Returns an array of sampler variable names
  96062. * @returns The array of sampler variable neames.
  96063. */
  96064. getSamplers(): string[];
  96065. /**
  96066. * The error from the last compilation.
  96067. * @returns the error string.
  96068. */
  96069. getCompilationError(): string;
  96070. /**
  96071. * Gets a boolean indicating that all fallbacks were used during compilation
  96072. * @returns true if all fallbacks were used
  96073. */
  96074. allFallbacksProcessed(): boolean;
  96075. /**
  96076. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  96077. * @param func The callback to be used.
  96078. */
  96079. executeWhenCompiled(func: (effect: Effect) => void): void;
  96080. private _checkIsReady;
  96081. private _loadShader;
  96082. /**
  96083. * Recompiles the webGL program
  96084. * @param vertexSourceCode The source code for the vertex shader.
  96085. * @param fragmentSourceCode The source code for the fragment shader.
  96086. * @param onCompiled Callback called when completed.
  96087. * @param onError Callback called on error.
  96088. * @hidden
  96089. */
  96090. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  96091. /**
  96092. * Prepares the effect
  96093. * @hidden
  96094. */
  96095. _prepareEffect(): void;
  96096. private _processCompilationErrors;
  96097. /**
  96098. * Checks if the effect is supported. (Must be called after compilation)
  96099. */
  96100. readonly isSupported: boolean;
  96101. /**
  96102. * Binds a texture to the engine to be used as output of the shader.
  96103. * @param channel Name of the output variable.
  96104. * @param texture Texture to bind.
  96105. * @hidden
  96106. */
  96107. _bindTexture(channel: string, texture: InternalTexture): void;
  96108. /**
  96109. * Sets a texture on the engine to be used in the shader.
  96110. * @param channel Name of the sampler variable.
  96111. * @param texture Texture to set.
  96112. */
  96113. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  96114. /**
  96115. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  96116. * @param channel Name of the sampler variable.
  96117. * @param texture Texture to set.
  96118. */
  96119. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  96120. /**
  96121. * Sets an array of textures on the engine to be used in the shader.
  96122. * @param channel Name of the variable.
  96123. * @param textures Textures to set.
  96124. */
  96125. setTextureArray(channel: string, textures: BaseTexture[]): void;
  96126. /**
  96127. * 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)
  96128. * @param channel Name of the sampler variable.
  96129. * @param postProcess Post process to get the input texture from.
  96130. */
  96131. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  96132. /**
  96133. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  96134. * 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)
  96135. * @param channel Name of the sampler variable.
  96136. * @param postProcess Post process to get the output texture from.
  96137. */
  96138. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  96139. /** @hidden */
  96140. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  96141. /** @hidden */
  96142. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  96143. /** @hidden */
  96144. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  96145. /** @hidden */
  96146. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  96147. /**
  96148. * Binds a buffer to a uniform.
  96149. * @param buffer Buffer to bind.
  96150. * @param name Name of the uniform variable to bind to.
  96151. */
  96152. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  96153. /**
  96154. * Binds block to a uniform.
  96155. * @param blockName Name of the block to bind.
  96156. * @param index Index to bind.
  96157. */
  96158. bindUniformBlock(blockName: string, index: number): void;
  96159. /**
  96160. * Sets an interger value on a uniform variable.
  96161. * @param uniformName Name of the variable.
  96162. * @param value Value to be set.
  96163. * @returns this effect.
  96164. */
  96165. setInt(uniformName: string, value: number): Effect;
  96166. /**
  96167. * Sets an int array on a uniform variable.
  96168. * @param uniformName Name of the variable.
  96169. * @param array array to be set.
  96170. * @returns this effect.
  96171. */
  96172. setIntArray(uniformName: string, array: Int32Array): Effect;
  96173. /**
  96174. * 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)
  96175. * @param uniformName Name of the variable.
  96176. * @param array array to be set.
  96177. * @returns this effect.
  96178. */
  96179. setIntArray2(uniformName: string, array: Int32Array): Effect;
  96180. /**
  96181. * 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)
  96182. * @param uniformName Name of the variable.
  96183. * @param array array to be set.
  96184. * @returns this effect.
  96185. */
  96186. setIntArray3(uniformName: string, array: Int32Array): Effect;
  96187. /**
  96188. * 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)
  96189. * @param uniformName Name of the variable.
  96190. * @param array array to be set.
  96191. * @returns this effect.
  96192. */
  96193. setIntArray4(uniformName: string, array: Int32Array): Effect;
  96194. /**
  96195. * Sets an float array on a uniform variable.
  96196. * @param uniformName Name of the variable.
  96197. * @param array array to be set.
  96198. * @returns this effect.
  96199. */
  96200. setFloatArray(uniformName: string, array: Float32Array): Effect;
  96201. /**
  96202. * 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)
  96203. * @param uniformName Name of the variable.
  96204. * @param array array to be set.
  96205. * @returns this effect.
  96206. */
  96207. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  96208. /**
  96209. * 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)
  96210. * @param uniformName Name of the variable.
  96211. * @param array array to be set.
  96212. * @returns this effect.
  96213. */
  96214. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  96215. /**
  96216. * 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)
  96217. * @param uniformName Name of the variable.
  96218. * @param array array to be set.
  96219. * @returns this effect.
  96220. */
  96221. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  96222. /**
  96223. * Sets an array on a uniform variable.
  96224. * @param uniformName Name of the variable.
  96225. * @param array array to be set.
  96226. * @returns this effect.
  96227. */
  96228. setArray(uniformName: string, array: number[]): Effect;
  96229. /**
  96230. * 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)
  96231. * @param uniformName Name of the variable.
  96232. * @param array array to be set.
  96233. * @returns this effect.
  96234. */
  96235. setArray2(uniformName: string, array: number[]): Effect;
  96236. /**
  96237. * 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)
  96238. * @param uniformName Name of the variable.
  96239. * @param array array to be set.
  96240. * @returns this effect.
  96241. */
  96242. setArray3(uniformName: string, array: number[]): Effect;
  96243. /**
  96244. * 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)
  96245. * @param uniformName Name of the variable.
  96246. * @param array array to be set.
  96247. * @returns this effect.
  96248. */
  96249. setArray4(uniformName: string, array: number[]): Effect;
  96250. /**
  96251. * Sets matrices on a uniform variable.
  96252. * @param uniformName Name of the variable.
  96253. * @param matrices matrices to be set.
  96254. * @returns this effect.
  96255. */
  96256. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  96257. /**
  96258. * Sets matrix on a uniform variable.
  96259. * @param uniformName Name of the variable.
  96260. * @param matrix matrix to be set.
  96261. * @returns this effect.
  96262. */
  96263. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  96264. /**
  96265. * 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)
  96266. * @param uniformName Name of the variable.
  96267. * @param matrix matrix to be set.
  96268. * @returns this effect.
  96269. */
  96270. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  96271. /**
  96272. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  96273. * @param uniformName Name of the variable.
  96274. * @param matrix matrix to be set.
  96275. * @returns this effect.
  96276. */
  96277. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  96278. /**
  96279. * Sets a float on a uniform variable.
  96280. * @param uniformName Name of the variable.
  96281. * @param value value to be set.
  96282. * @returns this effect.
  96283. */
  96284. setFloat(uniformName: string, value: number): Effect;
  96285. /**
  96286. * Sets a boolean on a uniform variable.
  96287. * @param uniformName Name of the variable.
  96288. * @param bool value to be set.
  96289. * @returns this effect.
  96290. */
  96291. setBool(uniformName: string, bool: boolean): Effect;
  96292. /**
  96293. * Sets a Vector2 on a uniform variable.
  96294. * @param uniformName Name of the variable.
  96295. * @param vector2 vector2 to be set.
  96296. * @returns this effect.
  96297. */
  96298. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  96299. /**
  96300. * Sets a float2 on a uniform variable.
  96301. * @param uniformName Name of the variable.
  96302. * @param x First float in float2.
  96303. * @param y Second float in float2.
  96304. * @returns this effect.
  96305. */
  96306. setFloat2(uniformName: string, x: number, y: number): Effect;
  96307. /**
  96308. * Sets a Vector3 on a uniform variable.
  96309. * @param uniformName Name of the variable.
  96310. * @param vector3 Value to be set.
  96311. * @returns this effect.
  96312. */
  96313. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  96314. /**
  96315. * Sets a float3 on a uniform variable.
  96316. * @param uniformName Name of the variable.
  96317. * @param x First float in float3.
  96318. * @param y Second float in float3.
  96319. * @param z Third float in float3.
  96320. * @returns this effect.
  96321. */
  96322. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  96323. /**
  96324. * Sets a Vector4 on a uniform variable.
  96325. * @param uniformName Name of the variable.
  96326. * @param vector4 Value to be set.
  96327. * @returns this effect.
  96328. */
  96329. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  96330. /**
  96331. * Sets a float4 on a uniform variable.
  96332. * @param uniformName Name of the variable.
  96333. * @param x First float in float4.
  96334. * @param y Second float in float4.
  96335. * @param z Third float in float4.
  96336. * @param w Fourth float in float4.
  96337. * @returns this effect.
  96338. */
  96339. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  96340. /**
  96341. * Sets a Color3 on a uniform variable.
  96342. * @param uniformName Name of the variable.
  96343. * @param color3 Value to be set.
  96344. * @returns this effect.
  96345. */
  96346. setColor3(uniformName: string, color3: IColor3Like): Effect;
  96347. /**
  96348. * Sets a Color4 on a uniform variable.
  96349. * @param uniformName Name of the variable.
  96350. * @param color3 Value to be set.
  96351. * @param alpha Alpha value to be set.
  96352. * @returns this effect.
  96353. */
  96354. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  96355. /**
  96356. * Sets a Color4 on a uniform variable
  96357. * @param uniformName defines the name of the variable
  96358. * @param color4 defines the value to be set
  96359. * @returns this effect.
  96360. */
  96361. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  96362. /** Release all associated resources */
  96363. dispose(): void;
  96364. /**
  96365. * This function will add a new shader to the shader store
  96366. * @param name the name of the shader
  96367. * @param pixelShader optional pixel shader content
  96368. * @param vertexShader optional vertex shader content
  96369. */
  96370. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  96371. /**
  96372. * Store of each shader (The can be looked up using effect.key)
  96373. */
  96374. static ShadersStore: {
  96375. [key: string]: string;
  96376. };
  96377. /**
  96378. * Store of each included file for a shader (The can be looked up using effect.key)
  96379. */
  96380. static IncludesShadersStore: {
  96381. [key: string]: string;
  96382. };
  96383. /**
  96384. * Resets the cache of effects.
  96385. */
  96386. static ResetCache(): void;
  96387. }
  96388. }
  96389. declare module BABYLON {
  96390. /**
  96391. * Interface used to describe the capabilities of the engine relatively to the current browser
  96392. */
  96393. export interface EngineCapabilities {
  96394. /** Maximum textures units per fragment shader */
  96395. maxTexturesImageUnits: number;
  96396. /** Maximum texture units per vertex shader */
  96397. maxVertexTextureImageUnits: number;
  96398. /** Maximum textures units in the entire pipeline */
  96399. maxCombinedTexturesImageUnits: number;
  96400. /** Maximum texture size */
  96401. maxTextureSize: number;
  96402. /** Maximum cube texture size */
  96403. maxCubemapTextureSize: number;
  96404. /** Maximum render texture size */
  96405. maxRenderTextureSize: number;
  96406. /** Maximum number of vertex attributes */
  96407. maxVertexAttribs: number;
  96408. /** Maximum number of varyings */
  96409. maxVaryingVectors: number;
  96410. /** Maximum number of uniforms per vertex shader */
  96411. maxVertexUniformVectors: number;
  96412. /** Maximum number of uniforms per fragment shader */
  96413. maxFragmentUniformVectors: number;
  96414. /** Defines if standard derivates (dx/dy) are supported */
  96415. standardDerivatives: boolean;
  96416. /** Defines if s3tc texture compression is supported */
  96417. s3tc?: WEBGL_compressed_texture_s3tc;
  96418. /** Defines if pvrtc texture compression is supported */
  96419. pvrtc: any;
  96420. /** Defines if etc1 texture compression is supported */
  96421. etc1: any;
  96422. /** Defines if etc2 texture compression is supported */
  96423. etc2: any;
  96424. /** Defines if astc texture compression is supported */
  96425. astc: any;
  96426. /** Defines if float textures are supported */
  96427. textureFloat: boolean;
  96428. /** Defines if vertex array objects are supported */
  96429. vertexArrayObject: boolean;
  96430. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  96431. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  96432. /** Gets the maximum level of anisotropy supported */
  96433. maxAnisotropy: number;
  96434. /** Defines if instancing is supported */
  96435. instancedArrays: boolean;
  96436. /** Defines if 32 bits indices are supported */
  96437. uintIndices: boolean;
  96438. /** Defines if high precision shaders are supported */
  96439. highPrecisionShaderSupported: boolean;
  96440. /** Defines if depth reading in the fragment shader is supported */
  96441. fragmentDepthSupported: boolean;
  96442. /** Defines if float texture linear filtering is supported*/
  96443. textureFloatLinearFiltering: boolean;
  96444. /** Defines if rendering to float textures is supported */
  96445. textureFloatRender: boolean;
  96446. /** Defines if half float textures are supported*/
  96447. textureHalfFloat: boolean;
  96448. /** Defines if half float texture linear filtering is supported*/
  96449. textureHalfFloatLinearFiltering: boolean;
  96450. /** Defines if rendering to half float textures is supported */
  96451. textureHalfFloatRender: boolean;
  96452. /** Defines if textureLOD shader command is supported */
  96453. textureLOD: boolean;
  96454. /** Defines if draw buffers extension is supported */
  96455. drawBuffersExtension: boolean;
  96456. /** Defines if depth textures are supported */
  96457. depthTextureExtension: boolean;
  96458. /** Defines if float color buffer are supported */
  96459. colorBufferFloat: boolean;
  96460. /** Gets disjoint timer query extension (null if not supported) */
  96461. timerQuery?: EXT_disjoint_timer_query;
  96462. /** Defines if timestamp can be used with timer query */
  96463. canUseTimestampForTimerQuery: boolean;
  96464. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  96465. multiview?: any;
  96466. /** Function used to let the system compiles shaders in background */
  96467. parallelShaderCompile?: {
  96468. COMPLETION_STATUS_KHR: number;
  96469. };
  96470. /** Max number of texture samples for MSAA */
  96471. maxMSAASamples: number;
  96472. /** Defines if the blend min max extension is supported */
  96473. blendMinMax: boolean;
  96474. }
  96475. }
  96476. declare module BABYLON {
  96477. /**
  96478. * @hidden
  96479. **/
  96480. export class DepthCullingState {
  96481. private _isDepthTestDirty;
  96482. private _isDepthMaskDirty;
  96483. private _isDepthFuncDirty;
  96484. private _isCullFaceDirty;
  96485. private _isCullDirty;
  96486. private _isZOffsetDirty;
  96487. private _isFrontFaceDirty;
  96488. private _depthTest;
  96489. private _depthMask;
  96490. private _depthFunc;
  96491. private _cull;
  96492. private _cullFace;
  96493. private _zOffset;
  96494. private _frontFace;
  96495. /**
  96496. * Initializes the state.
  96497. */
  96498. constructor();
  96499. readonly isDirty: boolean;
  96500. zOffset: number;
  96501. cullFace: Nullable<number>;
  96502. cull: Nullable<boolean>;
  96503. depthFunc: Nullable<number>;
  96504. depthMask: boolean;
  96505. depthTest: boolean;
  96506. frontFace: Nullable<number>;
  96507. reset(): void;
  96508. apply(gl: WebGLRenderingContext): void;
  96509. }
  96510. }
  96511. declare module BABYLON {
  96512. /**
  96513. * @hidden
  96514. **/
  96515. export class StencilState {
  96516. /** 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 */
  96517. static readonly ALWAYS: number;
  96518. /** Passed to stencilOperation to specify that stencil value must be kept */
  96519. static readonly KEEP: number;
  96520. /** Passed to stencilOperation to specify that stencil value must be replaced */
  96521. static readonly REPLACE: number;
  96522. private _isStencilTestDirty;
  96523. private _isStencilMaskDirty;
  96524. private _isStencilFuncDirty;
  96525. private _isStencilOpDirty;
  96526. private _stencilTest;
  96527. private _stencilMask;
  96528. private _stencilFunc;
  96529. private _stencilFuncRef;
  96530. private _stencilFuncMask;
  96531. private _stencilOpStencilFail;
  96532. private _stencilOpDepthFail;
  96533. private _stencilOpStencilDepthPass;
  96534. readonly isDirty: boolean;
  96535. stencilFunc: number;
  96536. stencilFuncRef: number;
  96537. stencilFuncMask: number;
  96538. stencilOpStencilFail: number;
  96539. stencilOpDepthFail: number;
  96540. stencilOpStencilDepthPass: number;
  96541. stencilMask: number;
  96542. stencilTest: boolean;
  96543. constructor();
  96544. reset(): void;
  96545. apply(gl: WebGLRenderingContext): void;
  96546. }
  96547. }
  96548. declare module BABYLON {
  96549. /**
  96550. * @hidden
  96551. **/
  96552. export class AlphaState {
  96553. private _isAlphaBlendDirty;
  96554. private _isBlendFunctionParametersDirty;
  96555. private _isBlendEquationParametersDirty;
  96556. private _isBlendConstantsDirty;
  96557. private _alphaBlend;
  96558. private _blendFunctionParameters;
  96559. private _blendEquationParameters;
  96560. private _blendConstants;
  96561. /**
  96562. * Initializes the state.
  96563. */
  96564. constructor();
  96565. readonly isDirty: boolean;
  96566. alphaBlend: boolean;
  96567. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  96568. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  96569. setAlphaEquationParameters(rgb: number, alpha: number): void;
  96570. reset(): void;
  96571. apply(gl: WebGLRenderingContext): void;
  96572. }
  96573. }
  96574. declare module BABYLON {
  96575. /** @hidden */
  96576. export class WebGL2ShaderProcessor implements IShaderProcessor {
  96577. attributeProcessor(attribute: string): string;
  96578. varyingProcessor(varying: string, isFragment: boolean): string;
  96579. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  96580. }
  96581. }
  96582. declare module BABYLON {
  96583. /**
  96584. * Interface for attribute information associated with buffer instanciation
  96585. */
  96586. export interface InstancingAttributeInfo {
  96587. /**
  96588. * Index/offset of the attribute in the vertex shader
  96589. */
  96590. index: number;
  96591. /**
  96592. * size of the attribute, 1, 2, 3 or 4
  96593. */
  96594. attributeSize: number;
  96595. /**
  96596. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  96597. * default is FLOAT
  96598. */
  96599. attributeType: number;
  96600. /**
  96601. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  96602. */
  96603. normalized: boolean;
  96604. /**
  96605. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  96606. */
  96607. offset: number;
  96608. /**
  96609. * Name of the GLSL attribute, for debugging purpose only
  96610. */
  96611. attributeName: string;
  96612. }
  96613. }
  96614. declare module BABYLON {
  96615. interface ThinEngine {
  96616. /**
  96617. * Update a video texture
  96618. * @param texture defines the texture to update
  96619. * @param video defines the video element to use
  96620. * @param invertY defines if data must be stored with Y axis inverted
  96621. */
  96622. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96623. }
  96624. }
  96625. declare module BABYLON {
  96626. /**
  96627. * Settings for finer control over video usage
  96628. */
  96629. export interface VideoTextureSettings {
  96630. /**
  96631. * Applies `autoplay` to video, if specified
  96632. */
  96633. autoPlay?: boolean;
  96634. /**
  96635. * Applies `loop` to video, if specified
  96636. */
  96637. loop?: boolean;
  96638. /**
  96639. * Automatically updates internal texture from video at every frame in the render loop
  96640. */
  96641. autoUpdateTexture: boolean;
  96642. /**
  96643. * Image src displayed during the video loading or until the user interacts with the video.
  96644. */
  96645. poster?: string;
  96646. }
  96647. /**
  96648. * If you want to display a video in your scene, this is the special texture for that.
  96649. * This special texture works similar to other textures, with the exception of a few parameters.
  96650. * @see https://doc.babylonjs.com/how_to/video_texture
  96651. */
  96652. export class VideoTexture extends Texture {
  96653. /**
  96654. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  96655. */
  96656. readonly autoUpdateTexture: boolean;
  96657. /**
  96658. * The video instance used by the texture internally
  96659. */
  96660. readonly video: HTMLVideoElement;
  96661. private _onUserActionRequestedObservable;
  96662. /**
  96663. * Event triggerd when a dom action is required by the user to play the video.
  96664. * This happens due to recent changes in browser policies preventing video to auto start.
  96665. */
  96666. readonly onUserActionRequestedObservable: Observable<Texture>;
  96667. private _generateMipMaps;
  96668. private _engine;
  96669. private _stillImageCaptured;
  96670. private _displayingPosterTexture;
  96671. private _settings;
  96672. private _createInternalTextureOnEvent;
  96673. private _frameId;
  96674. /**
  96675. * Creates a video texture.
  96676. * If you want to display a video in your scene, this is the special texture for that.
  96677. * This special texture works similar to other textures, with the exception of a few parameters.
  96678. * @see https://doc.babylonjs.com/how_to/video_texture
  96679. * @param name optional name, will detect from video source, if not defined
  96680. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  96681. * @param scene is obviously the current scene.
  96682. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  96683. * @param invertY is false by default but can be used to invert video on Y axis
  96684. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  96685. * @param settings allows finer control over video usage
  96686. */
  96687. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  96688. private _getName;
  96689. private _getVideo;
  96690. private _createInternalTexture;
  96691. private reset;
  96692. /**
  96693. * @hidden Internal method to initiate `update`.
  96694. */
  96695. _rebuild(): void;
  96696. /**
  96697. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  96698. */
  96699. update(): void;
  96700. /**
  96701. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  96702. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  96703. */
  96704. updateTexture(isVisible: boolean): void;
  96705. protected _updateInternalTexture: () => void;
  96706. /**
  96707. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  96708. * @param url New url.
  96709. */
  96710. updateURL(url: string): void;
  96711. /**
  96712. * Dispose the texture and release its associated resources.
  96713. */
  96714. dispose(): void;
  96715. /**
  96716. * Creates a video texture straight from a stream.
  96717. * @param scene Define the scene the texture should be created in
  96718. * @param stream Define the stream the texture should be created from
  96719. * @returns The created video texture as a promise
  96720. */
  96721. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  96722. /**
  96723. * Creates a video texture straight from your WebCam video feed.
  96724. * @param scene Define the scene the texture should be created in
  96725. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96726. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96727. * @returns The created video texture as a promise
  96728. */
  96729. static CreateFromWebCamAsync(scene: Scene, constraints: {
  96730. minWidth: number;
  96731. maxWidth: number;
  96732. minHeight: number;
  96733. maxHeight: number;
  96734. deviceId: string;
  96735. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  96736. /**
  96737. * Creates a video texture straight from your WebCam video feed.
  96738. * @param scene Define the scene the texture should be created in
  96739. * @param onReady Define a callback to triggered once the texture will be ready
  96740. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  96741. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  96742. */
  96743. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  96744. minWidth: number;
  96745. maxWidth: number;
  96746. minHeight: number;
  96747. maxHeight: number;
  96748. deviceId: string;
  96749. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  96750. }
  96751. }
  96752. declare module BABYLON {
  96753. /**
  96754. * Defines the interface used by objects working like Scene
  96755. * @hidden
  96756. */
  96757. interface ISceneLike {
  96758. _addPendingData(data: any): void;
  96759. _removePendingData(data: any): void;
  96760. offlineProvider: IOfflineProvider;
  96761. }
  96762. /** Interface defining initialization parameters for Engine class */
  96763. export interface EngineOptions extends WebGLContextAttributes {
  96764. /**
  96765. * Defines if the engine should no exceed a specified device ratio
  96766. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  96767. */
  96768. limitDeviceRatio?: number;
  96769. /**
  96770. * Defines if webvr should be enabled automatically
  96771. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96772. */
  96773. autoEnableWebVR?: boolean;
  96774. /**
  96775. * Defines if webgl2 should be turned off even if supported
  96776. * @see http://doc.babylonjs.com/features/webgl2
  96777. */
  96778. disableWebGL2Support?: boolean;
  96779. /**
  96780. * Defines if webaudio should be initialized as well
  96781. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  96782. */
  96783. audioEngine?: boolean;
  96784. /**
  96785. * Defines if animations should run using a deterministic lock step
  96786. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96787. */
  96788. deterministicLockstep?: boolean;
  96789. /** Defines the maximum steps to use with deterministic lock step mode */
  96790. lockstepMaxSteps?: number;
  96791. /**
  96792. * Defines that engine should ignore context lost events
  96793. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  96794. */
  96795. doNotHandleContextLost?: boolean;
  96796. /**
  96797. * Defines that engine should ignore modifying touch action attribute and style
  96798. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  96799. */
  96800. doNotHandleTouchAction?: boolean;
  96801. /**
  96802. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  96803. */
  96804. useHighPrecisionFloats?: boolean;
  96805. }
  96806. /**
  96807. * The base engine class (root of all engines)
  96808. */
  96809. export class ThinEngine {
  96810. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  96811. static ExceptionList: ({
  96812. key: string;
  96813. capture: string;
  96814. captureConstraint: number;
  96815. targets: string[];
  96816. } | {
  96817. key: string;
  96818. capture: null;
  96819. captureConstraint: null;
  96820. targets: string[];
  96821. })[];
  96822. /** @hidden */
  96823. static _TextureLoaders: IInternalTextureLoader[];
  96824. /**
  96825. * Returns the current npm package of the sdk
  96826. */
  96827. static readonly NpmPackage: string;
  96828. /**
  96829. * Returns the current version of the framework
  96830. */
  96831. static readonly Version: string;
  96832. /**
  96833. * Returns a string describing the current engine
  96834. */
  96835. readonly description: string;
  96836. /**
  96837. * Gets or sets the epsilon value used by collision engine
  96838. */
  96839. static CollisionsEpsilon: number;
  96840. /**
  96841. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96842. */
  96843. static ShadersRepository: string;
  96844. /** @hidden */
  96845. _shaderProcessor: IShaderProcessor;
  96846. /**
  96847. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  96848. */
  96849. forcePOTTextures: boolean;
  96850. /**
  96851. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  96852. */
  96853. isFullscreen: boolean;
  96854. /**
  96855. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  96856. */
  96857. cullBackFaces: boolean;
  96858. /**
  96859. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  96860. */
  96861. renderEvenInBackground: boolean;
  96862. /**
  96863. * Gets or sets a boolean indicating that cache can be kept between frames
  96864. */
  96865. preventCacheWipeBetweenFrames: boolean;
  96866. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  96867. validateShaderPrograms: boolean;
  96868. /**
  96869. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  96870. */
  96871. disableUniformBuffers: boolean;
  96872. /** @hidden */
  96873. _uniformBuffers: UniformBuffer[];
  96874. /**
  96875. * Gets a boolean indicating that the engine supports uniform buffers
  96876. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96877. */
  96878. readonly supportsUniformBuffers: boolean;
  96879. /** @hidden */
  96880. _gl: WebGLRenderingContext;
  96881. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  96882. protected _windowIsBackground: boolean;
  96883. protected _webGLVersion: number;
  96884. protected _creationOptions: EngineOptions;
  96885. protected _highPrecisionShadersAllowed: boolean;
  96886. /** @hidden */
  96887. readonly _shouldUseHighPrecisionShader: boolean;
  96888. /**
  96889. * Gets a boolean indicating that only power of 2 textures are supported
  96890. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  96891. */
  96892. readonly needPOTTextures: boolean;
  96893. /** @hidden */
  96894. _badOS: boolean;
  96895. /** @hidden */
  96896. _badDesktopOS: boolean;
  96897. private _hardwareScalingLevel;
  96898. /** @hidden */
  96899. _caps: EngineCapabilities;
  96900. private _isStencilEnable;
  96901. protected _colorWrite: boolean;
  96902. private _glVersion;
  96903. private _glRenderer;
  96904. private _glVendor;
  96905. /** @hidden */
  96906. _videoTextureSupported: boolean;
  96907. protected _renderingQueueLaunched: boolean;
  96908. protected _activeRenderLoops: (() => void)[];
  96909. /**
  96910. * Observable signaled when a context lost event is raised
  96911. */
  96912. onContextLostObservable: Observable<ThinEngine>;
  96913. /**
  96914. * Observable signaled when a context restored event is raised
  96915. */
  96916. onContextRestoredObservable: Observable<ThinEngine>;
  96917. private _onContextLost;
  96918. private _onContextRestored;
  96919. protected _contextWasLost: boolean;
  96920. /** @hidden */
  96921. _doNotHandleContextLost: boolean;
  96922. /**
  96923. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  96924. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  96925. */
  96926. doNotHandleContextLost: boolean;
  96927. /**
  96928. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  96929. */
  96930. disableVertexArrayObjects: boolean;
  96931. /** @hidden */
  96932. protected _depthCullingState: DepthCullingState;
  96933. /** @hidden */
  96934. protected _stencilState: StencilState;
  96935. /** @hidden */
  96936. protected _alphaState: AlphaState;
  96937. /** @hidden */
  96938. _internalTexturesCache: InternalTexture[];
  96939. /** @hidden */
  96940. protected _activeChannel: number;
  96941. private _currentTextureChannel;
  96942. /** @hidden */
  96943. protected _boundTexturesCache: {
  96944. [key: string]: Nullable<InternalTexture>;
  96945. };
  96946. /** @hidden */
  96947. protected _currentEffect: Nullable<Effect>;
  96948. /** @hidden */
  96949. protected _currentProgram: Nullable<WebGLProgram>;
  96950. private _compiledEffects;
  96951. private _vertexAttribArraysEnabled;
  96952. /** @hidden */
  96953. protected _cachedViewport: Nullable<IViewportLike>;
  96954. private _cachedVertexArrayObject;
  96955. /** @hidden */
  96956. protected _cachedVertexBuffers: any;
  96957. /** @hidden */
  96958. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  96959. /** @hidden */
  96960. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  96961. /** @hidden */
  96962. _currentRenderTarget: Nullable<InternalTexture>;
  96963. private _uintIndicesCurrentlySet;
  96964. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  96965. /** @hidden */
  96966. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  96967. private _currentBufferPointers;
  96968. private _currentInstanceLocations;
  96969. private _currentInstanceBuffers;
  96970. private _textureUnits;
  96971. /** @hidden */
  96972. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  96973. /** @hidden */
  96974. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  96975. /** @hidden */
  96976. _bindedRenderFunction: any;
  96977. private _vaoRecordInProgress;
  96978. private _mustWipeVertexAttributes;
  96979. private _emptyTexture;
  96980. private _emptyCubeTexture;
  96981. private _emptyTexture3D;
  96982. /** @hidden */
  96983. _frameHandler: number;
  96984. private _nextFreeTextureSlots;
  96985. private _maxSimultaneousTextures;
  96986. private _activeRequests;
  96987. protected _texturesSupported: string[];
  96988. /** @hidden */
  96989. _textureFormatInUse: Nullable<string>;
  96990. protected readonly _supportsHardwareTextureRescaling: boolean;
  96991. /**
  96992. * Gets the list of texture formats supported
  96993. */
  96994. readonly texturesSupported: Array<string>;
  96995. /**
  96996. * Gets the list of texture formats in use
  96997. */
  96998. readonly textureFormatInUse: Nullable<string>;
  96999. /**
  97000. * Gets the current viewport
  97001. */
  97002. readonly currentViewport: Nullable<IViewportLike>;
  97003. /**
  97004. * Gets the default empty texture
  97005. */
  97006. readonly emptyTexture: InternalTexture;
  97007. /**
  97008. * Gets the default empty 3D texture
  97009. */
  97010. readonly emptyTexture3D: InternalTexture;
  97011. /**
  97012. * Gets the default empty cube texture
  97013. */
  97014. readonly emptyCubeTexture: InternalTexture;
  97015. /**
  97016. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97017. */
  97018. readonly premultipliedAlpha: boolean;
  97019. /**
  97020. * Observable event triggered before each texture is initialized
  97021. */
  97022. onBeforeTextureInitObservable: Observable<Texture>;
  97023. /**
  97024. * Creates a new engine
  97025. * @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
  97026. * @param antialias defines enable antialiasing (default: false)
  97027. * @param options defines further options to be sent to the getContext() function
  97028. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97029. */
  97030. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97031. private _rebuildInternalTextures;
  97032. private _rebuildEffects;
  97033. /**
  97034. * Gets a boolean indicating if all created effects are ready
  97035. * @returns true if all effects are ready
  97036. */
  97037. areAllEffectsReady(): boolean;
  97038. protected _rebuildBuffers(): void;
  97039. private _initGLContext;
  97040. /**
  97041. * Gets version of the current webGL context
  97042. */
  97043. readonly webGLVersion: number;
  97044. /**
  97045. * Gets a string idenfifying the name of the class
  97046. * @returns "Engine" string
  97047. */
  97048. getClassName(): string;
  97049. /**
  97050. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97051. */
  97052. readonly isStencilEnable: boolean;
  97053. /** @hidden */
  97054. _prepareWorkingCanvas(): void;
  97055. /**
  97056. * Reset the texture cache to empty state
  97057. */
  97058. resetTextureCache(): void;
  97059. /**
  97060. * Gets an object containing information about the current webGL context
  97061. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97062. */
  97063. getGlInfo(): {
  97064. vendor: string;
  97065. renderer: string;
  97066. version: string;
  97067. };
  97068. /**
  97069. * Defines the hardware scaling level.
  97070. * By default the hardware scaling level is computed from the window device ratio.
  97071. * 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.
  97072. * @param level defines the level to use
  97073. */
  97074. setHardwareScalingLevel(level: number): void;
  97075. /**
  97076. * Gets the current hardware scaling level.
  97077. * By default the hardware scaling level is computed from the window device ratio.
  97078. * 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.
  97079. * @returns a number indicating the current hardware scaling level
  97080. */
  97081. getHardwareScalingLevel(): number;
  97082. /**
  97083. * Gets the list of loaded textures
  97084. * @returns an array containing all loaded textures
  97085. */
  97086. getLoadedTexturesCache(): InternalTexture[];
  97087. /**
  97088. * Gets the object containing all engine capabilities
  97089. * @returns the EngineCapabilities object
  97090. */
  97091. getCaps(): EngineCapabilities;
  97092. /**
  97093. * stop executing a render loop function and remove it from the execution array
  97094. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  97095. */
  97096. stopRenderLoop(renderFunction?: () => void): void;
  97097. /** @hidden */
  97098. _renderLoop(): void;
  97099. /**
  97100. * Gets the HTML canvas attached with the current webGL context
  97101. * @returns a HTML canvas
  97102. */
  97103. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  97104. /**
  97105. * Gets host window
  97106. * @returns the host window object
  97107. */
  97108. getHostWindow(): Nullable<Window>;
  97109. /**
  97110. * Gets the current render width
  97111. * @param useScreen defines if screen size must be used (or the current render target if any)
  97112. * @returns a number defining the current render width
  97113. */
  97114. getRenderWidth(useScreen?: boolean): number;
  97115. /**
  97116. * Gets the current render height
  97117. * @param useScreen defines if screen size must be used (or the current render target if any)
  97118. * @returns a number defining the current render height
  97119. */
  97120. getRenderHeight(useScreen?: boolean): number;
  97121. /**
  97122. * Can be used to override the current requestAnimationFrame requester.
  97123. * @hidden
  97124. */
  97125. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  97126. /**
  97127. * Register and execute a render loop. The engine can have more than one render function
  97128. * @param renderFunction defines the function to continuously execute
  97129. */
  97130. runRenderLoop(renderFunction: () => void): void;
  97131. /**
  97132. * Clear the current render buffer or the current render target (if any is set up)
  97133. * @param color defines the color to use
  97134. * @param backBuffer defines if the back buffer must be cleared
  97135. * @param depth defines if the depth buffer must be cleared
  97136. * @param stencil defines if the stencil buffer must be cleared
  97137. */
  97138. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  97139. private _viewportCached;
  97140. /** @hidden */
  97141. _viewport(x: number, y: number, width: number, height: number): void;
  97142. /**
  97143. * Set the WebGL's viewport
  97144. * @param viewport defines the viewport element to be used
  97145. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  97146. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  97147. */
  97148. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  97149. /**
  97150. * Begin a new frame
  97151. */
  97152. beginFrame(): void;
  97153. /**
  97154. * Enf the current frame
  97155. */
  97156. endFrame(): void;
  97157. /**
  97158. * Resize the view according to the canvas' size
  97159. */
  97160. resize(): void;
  97161. /**
  97162. * Force a specific size of the canvas
  97163. * @param width defines the new canvas' width
  97164. * @param height defines the new canvas' height
  97165. */
  97166. setSize(width: number, height: number): void;
  97167. /**
  97168. * Binds the frame buffer to the specified texture.
  97169. * @param texture The texture to render to or null for the default canvas
  97170. * @param faceIndex The face of the texture to render to in case of cube texture
  97171. * @param requiredWidth The width of the target to render to
  97172. * @param requiredHeight The height of the target to render to
  97173. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  97174. * @param depthStencilTexture The depth stencil texture to use to render
  97175. * @param lodLevel defines le lod level to bind to the frame buffer
  97176. */
  97177. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  97178. /** @hidden */
  97179. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  97180. /**
  97181. * Unbind the current render target texture from the webGL context
  97182. * @param texture defines the render target texture to unbind
  97183. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  97184. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  97185. */
  97186. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  97187. /**
  97188. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  97189. */
  97190. flushFramebuffer(): void;
  97191. /**
  97192. * Unbind the current render target and bind the default framebuffer
  97193. */
  97194. restoreDefaultFramebuffer(): void;
  97195. /** @hidden */
  97196. protected _resetVertexBufferBinding(): void;
  97197. /**
  97198. * Creates a vertex buffer
  97199. * @param data the data for the vertex buffer
  97200. * @returns the new WebGL static buffer
  97201. */
  97202. createVertexBuffer(data: DataArray): DataBuffer;
  97203. private _createVertexBuffer;
  97204. /**
  97205. * Creates a dynamic vertex buffer
  97206. * @param data the data for the dynamic vertex buffer
  97207. * @returns the new WebGL dynamic buffer
  97208. */
  97209. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  97210. protected _resetIndexBufferBinding(): void;
  97211. /**
  97212. * Creates a new index buffer
  97213. * @param indices defines the content of the index buffer
  97214. * @param updatable defines if the index buffer must be updatable
  97215. * @returns a new webGL buffer
  97216. */
  97217. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  97218. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  97219. /**
  97220. * Bind a webGL buffer to the webGL context
  97221. * @param buffer defines the buffer to bind
  97222. */
  97223. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  97224. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  97225. private bindBuffer;
  97226. /**
  97227. * update the bound buffer with the given data
  97228. * @param data defines the data to update
  97229. */
  97230. updateArrayBuffer(data: Float32Array): void;
  97231. private _vertexAttribPointer;
  97232. private _bindIndexBufferWithCache;
  97233. private _bindVertexBuffersAttributes;
  97234. /**
  97235. * Records a vertex array object
  97236. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97237. * @param vertexBuffers defines the list of vertex buffers to store
  97238. * @param indexBuffer defines the index buffer to store
  97239. * @param effect defines the effect to store
  97240. * @returns the new vertex array object
  97241. */
  97242. recordVertexArrayObject(vertexBuffers: {
  97243. [key: string]: VertexBuffer;
  97244. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  97245. /**
  97246. * Bind a specific vertex array object
  97247. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97248. * @param vertexArrayObject defines the vertex array object to bind
  97249. * @param indexBuffer defines the index buffer to bind
  97250. */
  97251. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  97252. /**
  97253. * Bind webGl buffers directly to the webGL context
  97254. * @param vertexBuffer defines the vertex buffer to bind
  97255. * @param indexBuffer defines the index buffer to bind
  97256. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  97257. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  97258. * @param effect defines the effect associated with the vertex buffer
  97259. */
  97260. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  97261. private _unbindVertexArrayObject;
  97262. /**
  97263. * Bind a list of vertex buffers to the webGL context
  97264. * @param vertexBuffers defines the list of vertex buffers to bind
  97265. * @param indexBuffer defines the index buffer to bind
  97266. * @param effect defines the effect associated with the vertex buffers
  97267. */
  97268. bindBuffers(vertexBuffers: {
  97269. [key: string]: Nullable<VertexBuffer>;
  97270. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  97271. /**
  97272. * Unbind all instance attributes
  97273. */
  97274. unbindInstanceAttributes(): void;
  97275. /**
  97276. * Release and free the memory of a vertex array object
  97277. * @param vao defines the vertex array object to delete
  97278. */
  97279. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  97280. /** @hidden */
  97281. _releaseBuffer(buffer: DataBuffer): boolean;
  97282. protected _deleteBuffer(buffer: DataBuffer): void;
  97283. /**
  97284. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  97285. * @param instancesBuffer defines the webGL buffer to update and bind
  97286. * @param data defines the data to store in the buffer
  97287. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  97288. */
  97289. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  97290. /**
  97291. * Apply all cached states (depth, culling, stencil and alpha)
  97292. */
  97293. applyStates(): void;
  97294. /**
  97295. * Send a draw order
  97296. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97297. * @param indexStart defines the starting index
  97298. * @param indexCount defines the number of index to draw
  97299. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97300. */
  97301. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  97302. /**
  97303. * Draw a list of points
  97304. * @param verticesStart defines the index of first vertex to draw
  97305. * @param verticesCount defines the count of vertices to draw
  97306. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97307. */
  97308. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97309. /**
  97310. * Draw a list of unindexed primitives
  97311. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97312. * @param verticesStart defines the index of first vertex to draw
  97313. * @param verticesCount defines the count of vertices to draw
  97314. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97315. */
  97316. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97317. /**
  97318. * Draw a list of indexed primitives
  97319. * @param fillMode defines the primitive to use
  97320. * @param indexStart defines the starting index
  97321. * @param indexCount defines the number of index to draw
  97322. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97323. */
  97324. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  97325. /**
  97326. * Draw a list of unindexed primitives
  97327. * @param fillMode defines the primitive to use
  97328. * @param verticesStart defines the index of first vertex to draw
  97329. * @param verticesCount defines the count of vertices to draw
  97330. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97331. */
  97332. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97333. private _drawMode;
  97334. /** @hidden */
  97335. protected _reportDrawCall(): void;
  97336. /** @hidden */
  97337. _releaseEffect(effect: Effect): void;
  97338. /** @hidden */
  97339. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  97340. /**
  97341. * Create a new effect (used to store vertex/fragment shaders)
  97342. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  97343. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  97344. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  97345. * @param samplers defines an array of string used to represent textures
  97346. * @param defines defines the string containing the defines to use to compile the shaders
  97347. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  97348. * @param onCompiled defines a function to call when the effect creation is successful
  97349. * @param onError defines a function to call when the effect creation has failed
  97350. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  97351. * @returns the new Effect
  97352. */
  97353. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  97354. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  97355. private _compileShader;
  97356. private _compileRawShader;
  97357. /**
  97358. * Directly creates a webGL program
  97359. * @param pipelineContext defines the pipeline context to attach to
  97360. * @param vertexCode defines the vertex shader code to use
  97361. * @param fragmentCode defines the fragment shader code to use
  97362. * @param context defines the webGL context to use (if not set, the current one will be used)
  97363. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97364. * @returns the new webGL program
  97365. */
  97366. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97367. /**
  97368. * Creates a webGL program
  97369. * @param pipelineContext defines the pipeline context to attach to
  97370. * @param vertexCode defines the vertex shader code to use
  97371. * @param fragmentCode defines the fragment shader code to use
  97372. * @param defines defines the string containing the defines to use to compile the shaders
  97373. * @param context defines the webGL context to use (if not set, the current one will be used)
  97374. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97375. * @returns the new webGL program
  97376. */
  97377. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97378. /**
  97379. * Creates a new pipeline context
  97380. * @returns the new pipeline
  97381. */
  97382. createPipelineContext(): IPipelineContext;
  97383. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97384. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  97385. /** @hidden */
  97386. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  97387. /** @hidden */
  97388. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  97389. /** @hidden */
  97390. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  97391. /**
  97392. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  97393. * @param pipelineContext defines the pipeline context to use
  97394. * @param uniformsNames defines the list of uniform names
  97395. * @returns an array of webGL uniform locations
  97396. */
  97397. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  97398. /**
  97399. * Gets the lsit of active attributes for a given webGL program
  97400. * @param pipelineContext defines the pipeline context to use
  97401. * @param attributesNames defines the list of attribute names to get
  97402. * @returns an array of indices indicating the offset of each attribute
  97403. */
  97404. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  97405. /**
  97406. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  97407. * @param effect defines the effect to activate
  97408. */
  97409. enableEffect(effect: Nullable<Effect>): void;
  97410. /**
  97411. * Set the value of an uniform to a number (int)
  97412. * @param uniform defines the webGL uniform location where to store the value
  97413. * @param value defines the int number to store
  97414. */
  97415. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97416. /**
  97417. * Set the value of an uniform to an array of int32
  97418. * @param uniform defines the webGL uniform location where to store the value
  97419. * @param array defines the array of int32 to store
  97420. */
  97421. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97422. /**
  97423. * Set the value of an uniform to an array of int32 (stored as vec2)
  97424. * @param uniform defines the webGL uniform location where to store the value
  97425. * @param array defines the array of int32 to store
  97426. */
  97427. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97428. /**
  97429. * Set the value of an uniform to an array of int32 (stored as vec3)
  97430. * @param uniform defines the webGL uniform location where to store the value
  97431. * @param array defines the array of int32 to store
  97432. */
  97433. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97434. /**
  97435. * Set the value of an uniform to an array of int32 (stored as vec4)
  97436. * @param uniform defines the webGL uniform location where to store the value
  97437. * @param array defines the array of int32 to store
  97438. */
  97439. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97440. /**
  97441. * Set the value of an uniform to an array of number
  97442. * @param uniform defines the webGL uniform location where to store the value
  97443. * @param array defines the array of number to store
  97444. */
  97445. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97446. /**
  97447. * Set the value of an uniform to an array of number (stored as vec2)
  97448. * @param uniform defines the webGL uniform location where to store the value
  97449. * @param array defines the array of number to store
  97450. */
  97451. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97452. /**
  97453. * Set the value of an uniform to an array of number (stored as vec3)
  97454. * @param uniform defines the webGL uniform location where to store the value
  97455. * @param array defines the array of number to store
  97456. */
  97457. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97458. /**
  97459. * Set the value of an uniform to an array of number (stored as vec4)
  97460. * @param uniform defines the webGL uniform location where to store the value
  97461. * @param array defines the array of number to store
  97462. */
  97463. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97464. /**
  97465. * Set the value of an uniform to an array of float32 (stored as matrices)
  97466. * @param uniform defines the webGL uniform location where to store the value
  97467. * @param matrices defines the array of float32 to store
  97468. */
  97469. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  97470. /**
  97471. * Set the value of an uniform to a matrix (3x3)
  97472. * @param uniform defines the webGL uniform location where to store the value
  97473. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  97474. */
  97475. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97476. /**
  97477. * Set the value of an uniform to a matrix (2x2)
  97478. * @param uniform defines the webGL uniform location where to store the value
  97479. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  97480. */
  97481. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97482. /**
  97483. * Set the value of an uniform to a number (float)
  97484. * @param uniform defines the webGL uniform location where to store the value
  97485. * @param value defines the float number to store
  97486. */
  97487. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97488. /**
  97489. * Set the value of an uniform to a vec2
  97490. * @param uniform defines the webGL uniform location where to store the value
  97491. * @param x defines the 1st component of the value
  97492. * @param y defines the 2nd component of the value
  97493. */
  97494. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  97495. /**
  97496. * Set the value of an uniform to a vec3
  97497. * @param uniform defines the webGL uniform location where to store the value
  97498. * @param x defines the 1st component of the value
  97499. * @param y defines the 2nd component of the value
  97500. * @param z defines the 3rd component of the value
  97501. */
  97502. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  97503. /**
  97504. * Set the value of an uniform to a vec4
  97505. * @param uniform defines the webGL uniform location where to store the value
  97506. * @param x defines the 1st component of the value
  97507. * @param y defines the 2nd component of the value
  97508. * @param z defines the 3rd component of the value
  97509. * @param w defines the 4th component of the value
  97510. */
  97511. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  97512. /**
  97513. * Gets the depth culling state manager
  97514. */
  97515. readonly depthCullingState: DepthCullingState;
  97516. /**
  97517. * Gets the alpha state manager
  97518. */
  97519. readonly alphaState: AlphaState;
  97520. /**
  97521. * Gets the stencil state manager
  97522. */
  97523. readonly stencilState: StencilState;
  97524. /**
  97525. * Clears the list of texture accessible through engine.
  97526. * This can help preventing texture load conflict due to name collision.
  97527. */
  97528. clearInternalTexturesCache(): void;
  97529. /**
  97530. * Force the entire cache to be cleared
  97531. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  97532. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  97533. */
  97534. wipeCaches(bruteForce?: boolean): void;
  97535. /** @hidden */
  97536. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  97537. min: number;
  97538. mag: number;
  97539. };
  97540. /** @hidden */
  97541. _createTexture(): WebGLTexture;
  97542. /**
  97543. * Usually called from Texture.ts.
  97544. * Passed information to create a WebGLTexture
  97545. * @param urlArg defines a value which contains one of the following:
  97546. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  97547. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  97548. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  97549. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  97550. * @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)
  97551. * @param scene needed for loading to the correct scene
  97552. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  97553. * @param onLoad optional callback to be called upon successful completion
  97554. * @param onError optional callback to be called upon failure
  97555. * @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
  97556. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  97557. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  97558. * @param forcedExtension defines the extension to use to pick the right loader
  97559. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  97560. * @param mimeType defines an optional mime type
  97561. * @returns a InternalTexture for assignment back into BABYLON.Texture
  97562. */
  97563. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  97564. /**
  97565. * @hidden
  97566. */
  97567. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  97568. /**
  97569. * Creates a raw texture
  97570. * @param data defines the data to store in the texture
  97571. * @param width defines the width of the texture
  97572. * @param height defines the height of the texture
  97573. * @param format defines the format of the data
  97574. * @param generateMipMaps defines if the engine should generate the mip levels
  97575. * @param invertY defines if data must be stored with Y axis inverted
  97576. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  97577. * @param compression defines the compression used (null by default)
  97578. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  97579. * @returns the raw texture inside an InternalTexture
  97580. */
  97581. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  97582. /**
  97583. * Creates a new raw cube texture
  97584. * @param data defines the array of data to use to create each face
  97585. * @param size defines the size of the textures
  97586. * @param format defines the format of the data
  97587. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  97588. * @param generateMipMaps defines if the engine should generate the mip levels
  97589. * @param invertY defines if data must be stored with Y axis inverted
  97590. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97591. * @param compression defines the compression used (null by default)
  97592. * @returns the cube texture as an InternalTexture
  97593. */
  97594. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  97595. /**
  97596. * Creates a new raw 3D texture
  97597. * @param data defines the data used to create the texture
  97598. * @param width defines the width of the texture
  97599. * @param height defines the height of the texture
  97600. * @param depth defines the depth of the texture
  97601. * @param format defines the format of the texture
  97602. * @param generateMipMaps defines if the engine must generate mip levels
  97603. * @param invertY defines if data must be stored with Y axis inverted
  97604. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  97605. * @param compression defines the compressed used (can be null)
  97606. * @param textureType defines the compressed used (can be null)
  97607. * @returns a new raw 3D texture (stored in an InternalTexture)
  97608. */
  97609. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  97610. private _unpackFlipYCached;
  97611. /**
  97612. * In case you are sharing the context with other applications, it might
  97613. * be interested to not cache the unpack flip y state to ensure a consistent
  97614. * value would be set.
  97615. */
  97616. enableUnpackFlipYCached: boolean;
  97617. /** @hidden */
  97618. _unpackFlipY(value: boolean): void;
  97619. /** @hidden */
  97620. _getUnpackAlignement(): number;
  97621. /**
  97622. * Update the sampling mode of a given texture
  97623. * @param samplingMode defines the required sampling mode
  97624. * @param texture defines the texture to update
  97625. */
  97626. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97627. /** @hidden */
  97628. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97629. width: number;
  97630. height: number;
  97631. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97632. /** @hidden */
  97633. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97634. /** @hidden */
  97635. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97636. /** @hidden */
  97637. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97638. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97639. private _prepareWebGLTexture;
  97640. /** @hidden */
  97641. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97642. /** @hidden */
  97643. _releaseFramebufferObjects(texture: InternalTexture): void;
  97644. /** @hidden */
  97645. _releaseTexture(texture: InternalTexture): void;
  97646. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97647. protected _setProgram(program: WebGLProgram): void;
  97648. protected _boundUniforms: {
  97649. [key: number]: WebGLUniformLocation;
  97650. };
  97651. /**
  97652. * Binds an effect to the webGL context
  97653. * @param effect defines the effect to bind
  97654. */
  97655. bindSamplers(effect: Effect): void;
  97656. private _activateCurrentTexture;
  97657. /** @hidden */
  97658. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97659. /** @hidden */
  97660. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97661. /**
  97662. * Unbind all textures from the webGL context
  97663. */
  97664. unbindAllTextures(): void;
  97665. /**
  97666. * Sets a texture to the according uniform.
  97667. * @param channel The texture channel
  97668. * @param uniform The uniform to set
  97669. * @param texture The texture to apply
  97670. */
  97671. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97672. private _bindSamplerUniformToChannel;
  97673. private _getTextureWrapMode;
  97674. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97675. /**
  97676. * Sets an array of texture to the webGL context
  97677. * @param channel defines the channel where the texture array must be set
  97678. * @param uniform defines the associated uniform location
  97679. * @param textures defines the array of textures to bind
  97680. */
  97681. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97682. /** @hidden */
  97683. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97684. private _setTextureParameterFloat;
  97685. private _setTextureParameterInteger;
  97686. /**
  97687. * Unbind all vertex attributes from the webGL context
  97688. */
  97689. unbindAllAttributes(): void;
  97690. /**
  97691. * 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
  97692. */
  97693. releaseEffects(): void;
  97694. /**
  97695. * Dispose and release all associated resources
  97696. */
  97697. dispose(): void;
  97698. /**
  97699. * Attach a new callback raised when context lost event is fired
  97700. * @param callback defines the callback to call
  97701. */
  97702. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97703. /**
  97704. * Attach a new callback raised when context restored event is fired
  97705. * @param callback defines the callback to call
  97706. */
  97707. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97708. /**
  97709. * Get the current error code of the webGL context
  97710. * @returns the error code
  97711. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97712. */
  97713. getError(): number;
  97714. private _canRenderToFloatFramebuffer;
  97715. private _canRenderToHalfFloatFramebuffer;
  97716. private _canRenderToFramebuffer;
  97717. /** @hidden */
  97718. _getWebGLTextureType(type: number): number;
  97719. /** @hidden */
  97720. _getInternalFormat(format: number): number;
  97721. /** @hidden */
  97722. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97723. /** @hidden */
  97724. _getRGBAMultiSampleBufferFormat(type: number): number;
  97725. /** @hidden */
  97726. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  97727. /**
  97728. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97729. * @returns true if the engine can be created
  97730. * @ignorenaming
  97731. */
  97732. static isSupported(): boolean;
  97733. /**
  97734. * Find the next highest power of two.
  97735. * @param x Number to start search from.
  97736. * @return Next highest power of two.
  97737. */
  97738. static CeilingPOT(x: number): number;
  97739. /**
  97740. * Find the next lowest power of two.
  97741. * @param x Number to start search from.
  97742. * @return Next lowest power of two.
  97743. */
  97744. static FloorPOT(x: number): number;
  97745. /**
  97746. * Find the nearest power of two.
  97747. * @param x Number to start search from.
  97748. * @return Next nearest power of two.
  97749. */
  97750. static NearestPOT(x: number): number;
  97751. /**
  97752. * Get the closest exponent of two
  97753. * @param value defines the value to approximate
  97754. * @param max defines the maximum value to return
  97755. * @param mode defines how to define the closest value
  97756. * @returns closest exponent of two of the given value
  97757. */
  97758. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97759. /**
  97760. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97761. * @param func - the function to be called
  97762. * @param requester - the object that will request the next frame. Falls back to window.
  97763. * @returns frame number
  97764. */
  97765. static QueueNewFrame(func: () => void, requester?: any): number;
  97766. }
  97767. }
  97768. declare module BABYLON {
  97769. /**
  97770. * Class representing spherical harmonics coefficients to the 3rd degree
  97771. */
  97772. export class SphericalHarmonics {
  97773. /**
  97774. * Defines whether or not the harmonics have been prescaled for rendering.
  97775. */
  97776. preScaled: boolean;
  97777. /**
  97778. * The l0,0 coefficients of the spherical harmonics
  97779. */
  97780. l00: Vector3;
  97781. /**
  97782. * The l1,-1 coefficients of the spherical harmonics
  97783. */
  97784. l1_1: Vector3;
  97785. /**
  97786. * The l1,0 coefficients of the spherical harmonics
  97787. */
  97788. l10: Vector3;
  97789. /**
  97790. * The l1,1 coefficients of the spherical harmonics
  97791. */
  97792. l11: Vector3;
  97793. /**
  97794. * The l2,-2 coefficients of the spherical harmonics
  97795. */
  97796. l2_2: Vector3;
  97797. /**
  97798. * The l2,-1 coefficients of the spherical harmonics
  97799. */
  97800. l2_1: Vector3;
  97801. /**
  97802. * The l2,0 coefficients of the spherical harmonics
  97803. */
  97804. l20: Vector3;
  97805. /**
  97806. * The l2,1 coefficients of the spherical harmonics
  97807. */
  97808. l21: Vector3;
  97809. /**
  97810. * The l2,2 coefficients of the spherical harmonics
  97811. */
  97812. l22: Vector3;
  97813. /**
  97814. * Adds a light to the spherical harmonics
  97815. * @param direction the direction of the light
  97816. * @param color the color of the light
  97817. * @param deltaSolidAngle the delta solid angle of the light
  97818. */
  97819. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  97820. /**
  97821. * Scales the spherical harmonics by the given amount
  97822. * @param scale the amount to scale
  97823. */
  97824. scaleInPlace(scale: number): void;
  97825. /**
  97826. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  97827. *
  97828. * ```
  97829. * E_lm = A_l * L_lm
  97830. * ```
  97831. *
  97832. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  97833. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  97834. * the scaling factors are given in equation 9.
  97835. */
  97836. convertIncidentRadianceToIrradiance(): void;
  97837. /**
  97838. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  97839. *
  97840. * ```
  97841. * L = (1/pi) * E * rho
  97842. * ```
  97843. *
  97844. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  97845. */
  97846. convertIrradianceToLambertianRadiance(): void;
  97847. /**
  97848. * Integrates the reconstruction coefficients directly in to the SH preventing further
  97849. * required operations at run time.
  97850. *
  97851. * This is simply done by scaling back the SH with Ylm constants parameter.
  97852. * The trigonometric part being applied by the shader at run time.
  97853. */
  97854. preScaleForRendering(): void;
  97855. /**
  97856. * Constructs a spherical harmonics from an array.
  97857. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  97858. * @returns the spherical harmonics
  97859. */
  97860. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  97861. /**
  97862. * Gets the spherical harmonics from polynomial
  97863. * @param polynomial the spherical polynomial
  97864. * @returns the spherical harmonics
  97865. */
  97866. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  97867. }
  97868. /**
  97869. * Class representing spherical polynomial coefficients to the 3rd degree
  97870. */
  97871. export class SphericalPolynomial {
  97872. private _harmonics;
  97873. /**
  97874. * The spherical harmonics used to create the polynomials.
  97875. */
  97876. readonly preScaledHarmonics: SphericalHarmonics;
  97877. /**
  97878. * The x coefficients of the spherical polynomial
  97879. */
  97880. x: Vector3;
  97881. /**
  97882. * The y coefficients of the spherical polynomial
  97883. */
  97884. y: Vector3;
  97885. /**
  97886. * The z coefficients of the spherical polynomial
  97887. */
  97888. z: Vector3;
  97889. /**
  97890. * The xx coefficients of the spherical polynomial
  97891. */
  97892. xx: Vector3;
  97893. /**
  97894. * The yy coefficients of the spherical polynomial
  97895. */
  97896. yy: Vector3;
  97897. /**
  97898. * The zz coefficients of the spherical polynomial
  97899. */
  97900. zz: Vector3;
  97901. /**
  97902. * The xy coefficients of the spherical polynomial
  97903. */
  97904. xy: Vector3;
  97905. /**
  97906. * The yz coefficients of the spherical polynomial
  97907. */
  97908. yz: Vector3;
  97909. /**
  97910. * The zx coefficients of the spherical polynomial
  97911. */
  97912. zx: Vector3;
  97913. /**
  97914. * Adds an ambient color to the spherical polynomial
  97915. * @param color the color to add
  97916. */
  97917. addAmbient(color: Color3): void;
  97918. /**
  97919. * Scales the spherical polynomial by the given amount
  97920. * @param scale the amount to scale
  97921. */
  97922. scaleInPlace(scale: number): void;
  97923. /**
  97924. * Gets the spherical polynomial from harmonics
  97925. * @param harmonics the spherical harmonics
  97926. * @returns the spherical polynomial
  97927. */
  97928. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  97929. /**
  97930. * Constructs a spherical polynomial from an array.
  97931. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  97932. * @returns the spherical polynomial
  97933. */
  97934. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  97935. }
  97936. }
  97937. declare module BABYLON {
  97938. /**
  97939. * Defines the source of the internal texture
  97940. */
  97941. export enum InternalTextureSource {
  97942. /**
  97943. * The source of the texture data is unknown
  97944. */
  97945. Unknown = 0,
  97946. /**
  97947. * Texture data comes from an URL
  97948. */
  97949. Url = 1,
  97950. /**
  97951. * Texture data is only used for temporary storage
  97952. */
  97953. Temp = 2,
  97954. /**
  97955. * Texture data comes from raw data (ArrayBuffer)
  97956. */
  97957. Raw = 3,
  97958. /**
  97959. * Texture content is dynamic (video or dynamic texture)
  97960. */
  97961. Dynamic = 4,
  97962. /**
  97963. * Texture content is generated by rendering to it
  97964. */
  97965. RenderTarget = 5,
  97966. /**
  97967. * Texture content is part of a multi render target process
  97968. */
  97969. MultiRenderTarget = 6,
  97970. /**
  97971. * Texture data comes from a cube data file
  97972. */
  97973. Cube = 7,
  97974. /**
  97975. * Texture data comes from a raw cube data
  97976. */
  97977. CubeRaw = 8,
  97978. /**
  97979. * Texture data come from a prefiltered cube data file
  97980. */
  97981. CubePrefiltered = 9,
  97982. /**
  97983. * Texture content is raw 3D data
  97984. */
  97985. Raw3D = 10,
  97986. /**
  97987. * Texture content is a depth texture
  97988. */
  97989. Depth = 11,
  97990. /**
  97991. * Texture data comes from a raw cube data encoded with RGBD
  97992. */
  97993. CubeRawRGBD = 12
  97994. }
  97995. /**
  97996. * Class used to store data associated with WebGL texture data for the engine
  97997. * This class should not be used directly
  97998. */
  97999. export class InternalTexture {
  98000. /** @hidden */
  98001. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  98002. /**
  98003. * Defines if the texture is ready
  98004. */
  98005. isReady: boolean;
  98006. /**
  98007. * Defines if the texture is a cube texture
  98008. */
  98009. isCube: boolean;
  98010. /**
  98011. * Defines if the texture contains 3D data
  98012. */
  98013. is3D: boolean;
  98014. /**
  98015. * Defines if the texture contains multiview data
  98016. */
  98017. isMultiview: boolean;
  98018. /**
  98019. * Gets the URL used to load this texture
  98020. */
  98021. url: string;
  98022. /**
  98023. * Gets the sampling mode of the texture
  98024. */
  98025. samplingMode: number;
  98026. /**
  98027. * Gets a boolean indicating if the texture needs mipmaps generation
  98028. */
  98029. generateMipMaps: boolean;
  98030. /**
  98031. * Gets the number of samples used by the texture (WebGL2+ only)
  98032. */
  98033. samples: number;
  98034. /**
  98035. * Gets the type of the texture (int, float...)
  98036. */
  98037. type: number;
  98038. /**
  98039. * Gets the format of the texture (RGB, RGBA...)
  98040. */
  98041. format: number;
  98042. /**
  98043. * Observable called when the texture is loaded
  98044. */
  98045. onLoadedObservable: Observable<InternalTexture>;
  98046. /**
  98047. * Gets the width of the texture
  98048. */
  98049. width: number;
  98050. /**
  98051. * Gets the height of the texture
  98052. */
  98053. height: number;
  98054. /**
  98055. * Gets the depth of the texture
  98056. */
  98057. depth: number;
  98058. /**
  98059. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  98060. */
  98061. baseWidth: number;
  98062. /**
  98063. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  98064. */
  98065. baseHeight: number;
  98066. /**
  98067. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  98068. */
  98069. baseDepth: number;
  98070. /**
  98071. * Gets a boolean indicating if the texture is inverted on Y axis
  98072. */
  98073. invertY: boolean;
  98074. /** @hidden */
  98075. _invertVScale: boolean;
  98076. /** @hidden */
  98077. _associatedChannel: number;
  98078. /** @hidden */
  98079. _source: InternalTextureSource;
  98080. /** @hidden */
  98081. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  98082. /** @hidden */
  98083. _bufferView: Nullable<ArrayBufferView>;
  98084. /** @hidden */
  98085. _bufferViewArray: Nullable<ArrayBufferView[]>;
  98086. /** @hidden */
  98087. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  98088. /** @hidden */
  98089. _size: number;
  98090. /** @hidden */
  98091. _extension: string;
  98092. /** @hidden */
  98093. _files: Nullable<string[]>;
  98094. /** @hidden */
  98095. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98096. /** @hidden */
  98097. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98098. /** @hidden */
  98099. _framebuffer: Nullable<WebGLFramebuffer>;
  98100. /** @hidden */
  98101. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  98102. /** @hidden */
  98103. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  98104. /** @hidden */
  98105. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  98106. /** @hidden */
  98107. _attachments: Nullable<number[]>;
  98108. /** @hidden */
  98109. _cachedCoordinatesMode: Nullable<number>;
  98110. /** @hidden */
  98111. _cachedWrapU: Nullable<number>;
  98112. /** @hidden */
  98113. _cachedWrapV: Nullable<number>;
  98114. /** @hidden */
  98115. _cachedWrapR: Nullable<number>;
  98116. /** @hidden */
  98117. _cachedAnisotropicFilteringLevel: Nullable<number>;
  98118. /** @hidden */
  98119. _isDisabled: boolean;
  98120. /** @hidden */
  98121. _compression: Nullable<string>;
  98122. /** @hidden */
  98123. _generateStencilBuffer: boolean;
  98124. /** @hidden */
  98125. _generateDepthBuffer: boolean;
  98126. /** @hidden */
  98127. _comparisonFunction: number;
  98128. /** @hidden */
  98129. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  98130. /** @hidden */
  98131. _lodGenerationScale: number;
  98132. /** @hidden */
  98133. _lodGenerationOffset: number;
  98134. /** @hidden */
  98135. _colorTextureArray: Nullable<WebGLTexture>;
  98136. /** @hidden */
  98137. _depthStencilTextureArray: Nullable<WebGLTexture>;
  98138. /** @hidden */
  98139. _lodTextureHigh: Nullable<BaseTexture>;
  98140. /** @hidden */
  98141. _lodTextureMid: Nullable<BaseTexture>;
  98142. /** @hidden */
  98143. _lodTextureLow: Nullable<BaseTexture>;
  98144. /** @hidden */
  98145. _isRGBD: boolean;
  98146. /** @hidden */
  98147. _linearSpecularLOD: boolean;
  98148. /** @hidden */
  98149. _irradianceTexture: Nullable<BaseTexture>;
  98150. /** @hidden */
  98151. _webGLTexture: Nullable<WebGLTexture>;
  98152. /** @hidden */
  98153. _references: number;
  98154. private _engine;
  98155. /**
  98156. * Gets the Engine the texture belongs to.
  98157. * @returns The babylon engine
  98158. */
  98159. getEngine(): ThinEngine;
  98160. /**
  98161. * Gets the data source type of the texture
  98162. */
  98163. readonly source: InternalTextureSource;
  98164. /**
  98165. * Creates a new InternalTexture
  98166. * @param engine defines the engine to use
  98167. * @param source defines the type of data that will be used
  98168. * @param delayAllocation if the texture allocation should be delayed (default: false)
  98169. */
  98170. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  98171. /**
  98172. * Increments the number of references (ie. the number of Texture that point to it)
  98173. */
  98174. incrementReferences(): void;
  98175. /**
  98176. * Change the size of the texture (not the size of the content)
  98177. * @param width defines the new width
  98178. * @param height defines the new height
  98179. * @param depth defines the new depth (1 by default)
  98180. */
  98181. updateSize(width: int, height: int, depth?: int): void;
  98182. /** @hidden */
  98183. _rebuild(): void;
  98184. /** @hidden */
  98185. _swapAndDie(target: InternalTexture): void;
  98186. /**
  98187. * Dispose the current allocated resources
  98188. */
  98189. dispose(): void;
  98190. }
  98191. }
  98192. declare module BABYLON {
  98193. /**
  98194. * Class used to work with sound analyzer using fast fourier transform (FFT)
  98195. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98196. */
  98197. export class Analyser {
  98198. /**
  98199. * Gets or sets the smoothing
  98200. * @ignorenaming
  98201. */
  98202. SMOOTHING: number;
  98203. /**
  98204. * Gets or sets the FFT table size
  98205. * @ignorenaming
  98206. */
  98207. FFT_SIZE: number;
  98208. /**
  98209. * Gets or sets the bar graph amplitude
  98210. * @ignorenaming
  98211. */
  98212. BARGRAPHAMPLITUDE: number;
  98213. /**
  98214. * Gets or sets the position of the debug canvas
  98215. * @ignorenaming
  98216. */
  98217. DEBUGCANVASPOS: {
  98218. x: number;
  98219. y: number;
  98220. };
  98221. /**
  98222. * Gets or sets the debug canvas size
  98223. * @ignorenaming
  98224. */
  98225. DEBUGCANVASSIZE: {
  98226. width: number;
  98227. height: number;
  98228. };
  98229. private _byteFreqs;
  98230. private _byteTime;
  98231. private _floatFreqs;
  98232. private _webAudioAnalyser;
  98233. private _debugCanvas;
  98234. private _debugCanvasContext;
  98235. private _scene;
  98236. private _registerFunc;
  98237. private _audioEngine;
  98238. /**
  98239. * Creates a new analyser
  98240. * @param scene defines hosting scene
  98241. */
  98242. constructor(scene: Scene);
  98243. /**
  98244. * Get the number of data values you will have to play with for the visualization
  98245. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  98246. * @returns a number
  98247. */
  98248. getFrequencyBinCount(): number;
  98249. /**
  98250. * Gets the current frequency data as a byte array
  98251. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98252. * @returns a Uint8Array
  98253. */
  98254. getByteFrequencyData(): Uint8Array;
  98255. /**
  98256. * Gets the current waveform as a byte array
  98257. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  98258. * @returns a Uint8Array
  98259. */
  98260. getByteTimeDomainData(): Uint8Array;
  98261. /**
  98262. * Gets the current frequency data as a float array
  98263. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98264. * @returns a Float32Array
  98265. */
  98266. getFloatFrequencyData(): Float32Array;
  98267. /**
  98268. * Renders the debug canvas
  98269. */
  98270. drawDebugCanvas(): void;
  98271. /**
  98272. * Stops rendering the debug canvas and removes it
  98273. */
  98274. stopDebugCanvas(): void;
  98275. /**
  98276. * Connects two audio nodes
  98277. * @param inputAudioNode defines first node to connect
  98278. * @param outputAudioNode defines second node to connect
  98279. */
  98280. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  98281. /**
  98282. * Releases all associated resources
  98283. */
  98284. dispose(): void;
  98285. }
  98286. }
  98287. declare module BABYLON {
  98288. /**
  98289. * This represents an audio engine and it is responsible
  98290. * to play, synchronize and analyse sounds throughout the application.
  98291. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98292. */
  98293. export interface IAudioEngine extends IDisposable {
  98294. /**
  98295. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98296. */
  98297. readonly canUseWebAudio: boolean;
  98298. /**
  98299. * Gets the current AudioContext if available.
  98300. */
  98301. readonly audioContext: Nullable<AudioContext>;
  98302. /**
  98303. * The master gain node defines the global audio volume of your audio engine.
  98304. */
  98305. readonly masterGain: GainNode;
  98306. /**
  98307. * Gets whether or not mp3 are supported by your browser.
  98308. */
  98309. readonly isMP3supported: boolean;
  98310. /**
  98311. * Gets whether or not ogg are supported by your browser.
  98312. */
  98313. readonly isOGGsupported: boolean;
  98314. /**
  98315. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98316. * @ignoreNaming
  98317. */
  98318. WarnedWebAudioUnsupported: boolean;
  98319. /**
  98320. * Defines if the audio engine relies on a custom unlocked button.
  98321. * In this case, the embedded button will not be displayed.
  98322. */
  98323. useCustomUnlockedButton: boolean;
  98324. /**
  98325. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  98326. */
  98327. readonly unlocked: boolean;
  98328. /**
  98329. * Event raised when audio has been unlocked on the browser.
  98330. */
  98331. onAudioUnlockedObservable: Observable<AudioEngine>;
  98332. /**
  98333. * Event raised when audio has been locked on the browser.
  98334. */
  98335. onAudioLockedObservable: Observable<AudioEngine>;
  98336. /**
  98337. * Flags the audio engine in Locked state.
  98338. * This happens due to new browser policies preventing audio to autoplay.
  98339. */
  98340. lock(): void;
  98341. /**
  98342. * Unlocks the audio engine once a user action has been done on the dom.
  98343. * This is helpful to resume play once browser policies have been satisfied.
  98344. */
  98345. unlock(): void;
  98346. }
  98347. /**
  98348. * This represents the default audio engine used in babylon.
  98349. * It is responsible to play, synchronize and analyse sounds throughout the application.
  98350. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98351. */
  98352. export class AudioEngine implements IAudioEngine {
  98353. private _audioContext;
  98354. private _audioContextInitialized;
  98355. private _muteButton;
  98356. private _hostElement;
  98357. /**
  98358. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98359. */
  98360. canUseWebAudio: boolean;
  98361. /**
  98362. * The master gain node defines the global audio volume of your audio engine.
  98363. */
  98364. masterGain: GainNode;
  98365. /**
  98366. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98367. * @ignoreNaming
  98368. */
  98369. WarnedWebAudioUnsupported: boolean;
  98370. /**
  98371. * Gets whether or not mp3 are supported by your browser.
  98372. */
  98373. isMP3supported: boolean;
  98374. /**
  98375. * Gets whether or not ogg are supported by your browser.
  98376. */
  98377. isOGGsupported: boolean;
  98378. /**
  98379. * Gets whether audio has been unlocked on the device.
  98380. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  98381. * a user interaction has happened.
  98382. */
  98383. unlocked: boolean;
  98384. /**
  98385. * Defines if the audio engine relies on a custom unlocked button.
  98386. * In this case, the embedded button will not be displayed.
  98387. */
  98388. useCustomUnlockedButton: boolean;
  98389. /**
  98390. * Event raised when audio has been unlocked on the browser.
  98391. */
  98392. onAudioUnlockedObservable: Observable<AudioEngine>;
  98393. /**
  98394. * Event raised when audio has been locked on the browser.
  98395. */
  98396. onAudioLockedObservable: Observable<AudioEngine>;
  98397. /**
  98398. * Gets the current AudioContext if available.
  98399. */
  98400. readonly audioContext: Nullable<AudioContext>;
  98401. private _connectedAnalyser;
  98402. /**
  98403. * Instantiates a new audio engine.
  98404. *
  98405. * There should be only one per page as some browsers restrict the number
  98406. * of audio contexts you can create.
  98407. * @param hostElement defines the host element where to display the mute icon if necessary
  98408. */
  98409. constructor(hostElement?: Nullable<HTMLElement>);
  98410. /**
  98411. * Flags the audio engine in Locked state.
  98412. * This happens due to new browser policies preventing audio to autoplay.
  98413. */
  98414. lock(): void;
  98415. /**
  98416. * Unlocks the audio engine once a user action has been done on the dom.
  98417. * This is helpful to resume play once browser policies have been satisfied.
  98418. */
  98419. unlock(): void;
  98420. private _resumeAudioContext;
  98421. private _initializeAudioContext;
  98422. private _tryToRun;
  98423. private _triggerRunningState;
  98424. private _triggerSuspendedState;
  98425. private _displayMuteButton;
  98426. private _moveButtonToTopLeft;
  98427. private _onResize;
  98428. private _hideMuteButton;
  98429. /**
  98430. * Destroy and release the resources associated with the audio ccontext.
  98431. */
  98432. dispose(): void;
  98433. /**
  98434. * Gets the global volume sets on the master gain.
  98435. * @returns the global volume if set or -1 otherwise
  98436. */
  98437. getGlobalVolume(): number;
  98438. /**
  98439. * Sets the global volume of your experience (sets on the master gain).
  98440. * @param newVolume Defines the new global volume of the application
  98441. */
  98442. setGlobalVolume(newVolume: number): void;
  98443. /**
  98444. * Connect the audio engine to an audio analyser allowing some amazing
  98445. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98446. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98447. * @param analyser The analyser to connect to the engine
  98448. */
  98449. connectToAnalyser(analyser: Analyser): void;
  98450. }
  98451. }
  98452. declare module BABYLON {
  98453. /**
  98454. * Interface used to present a loading screen while loading a scene
  98455. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98456. */
  98457. export interface ILoadingScreen {
  98458. /**
  98459. * Function called to display the loading screen
  98460. */
  98461. displayLoadingUI: () => void;
  98462. /**
  98463. * Function called to hide the loading screen
  98464. */
  98465. hideLoadingUI: () => void;
  98466. /**
  98467. * Gets or sets the color to use for the background
  98468. */
  98469. loadingUIBackgroundColor: string;
  98470. /**
  98471. * Gets or sets the text to display while loading
  98472. */
  98473. loadingUIText: string;
  98474. }
  98475. /**
  98476. * Class used for the default loading screen
  98477. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98478. */
  98479. export class DefaultLoadingScreen implements ILoadingScreen {
  98480. private _renderingCanvas;
  98481. private _loadingText;
  98482. private _loadingDivBackgroundColor;
  98483. private _loadingDiv;
  98484. private _loadingTextDiv;
  98485. /** Gets or sets the logo url to use for the default loading screen */
  98486. static DefaultLogoUrl: string;
  98487. /** Gets or sets the spinner url to use for the default loading screen */
  98488. static DefaultSpinnerUrl: string;
  98489. /**
  98490. * Creates a new default loading screen
  98491. * @param _renderingCanvas defines the canvas used to render the scene
  98492. * @param _loadingText defines the default text to display
  98493. * @param _loadingDivBackgroundColor defines the default background color
  98494. */
  98495. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  98496. /**
  98497. * Function called to display the loading screen
  98498. */
  98499. displayLoadingUI(): void;
  98500. /**
  98501. * Function called to hide the loading screen
  98502. */
  98503. hideLoadingUI(): void;
  98504. /**
  98505. * Gets or sets the text to display while loading
  98506. */
  98507. loadingUIText: string;
  98508. /**
  98509. * Gets or sets the color to use for the background
  98510. */
  98511. loadingUIBackgroundColor: string;
  98512. private _resizeLoadingUI;
  98513. }
  98514. }
  98515. declare module BABYLON {
  98516. /**
  98517. * Interface for any object that can request an animation frame
  98518. */
  98519. export interface ICustomAnimationFrameRequester {
  98520. /**
  98521. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  98522. */
  98523. renderFunction?: Function;
  98524. /**
  98525. * Called to request the next frame to render to
  98526. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  98527. */
  98528. requestAnimationFrame: Function;
  98529. /**
  98530. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  98531. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  98532. */
  98533. requestID?: number;
  98534. }
  98535. }
  98536. declare module BABYLON {
  98537. /**
  98538. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  98539. */
  98540. export class PerformanceMonitor {
  98541. private _enabled;
  98542. private _rollingFrameTime;
  98543. private _lastFrameTimeMs;
  98544. /**
  98545. * constructor
  98546. * @param frameSampleSize The number of samples required to saturate the sliding window
  98547. */
  98548. constructor(frameSampleSize?: number);
  98549. /**
  98550. * Samples current frame
  98551. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  98552. */
  98553. sampleFrame(timeMs?: number): void;
  98554. /**
  98555. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98556. */
  98557. readonly averageFrameTime: number;
  98558. /**
  98559. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  98560. */
  98561. readonly averageFrameTimeVariance: number;
  98562. /**
  98563. * Returns the frame time of the most recent frame
  98564. */
  98565. readonly instantaneousFrameTime: number;
  98566. /**
  98567. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  98568. */
  98569. readonly averageFPS: number;
  98570. /**
  98571. * Returns the average framerate in frames per second using the most recent frame time
  98572. */
  98573. readonly instantaneousFPS: number;
  98574. /**
  98575. * Returns true if enough samples have been taken to completely fill the sliding window
  98576. */
  98577. readonly isSaturated: boolean;
  98578. /**
  98579. * Enables contributions to the sliding window sample set
  98580. */
  98581. enable(): void;
  98582. /**
  98583. * Disables contributions to the sliding window sample set
  98584. * Samples will not be interpolated over the disabled period
  98585. */
  98586. disable(): void;
  98587. /**
  98588. * Returns true if sampling is enabled
  98589. */
  98590. readonly isEnabled: boolean;
  98591. /**
  98592. * Resets performance monitor
  98593. */
  98594. reset(): void;
  98595. }
  98596. /**
  98597. * RollingAverage
  98598. *
  98599. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  98600. */
  98601. export class RollingAverage {
  98602. /**
  98603. * Current average
  98604. */
  98605. average: number;
  98606. /**
  98607. * Current variance
  98608. */
  98609. variance: number;
  98610. protected _samples: Array<number>;
  98611. protected _sampleCount: number;
  98612. protected _pos: number;
  98613. protected _m2: number;
  98614. /**
  98615. * constructor
  98616. * @param length The number of samples required to saturate the sliding window
  98617. */
  98618. constructor(length: number);
  98619. /**
  98620. * Adds a sample to the sample set
  98621. * @param v The sample value
  98622. */
  98623. add(v: number): void;
  98624. /**
  98625. * Returns previously added values or null if outside of history or outside the sliding window domain
  98626. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  98627. * @return Value previously recorded with add() or null if outside of range
  98628. */
  98629. history(i: number): number;
  98630. /**
  98631. * Returns true if enough samples have been taken to completely fill the sliding window
  98632. * @return true if sample-set saturated
  98633. */
  98634. isSaturated(): boolean;
  98635. /**
  98636. * Resets the rolling average (equivalent to 0 samples taken so far)
  98637. */
  98638. reset(): void;
  98639. /**
  98640. * Wraps a value around the sample range boundaries
  98641. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  98642. * @return Wrapped position in sample range
  98643. */
  98644. protected _wrapPosition(i: number): number;
  98645. }
  98646. }
  98647. declare module BABYLON {
  98648. /**
  98649. * This class is used to track a performance counter which is number based.
  98650. * The user has access to many properties which give statistics of different nature.
  98651. *
  98652. * The implementer can track two kinds of Performance Counter: time and count.
  98653. * 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.
  98654. * 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.
  98655. */
  98656. export class PerfCounter {
  98657. /**
  98658. * Gets or sets a global boolean to turn on and off all the counters
  98659. */
  98660. static Enabled: boolean;
  98661. /**
  98662. * Returns the smallest value ever
  98663. */
  98664. readonly min: number;
  98665. /**
  98666. * Returns the biggest value ever
  98667. */
  98668. readonly max: number;
  98669. /**
  98670. * Returns the average value since the performance counter is running
  98671. */
  98672. readonly average: number;
  98673. /**
  98674. * Returns the average value of the last second the counter was monitored
  98675. */
  98676. readonly lastSecAverage: number;
  98677. /**
  98678. * Returns the current value
  98679. */
  98680. readonly current: number;
  98681. /**
  98682. * Gets the accumulated total
  98683. */
  98684. readonly total: number;
  98685. /**
  98686. * Gets the total value count
  98687. */
  98688. readonly count: number;
  98689. /**
  98690. * Creates a new counter
  98691. */
  98692. constructor();
  98693. /**
  98694. * Call this method to start monitoring a new frame.
  98695. * 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.
  98696. */
  98697. fetchNewFrame(): void;
  98698. /**
  98699. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  98700. * @param newCount the count value to add to the monitored count
  98701. * @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.
  98702. */
  98703. addCount(newCount: number, fetchResult: boolean): void;
  98704. /**
  98705. * Start monitoring this performance counter
  98706. */
  98707. beginMonitoring(): void;
  98708. /**
  98709. * Compute the time lapsed since the previous beginMonitoring() call.
  98710. * @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
  98711. */
  98712. endMonitoring(newFrame?: boolean): void;
  98713. private _fetchResult;
  98714. private _startMonitoringTime;
  98715. private _min;
  98716. private _max;
  98717. private _average;
  98718. private _current;
  98719. private _totalValueCount;
  98720. private _totalAccumulated;
  98721. private _lastSecAverage;
  98722. private _lastSecAccumulated;
  98723. private _lastSecTime;
  98724. private _lastSecValueCount;
  98725. }
  98726. }
  98727. declare module BABYLON {
  98728. /**
  98729. * Defines the interface used by display changed events
  98730. */
  98731. export interface IDisplayChangedEventArgs {
  98732. /** Gets the vrDisplay object (if any) */
  98733. vrDisplay: Nullable<any>;
  98734. /** Gets a boolean indicating if webVR is supported */
  98735. vrSupported: boolean;
  98736. }
  98737. /**
  98738. * Defines the interface used by objects containing a viewport (like a camera)
  98739. */
  98740. interface IViewportOwnerLike {
  98741. /**
  98742. * Gets or sets the viewport
  98743. */
  98744. viewport: IViewportLike;
  98745. }
  98746. /**
  98747. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  98748. */
  98749. export class Engine extends ThinEngine {
  98750. /** Defines that alpha blending is disabled */
  98751. static readonly ALPHA_DISABLE: number;
  98752. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  98753. static readonly ALPHA_ADD: number;
  98754. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  98755. static readonly ALPHA_COMBINE: number;
  98756. /** Defines that alpha blending to DEST - SRC * DEST */
  98757. static readonly ALPHA_SUBTRACT: number;
  98758. /** Defines that alpha blending to SRC * DEST */
  98759. static readonly ALPHA_MULTIPLY: number;
  98760. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  98761. static readonly ALPHA_MAXIMIZED: number;
  98762. /** Defines that alpha blending to SRC + DEST */
  98763. static readonly ALPHA_ONEONE: number;
  98764. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  98765. static readonly ALPHA_PREMULTIPLIED: number;
  98766. /**
  98767. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  98768. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  98769. */
  98770. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  98771. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  98772. static readonly ALPHA_INTERPOLATE: number;
  98773. /**
  98774. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  98775. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  98776. */
  98777. static readonly ALPHA_SCREENMODE: number;
  98778. /** Defines that the ressource is not delayed*/
  98779. static readonly DELAYLOADSTATE_NONE: number;
  98780. /** Defines that the ressource was successfully delay loaded */
  98781. static readonly DELAYLOADSTATE_LOADED: number;
  98782. /** Defines that the ressource is currently delay loading */
  98783. static readonly DELAYLOADSTATE_LOADING: number;
  98784. /** Defines that the ressource is delayed and has not started loading */
  98785. static readonly DELAYLOADSTATE_NOTLOADED: number;
  98786. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  98787. static readonly NEVER: number;
  98788. /** 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 */
  98789. static readonly ALWAYS: number;
  98790. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  98791. static readonly LESS: number;
  98792. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  98793. static readonly EQUAL: number;
  98794. /** 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 */
  98795. static readonly LEQUAL: number;
  98796. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  98797. static readonly GREATER: number;
  98798. /** 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 */
  98799. static readonly GEQUAL: number;
  98800. /** 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 */
  98801. static readonly NOTEQUAL: number;
  98802. /** Passed to stencilOperation to specify that stencil value must be kept */
  98803. static readonly KEEP: number;
  98804. /** Passed to stencilOperation to specify that stencil value must be replaced */
  98805. static readonly REPLACE: number;
  98806. /** Passed to stencilOperation to specify that stencil value must be incremented */
  98807. static readonly INCR: number;
  98808. /** Passed to stencilOperation to specify that stencil value must be decremented */
  98809. static readonly DECR: number;
  98810. /** Passed to stencilOperation to specify that stencil value must be inverted */
  98811. static readonly INVERT: number;
  98812. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  98813. static readonly INCR_WRAP: number;
  98814. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  98815. static readonly DECR_WRAP: number;
  98816. /** Texture is not repeating outside of 0..1 UVs */
  98817. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  98818. /** Texture is repeating outside of 0..1 UVs */
  98819. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  98820. /** Texture is repeating and mirrored */
  98821. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  98822. /** ALPHA */
  98823. static readonly TEXTUREFORMAT_ALPHA: number;
  98824. /** LUMINANCE */
  98825. static readonly TEXTUREFORMAT_LUMINANCE: number;
  98826. /** LUMINANCE_ALPHA */
  98827. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  98828. /** RGB */
  98829. static readonly TEXTUREFORMAT_RGB: number;
  98830. /** RGBA */
  98831. static readonly TEXTUREFORMAT_RGBA: number;
  98832. /** RED */
  98833. static readonly TEXTUREFORMAT_RED: number;
  98834. /** RED (2nd reference) */
  98835. static readonly TEXTUREFORMAT_R: number;
  98836. /** RG */
  98837. static readonly TEXTUREFORMAT_RG: number;
  98838. /** RED_INTEGER */
  98839. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  98840. /** RED_INTEGER (2nd reference) */
  98841. static readonly TEXTUREFORMAT_R_INTEGER: number;
  98842. /** RG_INTEGER */
  98843. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  98844. /** RGB_INTEGER */
  98845. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  98846. /** RGBA_INTEGER */
  98847. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  98848. /** UNSIGNED_BYTE */
  98849. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  98850. /** UNSIGNED_BYTE (2nd reference) */
  98851. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  98852. /** FLOAT */
  98853. static readonly TEXTURETYPE_FLOAT: number;
  98854. /** HALF_FLOAT */
  98855. static readonly TEXTURETYPE_HALF_FLOAT: number;
  98856. /** BYTE */
  98857. static readonly TEXTURETYPE_BYTE: number;
  98858. /** SHORT */
  98859. static readonly TEXTURETYPE_SHORT: number;
  98860. /** UNSIGNED_SHORT */
  98861. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  98862. /** INT */
  98863. static readonly TEXTURETYPE_INT: number;
  98864. /** UNSIGNED_INT */
  98865. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  98866. /** UNSIGNED_SHORT_4_4_4_4 */
  98867. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  98868. /** UNSIGNED_SHORT_5_5_5_1 */
  98869. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  98870. /** UNSIGNED_SHORT_5_6_5 */
  98871. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  98872. /** UNSIGNED_INT_2_10_10_10_REV */
  98873. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  98874. /** UNSIGNED_INT_24_8 */
  98875. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  98876. /** UNSIGNED_INT_10F_11F_11F_REV */
  98877. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  98878. /** UNSIGNED_INT_5_9_9_9_REV */
  98879. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  98880. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  98881. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  98882. /** nearest is mag = nearest and min = nearest and mip = linear */
  98883. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  98884. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98885. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  98886. /** Trilinear is mag = linear and min = linear and mip = linear */
  98887. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  98888. /** nearest is mag = nearest and min = nearest and mip = linear */
  98889. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  98890. /** Bilinear is mag = linear and min = linear and mip = nearest */
  98891. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  98892. /** Trilinear is mag = linear and min = linear and mip = linear */
  98893. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  98894. /** mag = nearest and min = nearest and mip = nearest */
  98895. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  98896. /** mag = nearest and min = linear and mip = nearest */
  98897. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  98898. /** mag = nearest and min = linear and mip = linear */
  98899. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  98900. /** mag = nearest and min = linear and mip = none */
  98901. static readonly TEXTURE_NEAREST_LINEAR: number;
  98902. /** mag = nearest and min = nearest and mip = none */
  98903. static readonly TEXTURE_NEAREST_NEAREST: number;
  98904. /** mag = linear and min = nearest and mip = nearest */
  98905. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  98906. /** mag = linear and min = nearest and mip = linear */
  98907. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  98908. /** mag = linear and min = linear and mip = none */
  98909. static readonly TEXTURE_LINEAR_LINEAR: number;
  98910. /** mag = linear and min = nearest and mip = none */
  98911. static readonly TEXTURE_LINEAR_NEAREST: number;
  98912. /** Explicit coordinates mode */
  98913. static readonly TEXTURE_EXPLICIT_MODE: number;
  98914. /** Spherical coordinates mode */
  98915. static readonly TEXTURE_SPHERICAL_MODE: number;
  98916. /** Planar coordinates mode */
  98917. static readonly TEXTURE_PLANAR_MODE: number;
  98918. /** Cubic coordinates mode */
  98919. static readonly TEXTURE_CUBIC_MODE: number;
  98920. /** Projection coordinates mode */
  98921. static readonly TEXTURE_PROJECTION_MODE: number;
  98922. /** Skybox coordinates mode */
  98923. static readonly TEXTURE_SKYBOX_MODE: number;
  98924. /** Inverse Cubic coordinates mode */
  98925. static readonly TEXTURE_INVCUBIC_MODE: number;
  98926. /** Equirectangular coordinates mode */
  98927. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  98928. /** Equirectangular Fixed coordinates mode */
  98929. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  98930. /** Equirectangular Fixed Mirrored coordinates mode */
  98931. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  98932. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  98933. static readonly SCALEMODE_FLOOR: number;
  98934. /** Defines that texture rescaling will look for the nearest power of 2 size */
  98935. static readonly SCALEMODE_NEAREST: number;
  98936. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  98937. static readonly SCALEMODE_CEILING: number;
  98938. /**
  98939. * Returns the current npm package of the sdk
  98940. */
  98941. static readonly NpmPackage: string;
  98942. /**
  98943. * Returns the current version of the framework
  98944. */
  98945. static readonly Version: string;
  98946. /** Gets the list of created engines */
  98947. static readonly Instances: Engine[];
  98948. /**
  98949. * Gets the latest created engine
  98950. */
  98951. static readonly LastCreatedEngine: Nullable<Engine>;
  98952. /**
  98953. * Gets the latest created scene
  98954. */
  98955. static readonly LastCreatedScene: Nullable<Scene>;
  98956. /**
  98957. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  98958. * @param flag defines which part of the materials must be marked as dirty
  98959. * @param predicate defines a predicate used to filter which materials should be affected
  98960. */
  98961. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98962. /**
  98963. * Method called to create the default loading screen.
  98964. * This can be overriden in your own app.
  98965. * @param canvas The rendering canvas element
  98966. * @returns The loading screen
  98967. */
  98968. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  98969. /**
  98970. * Method called to create the default rescale post process on each engine.
  98971. */
  98972. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  98973. /**
  98974. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  98975. **/
  98976. enableOfflineSupport: boolean;
  98977. /**
  98978. * 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)
  98979. **/
  98980. disableManifestCheck: boolean;
  98981. /**
  98982. * Gets the list of created scenes
  98983. */
  98984. scenes: Scene[];
  98985. /**
  98986. * Event raised when a new scene is created
  98987. */
  98988. onNewSceneAddedObservable: Observable<Scene>;
  98989. /**
  98990. * Gets the list of created postprocesses
  98991. */
  98992. postProcesses: PostProcess[];
  98993. /**
  98994. * Gets a boolean indicating if the pointer is currently locked
  98995. */
  98996. isPointerLock: boolean;
  98997. /**
  98998. * Observable event triggered each time the rendering canvas is resized
  98999. */
  99000. onResizeObservable: Observable<Engine>;
  99001. /**
  99002. * Observable event triggered each time the canvas loses focus
  99003. */
  99004. onCanvasBlurObservable: Observable<Engine>;
  99005. /**
  99006. * Observable event triggered each time the canvas gains focus
  99007. */
  99008. onCanvasFocusObservable: Observable<Engine>;
  99009. /**
  99010. * Observable event triggered each time the canvas receives pointerout event
  99011. */
  99012. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99013. /**
  99014. * Observable raised when the engine begins a new frame
  99015. */
  99016. onBeginFrameObservable: Observable<Engine>;
  99017. /**
  99018. * If set, will be used to request the next animation frame for the render loop
  99019. */
  99020. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99021. /**
  99022. * Observable raised when the engine ends the current frame
  99023. */
  99024. onEndFrameObservable: Observable<Engine>;
  99025. /**
  99026. * Observable raised when the engine is about to compile a shader
  99027. */
  99028. onBeforeShaderCompilationObservable: Observable<Engine>;
  99029. /**
  99030. * Observable raised when the engine has jsut compiled a shader
  99031. */
  99032. onAfterShaderCompilationObservable: Observable<Engine>;
  99033. /**
  99034. * Gets the audio engine
  99035. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99036. * @ignorenaming
  99037. */
  99038. static audioEngine: IAudioEngine;
  99039. /**
  99040. * Default AudioEngine factory responsible of creating the Audio Engine.
  99041. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99042. */
  99043. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99044. /**
  99045. * Default offline support factory responsible of creating a tool used to store data locally.
  99046. * By default, this will create a Database object if the workload has been embedded.
  99047. */
  99048. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  99049. private _loadingScreen;
  99050. private _pointerLockRequested;
  99051. private _dummyFramebuffer;
  99052. private _rescalePostProcess;
  99053. /** @hidden */
  99054. protected _alphaMode: number;
  99055. /** @hidden */
  99056. protected _alphaEquation: number;
  99057. private _deterministicLockstep;
  99058. private _lockstepMaxSteps;
  99059. protected readonly _supportsHardwareTextureRescaling: boolean;
  99060. private _fps;
  99061. private _deltaTime;
  99062. /** @hidden */
  99063. _drawCalls: PerfCounter;
  99064. /**
  99065. * Turn this value on if you want to pause FPS computation when in background
  99066. */
  99067. disablePerformanceMonitorInBackground: boolean;
  99068. private _performanceMonitor;
  99069. /**
  99070. * Gets the performance monitor attached to this engine
  99071. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  99072. */
  99073. readonly performanceMonitor: PerformanceMonitor;
  99074. private _onFocus;
  99075. private _onBlur;
  99076. private _onCanvasPointerOut;
  99077. private _onCanvasBlur;
  99078. private _onCanvasFocus;
  99079. private _onFullscreenChange;
  99080. private _onPointerLockChange;
  99081. /**
  99082. * Creates a new engine
  99083. * @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
  99084. * @param antialias defines enable antialiasing (default: false)
  99085. * @param options defines further options to be sent to the getContext() function
  99086. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  99087. */
  99088. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  99089. /**
  99090. * Gets current aspect ratio
  99091. * @param viewportOwner defines the camera to use to get the aspect ratio
  99092. * @param useScreen defines if screen size must be used (or the current render target if any)
  99093. * @returns a number defining the aspect ratio
  99094. */
  99095. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  99096. /**
  99097. * Gets current screen aspect ratio
  99098. * @returns a number defining the aspect ratio
  99099. */
  99100. getScreenAspectRatio(): number;
  99101. /**
  99102. * Gets host document
  99103. * @returns the host document object
  99104. */
  99105. getHostDocument(): Document;
  99106. /**
  99107. * Gets the client rect of the HTML canvas attached with the current webGL context
  99108. * @returns a client rectanglee
  99109. */
  99110. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  99111. /**
  99112. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  99113. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99114. * @returns true if engine is in deterministic lock step mode
  99115. */
  99116. isDeterministicLockStep(): boolean;
  99117. /**
  99118. * Gets the max steps when engine is running in deterministic lock step
  99119. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99120. * @returns the max steps
  99121. */
  99122. getLockstepMaxSteps(): number;
  99123. /**
  99124. * Force the mipmap generation for the given render target texture
  99125. * @param texture defines the render target texture to use
  99126. */
  99127. generateMipMapsForCubemap(texture: InternalTexture): void;
  99128. /** States */
  99129. /**
  99130. * Set various states to the webGL context
  99131. * @param culling defines backface culling state
  99132. * @param zOffset defines the value to apply to zOffset (0 by default)
  99133. * @param force defines if states must be applied even if cache is up to date
  99134. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  99135. */
  99136. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  99137. /**
  99138. * Set the z offset to apply to current rendering
  99139. * @param value defines the offset to apply
  99140. */
  99141. setZOffset(value: number): void;
  99142. /**
  99143. * Gets the current value of the zOffset
  99144. * @returns the current zOffset state
  99145. */
  99146. getZOffset(): number;
  99147. /**
  99148. * Enable or disable depth buffering
  99149. * @param enable defines the state to set
  99150. */
  99151. setDepthBuffer(enable: boolean): void;
  99152. /**
  99153. * Gets a boolean indicating if depth writing is enabled
  99154. * @returns the current depth writing state
  99155. */
  99156. getDepthWrite(): boolean;
  99157. /**
  99158. * Enable or disable depth writing
  99159. * @param enable defines the state to set
  99160. */
  99161. setDepthWrite(enable: boolean): void;
  99162. /**
  99163. * Enable or disable color writing
  99164. * @param enable defines the state to set
  99165. */
  99166. setColorWrite(enable: boolean): void;
  99167. /**
  99168. * Gets a boolean indicating if color writing is enabled
  99169. * @returns the current color writing state
  99170. */
  99171. getColorWrite(): boolean;
  99172. /**
  99173. * Sets alpha constants used by some alpha blending modes
  99174. * @param r defines the red component
  99175. * @param g defines the green component
  99176. * @param b defines the blue component
  99177. * @param a defines the alpha component
  99178. */
  99179. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  99180. /**
  99181. * Sets the current alpha mode
  99182. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  99183. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  99184. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99185. */
  99186. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  99187. /**
  99188. * Gets the current alpha mode
  99189. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99190. * @returns the current alpha mode
  99191. */
  99192. getAlphaMode(): number;
  99193. /**
  99194. * Sets the current alpha equation
  99195. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  99196. */
  99197. setAlphaEquation(equation: number): void;
  99198. /**
  99199. * Gets the current alpha equation.
  99200. * @returns the current alpha equation
  99201. */
  99202. getAlphaEquation(): number;
  99203. /**
  99204. * Gets a boolean indicating if stencil buffer is enabled
  99205. * @returns the current stencil buffer state
  99206. */
  99207. getStencilBuffer(): boolean;
  99208. /**
  99209. * Enable or disable the stencil buffer
  99210. * @param enable defines if the stencil buffer must be enabled or disabled
  99211. */
  99212. setStencilBuffer(enable: boolean): void;
  99213. /**
  99214. * Gets the current stencil mask
  99215. * @returns a number defining the new stencil mask to use
  99216. */
  99217. getStencilMask(): number;
  99218. /**
  99219. * Sets the current stencil mask
  99220. * @param mask defines the new stencil mask to use
  99221. */
  99222. setStencilMask(mask: number): void;
  99223. /**
  99224. * Gets the current stencil function
  99225. * @returns a number defining the stencil function to use
  99226. */
  99227. getStencilFunction(): number;
  99228. /**
  99229. * Gets the current stencil reference value
  99230. * @returns a number defining the stencil reference value to use
  99231. */
  99232. getStencilFunctionReference(): number;
  99233. /**
  99234. * Gets the current stencil mask
  99235. * @returns a number defining the stencil mask to use
  99236. */
  99237. getStencilFunctionMask(): number;
  99238. /**
  99239. * Sets the current stencil function
  99240. * @param stencilFunc defines the new stencil function to use
  99241. */
  99242. setStencilFunction(stencilFunc: number): void;
  99243. /**
  99244. * Sets the current stencil reference
  99245. * @param reference defines the new stencil reference to use
  99246. */
  99247. setStencilFunctionReference(reference: number): void;
  99248. /**
  99249. * Sets the current stencil mask
  99250. * @param mask defines the new stencil mask to use
  99251. */
  99252. setStencilFunctionMask(mask: number): void;
  99253. /**
  99254. * Gets the current stencil operation when stencil fails
  99255. * @returns a number defining stencil operation to use when stencil fails
  99256. */
  99257. getStencilOperationFail(): number;
  99258. /**
  99259. * Gets the current stencil operation when depth fails
  99260. * @returns a number defining stencil operation to use when depth fails
  99261. */
  99262. getStencilOperationDepthFail(): number;
  99263. /**
  99264. * Gets the current stencil operation when stencil passes
  99265. * @returns a number defining stencil operation to use when stencil passes
  99266. */
  99267. getStencilOperationPass(): number;
  99268. /**
  99269. * Sets the stencil operation to use when stencil fails
  99270. * @param operation defines the stencil operation to use when stencil fails
  99271. */
  99272. setStencilOperationFail(operation: number): void;
  99273. /**
  99274. * Sets the stencil operation to use when depth fails
  99275. * @param operation defines the stencil operation to use when depth fails
  99276. */
  99277. setStencilOperationDepthFail(operation: number): void;
  99278. /**
  99279. * Sets the stencil operation to use when stencil passes
  99280. * @param operation defines the stencil operation to use when stencil passes
  99281. */
  99282. setStencilOperationPass(operation: number): void;
  99283. /**
  99284. * Sets a boolean indicating if the dithering state is enabled or disabled
  99285. * @param value defines the dithering state
  99286. */
  99287. setDitheringState(value: boolean): void;
  99288. /**
  99289. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  99290. * @param value defines the rasterizer state
  99291. */
  99292. setRasterizerState(value: boolean): void;
  99293. /**
  99294. * Gets the current depth function
  99295. * @returns a number defining the depth function
  99296. */
  99297. getDepthFunction(): Nullable<number>;
  99298. /**
  99299. * Sets the current depth function
  99300. * @param depthFunc defines the function to use
  99301. */
  99302. setDepthFunction(depthFunc: number): void;
  99303. /**
  99304. * Sets the current depth function to GREATER
  99305. */
  99306. setDepthFunctionToGreater(): void;
  99307. /**
  99308. * Sets the current depth function to GEQUAL
  99309. */
  99310. setDepthFunctionToGreaterOrEqual(): void;
  99311. /**
  99312. * Sets the current depth function to LESS
  99313. */
  99314. setDepthFunctionToLess(): void;
  99315. /**
  99316. * Sets the current depth function to LEQUAL
  99317. */
  99318. setDepthFunctionToLessOrEqual(): void;
  99319. private _cachedStencilBuffer;
  99320. private _cachedStencilFunction;
  99321. private _cachedStencilMask;
  99322. private _cachedStencilOperationPass;
  99323. private _cachedStencilOperationFail;
  99324. private _cachedStencilOperationDepthFail;
  99325. private _cachedStencilReference;
  99326. /**
  99327. * Caches the the state of the stencil buffer
  99328. */
  99329. cacheStencilState(): void;
  99330. /**
  99331. * Restores the state of the stencil buffer
  99332. */
  99333. restoreStencilState(): void;
  99334. /**
  99335. * Directly set the WebGL Viewport
  99336. * @param x defines the x coordinate of the viewport (in screen space)
  99337. * @param y defines the y coordinate of the viewport (in screen space)
  99338. * @param width defines the width of the viewport (in screen space)
  99339. * @param height defines the height of the viewport (in screen space)
  99340. * @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
  99341. */
  99342. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  99343. /**
  99344. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  99345. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99346. * @param y defines the y-coordinate of the corner of the clear rectangle
  99347. * @param width defines the width of the clear rectangle
  99348. * @param height defines the height of the clear rectangle
  99349. * @param clearColor defines the clear color
  99350. */
  99351. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  99352. /**
  99353. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  99354. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99355. * @param y defines the y-coordinate of the corner of the clear rectangle
  99356. * @param width defines the width of the clear rectangle
  99357. * @param height defines the height of the clear rectangle
  99358. */
  99359. enableScissor(x: number, y: number, width: number, height: number): void;
  99360. /**
  99361. * Disable previously set scissor test rectangle
  99362. */
  99363. disableScissor(): void;
  99364. protected _reportDrawCall(): void;
  99365. /**
  99366. * Initializes a webVR display and starts listening to display change events
  99367. * The onVRDisplayChangedObservable will be notified upon these changes
  99368. * @returns The onVRDisplayChangedObservable
  99369. */
  99370. initWebVR(): Observable<IDisplayChangedEventArgs>;
  99371. /** @hidden */
  99372. _prepareVRComponent(): void;
  99373. /** @hidden */
  99374. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  99375. /** @hidden */
  99376. _submitVRFrame(): void;
  99377. /**
  99378. * Call this function to leave webVR mode
  99379. * Will do nothing if webVR is not supported or if there is no webVR device
  99380. * @see http://doc.babylonjs.com/how_to/webvr_camera
  99381. */
  99382. disableVR(): void;
  99383. /**
  99384. * Gets a boolean indicating that the system is in VR mode and is presenting
  99385. * @returns true if VR mode is engaged
  99386. */
  99387. isVRPresenting(): boolean;
  99388. /** @hidden */
  99389. _requestVRFrame(): void;
  99390. /** @hidden */
  99391. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99392. /**
  99393. * Gets the source code of the vertex shader associated with a specific webGL program
  99394. * @param program defines the program to use
  99395. * @returns a string containing the source code of the vertex shader associated with the program
  99396. */
  99397. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  99398. /**
  99399. * Gets the source code of the fragment shader associated with a specific webGL program
  99400. * @param program defines the program to use
  99401. * @returns a string containing the source code of the fragment shader associated with the program
  99402. */
  99403. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  99404. /**
  99405. * Reads pixels from the current frame buffer. Please note that this function can be slow
  99406. * @param x defines the x coordinate of the rectangle where pixels must be read
  99407. * @param y defines the y coordinate of the rectangle where pixels must be read
  99408. * @param width defines the width of the rectangle where pixels must be read
  99409. * @param height defines the height of the rectangle where pixels must be read
  99410. * @returns a Uint8Array containing RGBA colors
  99411. */
  99412. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  99413. /**
  99414. * Sets a depth stencil texture from a render target to the according uniform.
  99415. * @param channel The texture channel
  99416. * @param uniform The uniform to set
  99417. * @param texture The render target texture containing the depth stencil texture to apply
  99418. */
  99419. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  99420. /**
  99421. * Sets a texture to the webGL context from a postprocess
  99422. * @param channel defines the channel to use
  99423. * @param postProcess defines the source postprocess
  99424. */
  99425. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  99426. /**
  99427. * Binds the output of the passed in post process to the texture channel specified
  99428. * @param channel The channel the texture should be bound to
  99429. * @param postProcess The post process which's output should be bound
  99430. */
  99431. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  99432. /** @hidden */
  99433. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  99434. protected _rebuildBuffers(): void;
  99435. _renderLoop(): void;
  99436. /**
  99437. * Toggle full screen mode
  99438. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99439. */
  99440. switchFullscreen(requestPointerLock: boolean): void;
  99441. /**
  99442. * Enters full screen mode
  99443. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99444. */
  99445. enterFullscreen(requestPointerLock: boolean): void;
  99446. /**
  99447. * Exits full screen mode
  99448. */
  99449. exitFullscreen(): void;
  99450. /**
  99451. * Enters Pointerlock mode
  99452. */
  99453. enterPointerlock(): void;
  99454. /**
  99455. * Exits Pointerlock mode
  99456. */
  99457. exitPointerlock(): void;
  99458. /**
  99459. * Begin a new frame
  99460. */
  99461. beginFrame(): void;
  99462. /**
  99463. * Enf the current frame
  99464. */
  99465. endFrame(): void;
  99466. resize(): void;
  99467. /**
  99468. * Set the compressed texture format to use, based on the formats you have, and the formats
  99469. * supported by the hardware / browser.
  99470. *
  99471. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  99472. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  99473. * to API arguments needed to compressed textures. This puts the burden on the container
  99474. * generator to house the arcane code for determining these for current & future formats.
  99475. *
  99476. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99477. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99478. *
  99479. * Note: The result of this call is not taken into account when a texture is base64.
  99480. *
  99481. * @param formatsAvailable defines the list of those format families you have created
  99482. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  99483. *
  99484. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  99485. * @returns The extension selected.
  99486. */
  99487. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  99488. /**
  99489. * Force a specific size of the canvas
  99490. * @param width defines the new canvas' width
  99491. * @param height defines the new canvas' height
  99492. */
  99493. setSize(width: number, height: number): void;
  99494. /**
  99495. * Updates a dynamic vertex buffer.
  99496. * @param vertexBuffer the vertex buffer to update
  99497. * @param data the data used to update the vertex buffer
  99498. * @param byteOffset the byte offset of the data
  99499. * @param byteLength the byte length of the data
  99500. */
  99501. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  99502. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  99503. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99504. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  99505. _releaseTexture(texture: InternalTexture): void;
  99506. /**
  99507. * @hidden
  99508. * Rescales a texture
  99509. * @param source input texutre
  99510. * @param destination destination texture
  99511. * @param scene scene to use to render the resize
  99512. * @param internalFormat format to use when resizing
  99513. * @param onComplete callback to be called when resize has completed
  99514. */
  99515. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  99516. /**
  99517. * Gets the current framerate
  99518. * @returns a number representing the framerate
  99519. */
  99520. getFps(): number;
  99521. /**
  99522. * Gets the time spent between current and previous frame
  99523. * @returns a number representing the delta time in ms
  99524. */
  99525. getDeltaTime(): number;
  99526. private _measureFps;
  99527. /** @hidden */
  99528. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  99529. /**
  99530. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  99531. * @param renderTarget The render target to set the frame buffer for
  99532. */
  99533. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  99534. /**
  99535. * Update a dynamic index buffer
  99536. * @param indexBuffer defines the target index buffer
  99537. * @param indices defines the data to update
  99538. * @param offset defines the offset in the target index buffer where update should start
  99539. */
  99540. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  99541. /**
  99542. * Updates the sample count of a render target texture
  99543. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  99544. * @param texture defines the texture to update
  99545. * @param samples defines the sample count to set
  99546. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  99547. */
  99548. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  99549. /**
  99550. * Updates a depth texture Comparison Mode and Function.
  99551. * If the comparison Function is equal to 0, the mode will be set to none.
  99552. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  99553. * @param texture The texture to set the comparison function for
  99554. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  99555. */
  99556. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  99557. /**
  99558. * Creates a webGL buffer to use with instanciation
  99559. * @param capacity defines the size of the buffer
  99560. * @returns the webGL buffer
  99561. */
  99562. createInstancesBuffer(capacity: number): DataBuffer;
  99563. /**
  99564. * Delete a webGL buffer used with instanciation
  99565. * @param buffer defines the webGL buffer to delete
  99566. */
  99567. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  99568. /** @hidden */
  99569. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  99570. dispose(): void;
  99571. private _disableTouchAction;
  99572. /**
  99573. * Display the loading screen
  99574. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99575. */
  99576. displayLoadingUI(): void;
  99577. /**
  99578. * Hide the loading screen
  99579. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99580. */
  99581. hideLoadingUI(): void;
  99582. /**
  99583. * Gets the current loading screen object
  99584. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99585. */
  99586. /**
  99587. * Sets the current loading screen object
  99588. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99589. */
  99590. loadingScreen: ILoadingScreen;
  99591. /**
  99592. * Sets the current loading screen text
  99593. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99594. */
  99595. loadingUIText: string;
  99596. /**
  99597. * Sets the current loading screen background color
  99598. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99599. */
  99600. loadingUIBackgroundColor: string;
  99601. /** Pointerlock and fullscreen */
  99602. /**
  99603. * Ask the browser to promote the current element to pointerlock mode
  99604. * @param element defines the DOM element to promote
  99605. */
  99606. static _RequestPointerlock(element: HTMLElement): void;
  99607. /**
  99608. * Asks the browser to exit pointerlock mode
  99609. */
  99610. static _ExitPointerlock(): void;
  99611. /**
  99612. * Ask the browser to promote the current element to fullscreen rendering mode
  99613. * @param element defines the DOM element to promote
  99614. */
  99615. static _RequestFullscreen(element: HTMLElement): void;
  99616. /**
  99617. * Asks the browser to exit fullscreen mode
  99618. */
  99619. static _ExitFullscreen(): void;
  99620. }
  99621. }
  99622. declare module BABYLON {
  99623. /**
  99624. * The engine store class is responsible to hold all the instances of Engine and Scene created
  99625. * during the life time of the application.
  99626. */
  99627. export class EngineStore {
  99628. /** Gets the list of created engines */
  99629. static Instances: Engine[];
  99630. /** @hidden */
  99631. static _LastCreatedScene: Nullable<Scene>;
  99632. /**
  99633. * Gets the latest created engine
  99634. */
  99635. static readonly LastCreatedEngine: Nullable<Engine>;
  99636. /**
  99637. * Gets the latest created scene
  99638. */
  99639. static readonly LastCreatedScene: Nullable<Scene>;
  99640. /**
  99641. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99642. * @ignorenaming
  99643. */
  99644. static UseFallbackTexture: boolean;
  99645. /**
  99646. * Texture content used if a texture cannot loaded
  99647. * @ignorenaming
  99648. */
  99649. static FallbackTexture: string;
  99650. }
  99651. }
  99652. declare module BABYLON {
  99653. /**
  99654. * Helper class that provides a small promise polyfill
  99655. */
  99656. export class PromisePolyfill {
  99657. /**
  99658. * Static function used to check if the polyfill is required
  99659. * If this is the case then the function will inject the polyfill to window.Promise
  99660. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  99661. */
  99662. static Apply(force?: boolean): void;
  99663. }
  99664. }
  99665. declare module BABYLON {
  99666. /**
  99667. * Interface for screenshot methods with describe argument called `size` as object with options
  99668. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  99669. */
  99670. export interface IScreenshotSize {
  99671. /**
  99672. * number in pixels for canvas height
  99673. */
  99674. height?: number;
  99675. /**
  99676. * multiplier allowing render at a higher or lower resolution
  99677. * If value is defined then height and width will be ignored and taken from camera
  99678. */
  99679. precision?: number;
  99680. /**
  99681. * number in pixels for canvas width
  99682. */
  99683. width?: number;
  99684. }
  99685. }
  99686. declare module BABYLON {
  99687. interface IColor4Like {
  99688. r: float;
  99689. g: float;
  99690. b: float;
  99691. a: float;
  99692. }
  99693. /**
  99694. * Class containing a set of static utilities functions
  99695. */
  99696. export class Tools {
  99697. /**
  99698. * Gets or sets the base URL to use to load assets
  99699. */
  99700. static BaseUrl: string;
  99701. /**
  99702. * Enable/Disable Custom HTTP Request Headers globally.
  99703. * default = false
  99704. * @see CustomRequestHeaders
  99705. */
  99706. static UseCustomRequestHeaders: boolean;
  99707. /**
  99708. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  99709. * i.e. when loading files, where the server/service expects an Authorization header
  99710. */
  99711. static CustomRequestHeaders: {
  99712. [key: string]: string;
  99713. };
  99714. /**
  99715. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  99716. */
  99717. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  99718. /**
  99719. * Default behaviour for cors in the application.
  99720. * It can be a string if the expected behavior is identical in the entire app.
  99721. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  99722. */
  99723. static CorsBehavior: string | ((url: string | string[]) => string);
  99724. /**
  99725. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  99726. * @ignorenaming
  99727. */
  99728. static UseFallbackTexture: boolean;
  99729. /**
  99730. * Use this object to register external classes like custom textures or material
  99731. * to allow the laoders to instantiate them
  99732. */
  99733. static RegisteredExternalClasses: {
  99734. [key: string]: Object;
  99735. };
  99736. /**
  99737. * Texture content used if a texture cannot loaded
  99738. * @ignorenaming
  99739. */
  99740. static fallbackTexture: string;
  99741. /**
  99742. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  99743. * @param u defines the coordinate on X axis
  99744. * @param v defines the coordinate on Y axis
  99745. * @param width defines the width of the source data
  99746. * @param height defines the height of the source data
  99747. * @param pixels defines the source byte array
  99748. * @param color defines the output color
  99749. */
  99750. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  99751. /**
  99752. * Interpolates between a and b via alpha
  99753. * @param a The lower value (returned when alpha = 0)
  99754. * @param b The upper value (returned when alpha = 1)
  99755. * @param alpha The interpolation-factor
  99756. * @return The mixed value
  99757. */
  99758. static Mix(a: number, b: number, alpha: number): number;
  99759. /**
  99760. * Tries to instantiate a new object from a given class name
  99761. * @param className defines the class name to instantiate
  99762. * @returns the new object or null if the system was not able to do the instantiation
  99763. */
  99764. static Instantiate(className: string): any;
  99765. /**
  99766. * Provides a slice function that will work even on IE
  99767. * @param data defines the array to slice
  99768. * @param start defines the start of the data (optional)
  99769. * @param end defines the end of the data (optional)
  99770. * @returns the new sliced array
  99771. */
  99772. static Slice<T>(data: T, start?: number, end?: number): T;
  99773. /**
  99774. * Polyfill for setImmediate
  99775. * @param action defines the action to execute after the current execution block
  99776. */
  99777. static SetImmediate(action: () => void): void;
  99778. /**
  99779. * Function indicating if a number is an exponent of 2
  99780. * @param value defines the value to test
  99781. * @returns true if the value is an exponent of 2
  99782. */
  99783. static IsExponentOfTwo(value: number): boolean;
  99784. private static _tmpFloatArray;
  99785. /**
  99786. * Returns the nearest 32-bit single precision float representation of a Number
  99787. * @param value A Number. If the parameter is of a different type, it will get converted
  99788. * to a number or to NaN if it cannot be converted
  99789. * @returns number
  99790. */
  99791. static FloatRound(value: number): number;
  99792. /**
  99793. * Extracts the filename from a path
  99794. * @param path defines the path to use
  99795. * @returns the filename
  99796. */
  99797. static GetFilename(path: string): string;
  99798. /**
  99799. * Extracts the "folder" part of a path (everything before the filename).
  99800. * @param uri The URI to extract the info from
  99801. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  99802. * @returns The "folder" part of the path
  99803. */
  99804. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  99805. /**
  99806. * Extracts text content from a DOM element hierarchy
  99807. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  99808. */
  99809. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  99810. /**
  99811. * Convert an angle in radians to degrees
  99812. * @param angle defines the angle to convert
  99813. * @returns the angle in degrees
  99814. */
  99815. static ToDegrees(angle: number): number;
  99816. /**
  99817. * Convert an angle in degrees to radians
  99818. * @param angle defines the angle to convert
  99819. * @returns the angle in radians
  99820. */
  99821. static ToRadians(angle: number): number;
  99822. /**
  99823. * Returns an array if obj is not an array
  99824. * @param obj defines the object to evaluate as an array
  99825. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  99826. * @returns either obj directly if obj is an array or a new array containing obj
  99827. */
  99828. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  99829. /**
  99830. * Gets the pointer prefix to use
  99831. * @returns "pointer" if touch is enabled. Else returns "mouse"
  99832. */
  99833. static GetPointerPrefix(): string;
  99834. /**
  99835. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  99836. * @param url define the url we are trying
  99837. * @param element define the dom element where to configure the cors policy
  99838. */
  99839. static SetCorsBehavior(url: string | string[], element: {
  99840. crossOrigin: string | null;
  99841. }): void;
  99842. /**
  99843. * Removes unwanted characters from an url
  99844. * @param url defines the url to clean
  99845. * @returns the cleaned url
  99846. */
  99847. static CleanUrl(url: string): string;
  99848. /**
  99849. * Gets or sets a function used to pre-process url before using them to load assets
  99850. */
  99851. static PreprocessUrl: (url: string) => string;
  99852. /**
  99853. * Loads an image as an HTMLImageElement.
  99854. * @param input url string, ArrayBuffer, or Blob to load
  99855. * @param onLoad callback called when the image successfully loads
  99856. * @param onError callback called when the image fails to load
  99857. * @param offlineProvider offline provider for caching
  99858. * @param mimeType optional mime type
  99859. * @returns the HTMLImageElement of the loaded image
  99860. */
  99861. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  99862. /**
  99863. * Loads a file from a url
  99864. * @param url url string, ArrayBuffer, or Blob to load
  99865. * @param onSuccess callback called when the file successfully loads
  99866. * @param onProgress callback called while file is loading (if the server supports this mode)
  99867. * @param offlineProvider defines the offline provider for caching
  99868. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  99869. * @param onError callback called when the file fails to load
  99870. * @returns a file request object
  99871. */
  99872. 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;
  99873. /**
  99874. * Loads a file from a url
  99875. * @param url the file url to load
  99876. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  99877. */
  99878. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  99879. /**
  99880. * Load a script (identified by an url). When the url returns, the
  99881. * content of this file is added into a new script element, attached to the DOM (body element)
  99882. * @param scriptUrl defines the url of the script to laod
  99883. * @param onSuccess defines the callback called when the script is loaded
  99884. * @param onError defines the callback to call if an error occurs
  99885. * @param scriptId defines the id of the script element
  99886. */
  99887. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  99888. /**
  99889. * Load an asynchronous script (identified by an url). When the url returns, the
  99890. * content of this file is added into a new script element, attached to the DOM (body element)
  99891. * @param scriptUrl defines the url of the script to laod
  99892. * @param scriptId defines the id of the script element
  99893. * @returns a promise request object
  99894. */
  99895. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  99896. /**
  99897. * Loads a file from a blob
  99898. * @param fileToLoad defines the blob to use
  99899. * @param callback defines the callback to call when data is loaded
  99900. * @param progressCallback defines the callback to call during loading process
  99901. * @returns a file request object
  99902. */
  99903. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  99904. /**
  99905. * Reads a file from a File object
  99906. * @param file defines the file to load
  99907. * @param onSuccess defines the callback to call when data is loaded
  99908. * @param onProgress defines the callback to call during loading process
  99909. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  99910. * @param onError defines the callback to call when an error occurs
  99911. * @returns a file request object
  99912. */
  99913. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  99914. /**
  99915. * Creates a data url from a given string content
  99916. * @param content defines the content to convert
  99917. * @returns the new data url link
  99918. */
  99919. static FileAsURL(content: string): string;
  99920. /**
  99921. * Format the given number to a specific decimal format
  99922. * @param value defines the number to format
  99923. * @param decimals defines the number of decimals to use
  99924. * @returns the formatted string
  99925. */
  99926. static Format(value: number, decimals?: number): string;
  99927. /**
  99928. * Tries to copy an object by duplicating every property
  99929. * @param source defines the source object
  99930. * @param destination defines the target object
  99931. * @param doNotCopyList defines a list of properties to avoid
  99932. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  99933. */
  99934. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  99935. /**
  99936. * Gets a boolean indicating if the given object has no own property
  99937. * @param obj defines the object to test
  99938. * @returns true if object has no own property
  99939. */
  99940. static IsEmpty(obj: any): boolean;
  99941. /**
  99942. * Function used to register events at window level
  99943. * @param windowElement defines the Window object to use
  99944. * @param events defines the events to register
  99945. */
  99946. static RegisterTopRootEvents(windowElement: Window, events: {
  99947. name: string;
  99948. handler: Nullable<(e: FocusEvent) => any>;
  99949. }[]): void;
  99950. /**
  99951. * Function used to unregister events from window level
  99952. * @param windowElement defines the Window object to use
  99953. * @param events defines the events to unregister
  99954. */
  99955. static UnregisterTopRootEvents(windowElement: Window, events: {
  99956. name: string;
  99957. handler: Nullable<(e: FocusEvent) => any>;
  99958. }[]): void;
  99959. /**
  99960. * @ignore
  99961. */
  99962. static _ScreenshotCanvas: HTMLCanvasElement;
  99963. /**
  99964. * Dumps the current bound framebuffer
  99965. * @param width defines the rendering width
  99966. * @param height defines the rendering height
  99967. * @param engine defines the hosting engine
  99968. * @param successCallback defines the callback triggered once the data are available
  99969. * @param mimeType defines the mime type of the result
  99970. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  99971. */
  99972. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  99973. /**
  99974. * Converts the canvas data to blob.
  99975. * This acts as a polyfill for browsers not supporting the to blob function.
  99976. * @param canvas Defines the canvas to extract the data from
  99977. * @param successCallback Defines the callback triggered once the data are available
  99978. * @param mimeType Defines the mime type of the result
  99979. */
  99980. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  99981. /**
  99982. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  99983. * @param successCallback defines the callback triggered once the data are available
  99984. * @param mimeType defines the mime type of the result
  99985. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  99986. */
  99987. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  99988. /**
  99989. * Downloads a blob in the browser
  99990. * @param blob defines the blob to download
  99991. * @param fileName defines the name of the downloaded file
  99992. */
  99993. static Download(blob: Blob, fileName: string): void;
  99994. /**
  99995. * Captures a screenshot of the current rendering
  99996. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  99997. * @param engine defines the rendering engine
  99998. * @param camera defines the source camera
  99999. * @param size This parameter can be set to a single number or to an object with the
  100000. * following (optional) properties: precision, width, height. If a single number is passed,
  100001. * it will be used for both width and height. If an object is passed, the screenshot size
  100002. * will be derived from the parameters. The precision property is a multiplier allowing
  100003. * rendering at a higher or lower resolution
  100004. * @param successCallback defines the callback receives a single parameter which contains the
  100005. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100006. * src parameter of an <img> to display it
  100007. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100008. * Check your browser for supported MIME types
  100009. */
  100010. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  100011. /**
  100012. * Captures a screenshot of the current rendering
  100013. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100014. * @param engine defines the rendering engine
  100015. * @param camera defines the source camera
  100016. * @param size This parameter can be set to a single number or to an object with the
  100017. * following (optional) properties: precision, width, height. If a single number is passed,
  100018. * it will be used for both width and height. If an object is passed, the screenshot size
  100019. * will be derived from the parameters. The precision property is a multiplier allowing
  100020. * rendering at a higher or lower resolution
  100021. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100022. * Check your browser for supported MIME types
  100023. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100024. * to the src parameter of an <img> to display it
  100025. */
  100026. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100027. /**
  100028. * Generates an image screenshot from the specified camera.
  100029. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100030. * @param engine The engine to use for rendering
  100031. * @param camera The camera to use for rendering
  100032. * @param size This parameter can be set to a single number or to an object with the
  100033. * following (optional) properties: precision, width, height. If a single number is passed,
  100034. * it will be used for both width and height. If an object is passed, the screenshot size
  100035. * will be derived from the parameters. The precision property is a multiplier allowing
  100036. * rendering at a higher or lower resolution
  100037. * @param successCallback The callback receives a single parameter which contains the
  100038. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100039. * src parameter of an <img> to display it
  100040. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100041. * Check your browser for supported MIME types
  100042. * @param samples Texture samples (default: 1)
  100043. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100044. * @param fileName A name for for the downloaded file.
  100045. */
  100046. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  100047. /**
  100048. * Generates an image screenshot from the specified camera.
  100049. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100050. * @param engine The engine to use for rendering
  100051. * @param camera The camera to use for rendering
  100052. * @param size This parameter can be set to a single number or to an object with the
  100053. * following (optional) properties: precision, width, height. If a single number is passed,
  100054. * it will be used for both width and height. If an object is passed, the screenshot size
  100055. * will be derived from the parameters. The precision property is a multiplier allowing
  100056. * rendering at a higher or lower resolution
  100057. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100058. * Check your browser for supported MIME types
  100059. * @param samples Texture samples (default: 1)
  100060. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100061. * @param fileName A name for for the downloaded file.
  100062. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100063. * to the src parameter of an <img> to display it
  100064. */
  100065. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  100066. /**
  100067. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  100068. * Be aware Math.random() could cause collisions, but:
  100069. * "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"
  100070. * @returns a pseudo random id
  100071. */
  100072. static RandomId(): string;
  100073. /**
  100074. * Test if the given uri is a base64 string
  100075. * @param uri The uri to test
  100076. * @return True if the uri is a base64 string or false otherwise
  100077. */
  100078. static IsBase64(uri: string): boolean;
  100079. /**
  100080. * Decode the given base64 uri.
  100081. * @param uri The uri to decode
  100082. * @return The decoded base64 data.
  100083. */
  100084. static DecodeBase64(uri: string): ArrayBuffer;
  100085. /**
  100086. * Gets the absolute url.
  100087. * @param url the input url
  100088. * @return the absolute url
  100089. */
  100090. static GetAbsoluteUrl(url: string): string;
  100091. /**
  100092. * No log
  100093. */
  100094. static readonly NoneLogLevel: number;
  100095. /**
  100096. * Only message logs
  100097. */
  100098. static readonly MessageLogLevel: number;
  100099. /**
  100100. * Only warning logs
  100101. */
  100102. static readonly WarningLogLevel: number;
  100103. /**
  100104. * Only error logs
  100105. */
  100106. static readonly ErrorLogLevel: number;
  100107. /**
  100108. * All logs
  100109. */
  100110. static readonly AllLogLevel: number;
  100111. /**
  100112. * Gets a value indicating the number of loading errors
  100113. * @ignorenaming
  100114. */
  100115. static readonly errorsCount: number;
  100116. /**
  100117. * Callback called when a new log is added
  100118. */
  100119. static OnNewCacheEntry: (entry: string) => void;
  100120. /**
  100121. * Log a message to the console
  100122. * @param message defines the message to log
  100123. */
  100124. static Log(message: string): void;
  100125. /**
  100126. * Write a warning message to the console
  100127. * @param message defines the message to log
  100128. */
  100129. static Warn(message: string): void;
  100130. /**
  100131. * Write an error message to the console
  100132. * @param message defines the message to log
  100133. */
  100134. static Error(message: string): void;
  100135. /**
  100136. * Gets current log cache (list of logs)
  100137. */
  100138. static readonly LogCache: string;
  100139. /**
  100140. * Clears the log cache
  100141. */
  100142. static ClearLogCache(): void;
  100143. /**
  100144. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  100145. */
  100146. static LogLevels: number;
  100147. /**
  100148. * Checks if the window object exists
  100149. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  100150. */
  100151. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  100152. /**
  100153. * No performance log
  100154. */
  100155. static readonly PerformanceNoneLogLevel: number;
  100156. /**
  100157. * Use user marks to log performance
  100158. */
  100159. static readonly PerformanceUserMarkLogLevel: number;
  100160. /**
  100161. * Log performance to the console
  100162. */
  100163. static readonly PerformanceConsoleLogLevel: number;
  100164. private static _performance;
  100165. /**
  100166. * Sets the current performance log level
  100167. */
  100168. static PerformanceLogLevel: number;
  100169. private static _StartPerformanceCounterDisabled;
  100170. private static _EndPerformanceCounterDisabled;
  100171. private static _StartUserMark;
  100172. private static _EndUserMark;
  100173. private static _StartPerformanceConsole;
  100174. private static _EndPerformanceConsole;
  100175. /**
  100176. * Starts a performance counter
  100177. */
  100178. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100179. /**
  100180. * Ends a specific performance coutner
  100181. */
  100182. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100183. /**
  100184. * Gets either window.performance.now() if supported or Date.now() else
  100185. */
  100186. static readonly Now: number;
  100187. /**
  100188. * This method will return the name of the class used to create the instance of the given object.
  100189. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  100190. * @param object the object to get the class name from
  100191. * @param isType defines if the object is actually a type
  100192. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  100193. */
  100194. static GetClassName(object: any, isType?: boolean): string;
  100195. /**
  100196. * Gets the first element of an array satisfying a given predicate
  100197. * @param array defines the array to browse
  100198. * @param predicate defines the predicate to use
  100199. * @returns null if not found or the element
  100200. */
  100201. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  100202. /**
  100203. * This method will return the name of the full name of the class, including its owning module (if any).
  100204. * 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).
  100205. * @param object the object to get the class name from
  100206. * @param isType defines if the object is actually a type
  100207. * @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.
  100208. * @ignorenaming
  100209. */
  100210. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  100211. /**
  100212. * Returns a promise that resolves after the given amount of time.
  100213. * @param delay Number of milliseconds to delay
  100214. * @returns Promise that resolves after the given amount of time
  100215. */
  100216. static DelayAsync(delay: number): Promise<void>;
  100217. }
  100218. /**
  100219. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  100220. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  100221. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  100222. * @param name The name of the class, case should be preserved
  100223. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  100224. */
  100225. export function className(name: string, module?: string): (target: Object) => void;
  100226. /**
  100227. * An implementation of a loop for asynchronous functions.
  100228. */
  100229. export class AsyncLoop {
  100230. /**
  100231. * Defines the number of iterations for the loop
  100232. */
  100233. iterations: number;
  100234. /**
  100235. * Defines the current index of the loop.
  100236. */
  100237. index: number;
  100238. private _done;
  100239. private _fn;
  100240. private _successCallback;
  100241. /**
  100242. * Constructor.
  100243. * @param iterations the number of iterations.
  100244. * @param func the function to run each iteration
  100245. * @param successCallback the callback that will be called upon succesful execution
  100246. * @param offset starting offset.
  100247. */
  100248. constructor(
  100249. /**
  100250. * Defines the number of iterations for the loop
  100251. */
  100252. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  100253. /**
  100254. * Execute the next iteration. Must be called after the last iteration was finished.
  100255. */
  100256. executeNext(): void;
  100257. /**
  100258. * Break the loop and run the success callback.
  100259. */
  100260. breakLoop(): void;
  100261. /**
  100262. * Create and run an async loop.
  100263. * @param iterations the number of iterations.
  100264. * @param fn the function to run each iteration
  100265. * @param successCallback the callback that will be called upon succesful execution
  100266. * @param offset starting offset.
  100267. * @returns the created async loop object
  100268. */
  100269. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  100270. /**
  100271. * A for-loop that will run a given number of iterations synchronous and the rest async.
  100272. * @param iterations total number of iterations
  100273. * @param syncedIterations number of synchronous iterations in each async iteration.
  100274. * @param fn the function to call each iteration.
  100275. * @param callback a success call back that will be called when iterating stops.
  100276. * @param breakFunction a break condition (optional)
  100277. * @param timeout timeout settings for the setTimeout function. default - 0.
  100278. * @returns the created async loop object
  100279. */
  100280. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  100281. }
  100282. }
  100283. declare module BABYLON {
  100284. /**
  100285. * This class implement a typical dictionary using a string as key and the generic type T as value.
  100286. * The underlying implementation relies on an associative array to ensure the best performances.
  100287. * The value can be anything including 'null' but except 'undefined'
  100288. */
  100289. export class StringDictionary<T> {
  100290. /**
  100291. * This will clear this dictionary and copy the content from the 'source' one.
  100292. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  100293. * @param source the dictionary to take the content from and copy to this dictionary
  100294. */
  100295. copyFrom(source: StringDictionary<T>): void;
  100296. /**
  100297. * Get a value based from its key
  100298. * @param key the given key to get the matching value from
  100299. * @return the value if found, otherwise undefined is returned
  100300. */
  100301. get(key: string): T | undefined;
  100302. /**
  100303. * Get a value from its key or add it if it doesn't exist.
  100304. * This method will ensure you that a given key/data will be present in the dictionary.
  100305. * @param key the given key to get the matching value from
  100306. * @param factory the factory that will create the value if the key is not present in the dictionary.
  100307. * The factory will only be invoked if there's no data for the given key.
  100308. * @return the value corresponding to the key.
  100309. */
  100310. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  100311. /**
  100312. * Get a value from its key if present in the dictionary otherwise add it
  100313. * @param key the key to get the value from
  100314. * @param val if there's no such key/value pair in the dictionary add it with this value
  100315. * @return the value corresponding to the key
  100316. */
  100317. getOrAdd(key: string, val: T): T;
  100318. /**
  100319. * Check if there's a given key in the dictionary
  100320. * @param key the key to check for
  100321. * @return true if the key is present, false otherwise
  100322. */
  100323. contains(key: string): boolean;
  100324. /**
  100325. * Add a new key and its corresponding value
  100326. * @param key the key to add
  100327. * @param value the value corresponding to the key
  100328. * @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
  100329. */
  100330. add(key: string, value: T): boolean;
  100331. /**
  100332. * Update a specific value associated to a key
  100333. * @param key defines the key to use
  100334. * @param value defines the value to store
  100335. * @returns true if the value was updated (or false if the key was not found)
  100336. */
  100337. set(key: string, value: T): boolean;
  100338. /**
  100339. * Get the element of the given key and remove it from the dictionary
  100340. * @param key defines the key to search
  100341. * @returns the value associated with the key or null if not found
  100342. */
  100343. getAndRemove(key: string): Nullable<T>;
  100344. /**
  100345. * Remove a key/value from the dictionary.
  100346. * @param key the key to remove
  100347. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  100348. */
  100349. remove(key: string): boolean;
  100350. /**
  100351. * Clear the whole content of the dictionary
  100352. */
  100353. clear(): void;
  100354. /**
  100355. * Gets the current count
  100356. */
  100357. readonly count: number;
  100358. /**
  100359. * Execute a callback on each key/val of the dictionary.
  100360. * Note that you can remove any element in this dictionary in the callback implementation
  100361. * @param callback the callback to execute on a given key/value pair
  100362. */
  100363. forEach(callback: (key: string, val: T) => void): void;
  100364. /**
  100365. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  100366. * If the callback returns null or undefined the method will iterate to the next key/value pair
  100367. * Note that you can remove any element in this dictionary in the callback implementation
  100368. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  100369. * @returns the first item
  100370. */
  100371. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  100372. private _count;
  100373. private _data;
  100374. }
  100375. }
  100376. declare module BABYLON {
  100377. /** @hidden */
  100378. export interface ICollisionCoordinator {
  100379. createCollider(): Collider;
  100380. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100381. init(scene: Scene): void;
  100382. }
  100383. /** @hidden */
  100384. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  100385. private _scene;
  100386. private _scaledPosition;
  100387. private _scaledVelocity;
  100388. private _finalPosition;
  100389. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100390. createCollider(): Collider;
  100391. init(scene: Scene): void;
  100392. private _collideWithWorld;
  100393. }
  100394. }
  100395. declare module BABYLON {
  100396. /**
  100397. * Class used to manage all inputs for the scene.
  100398. */
  100399. export class InputManager {
  100400. /** The distance in pixel that you have to move to prevent some events */
  100401. static DragMovementThreshold: number;
  100402. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  100403. static LongPressDelay: number;
  100404. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  100405. static DoubleClickDelay: number;
  100406. /** If you need to check double click without raising a single click at first click, enable this flag */
  100407. static ExclusiveDoubleClickMode: boolean;
  100408. private _wheelEventName;
  100409. private _onPointerMove;
  100410. private _onPointerDown;
  100411. private _onPointerUp;
  100412. private _initClickEvent;
  100413. private _initActionManager;
  100414. private _delayedSimpleClick;
  100415. private _delayedSimpleClickTimeout;
  100416. private _previousDelayedSimpleClickTimeout;
  100417. private _meshPickProceed;
  100418. private _previousButtonPressed;
  100419. private _currentPickResult;
  100420. private _previousPickResult;
  100421. private _totalPointersPressed;
  100422. private _doubleClickOccured;
  100423. private _pointerOverMesh;
  100424. private _pickedDownMesh;
  100425. private _pickedUpMesh;
  100426. private _pointerX;
  100427. private _pointerY;
  100428. private _unTranslatedPointerX;
  100429. private _unTranslatedPointerY;
  100430. private _startingPointerPosition;
  100431. private _previousStartingPointerPosition;
  100432. private _startingPointerTime;
  100433. private _previousStartingPointerTime;
  100434. private _pointerCaptures;
  100435. private _onKeyDown;
  100436. private _onKeyUp;
  100437. private _onCanvasFocusObserver;
  100438. private _onCanvasBlurObserver;
  100439. private _scene;
  100440. /**
  100441. * Creates a new InputManager
  100442. * @param scene defines the hosting scene
  100443. */
  100444. constructor(scene: Scene);
  100445. /**
  100446. * Gets the mesh that is currently under the pointer
  100447. */
  100448. readonly meshUnderPointer: Nullable<AbstractMesh>;
  100449. /**
  100450. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  100451. */
  100452. readonly unTranslatedPointer: Vector2;
  100453. /**
  100454. * Gets or sets the current on-screen X position of the pointer
  100455. */
  100456. pointerX: number;
  100457. /**
  100458. * Gets or sets the current on-screen Y position of the pointer
  100459. */
  100460. pointerY: number;
  100461. private _updatePointerPosition;
  100462. private _processPointerMove;
  100463. private _setRayOnPointerInfo;
  100464. private _checkPrePointerObservable;
  100465. /**
  100466. * Use this method to simulate a pointer move on a mesh
  100467. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100468. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100469. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100470. */
  100471. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100472. /**
  100473. * Use this method to simulate a pointer down on a mesh
  100474. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100475. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100476. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100477. */
  100478. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  100479. private _processPointerDown;
  100480. /** @hidden */
  100481. _isPointerSwiping(): boolean;
  100482. /**
  100483. * Use this method to simulate a pointer up on a mesh
  100484. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  100485. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  100486. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  100487. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  100488. */
  100489. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  100490. private _processPointerUp;
  100491. /**
  100492. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  100493. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  100494. * @returns true if the pointer was captured
  100495. */
  100496. isPointerCaptured(pointerId?: number): boolean;
  100497. /**
  100498. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  100499. * @param attachUp defines if you want to attach events to pointerup
  100500. * @param attachDown defines if you want to attach events to pointerdown
  100501. * @param attachMove defines if you want to attach events to pointermove
  100502. */
  100503. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  100504. /**
  100505. * Detaches all event handlers
  100506. */
  100507. detachControl(): void;
  100508. /**
  100509. * Force the value of meshUnderPointer
  100510. * @param mesh defines the mesh to use
  100511. */
  100512. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100513. /**
  100514. * Gets the mesh under the pointer
  100515. * @returns a Mesh or null if no mesh is under the pointer
  100516. */
  100517. getPointerOverMesh(): Nullable<AbstractMesh>;
  100518. }
  100519. }
  100520. declare module BABYLON {
  100521. /**
  100522. * Helper class used to generate session unique ID
  100523. */
  100524. export class UniqueIdGenerator {
  100525. private static _UniqueIdCounter;
  100526. /**
  100527. * Gets an unique (relatively to the current scene) Id
  100528. */
  100529. static readonly UniqueId: number;
  100530. }
  100531. }
  100532. declare module BABYLON {
  100533. /**
  100534. * This class defines the direct association between an animation and a target
  100535. */
  100536. export class TargetedAnimation {
  100537. /**
  100538. * Animation to perform
  100539. */
  100540. animation: Animation;
  100541. /**
  100542. * Target to animate
  100543. */
  100544. target: any;
  100545. /**
  100546. * Serialize the object
  100547. * @returns the JSON object representing the current entity
  100548. */
  100549. serialize(): any;
  100550. }
  100551. /**
  100552. * Use this class to create coordinated animations on multiple targets
  100553. */
  100554. export class AnimationGroup implements IDisposable {
  100555. /** The name of the animation group */
  100556. name: string;
  100557. private _scene;
  100558. private _targetedAnimations;
  100559. private _animatables;
  100560. private _from;
  100561. private _to;
  100562. private _isStarted;
  100563. private _isPaused;
  100564. private _speedRatio;
  100565. private _loopAnimation;
  100566. /**
  100567. * Gets or sets the unique id of the node
  100568. */
  100569. uniqueId: number;
  100570. /**
  100571. * This observable will notify when one animation have ended
  100572. */
  100573. onAnimationEndObservable: Observable<TargetedAnimation>;
  100574. /**
  100575. * Observer raised when one animation loops
  100576. */
  100577. onAnimationLoopObservable: Observable<TargetedAnimation>;
  100578. /**
  100579. * Observer raised when all animations have looped
  100580. */
  100581. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  100582. /**
  100583. * This observable will notify when all animations have ended.
  100584. */
  100585. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  100586. /**
  100587. * This observable will notify when all animations have paused.
  100588. */
  100589. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  100590. /**
  100591. * This observable will notify when all animations are playing.
  100592. */
  100593. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  100594. /**
  100595. * Gets the first frame
  100596. */
  100597. readonly from: number;
  100598. /**
  100599. * Gets the last frame
  100600. */
  100601. readonly to: number;
  100602. /**
  100603. * Define if the animations are started
  100604. */
  100605. readonly isStarted: boolean;
  100606. /**
  100607. * Gets a value indicating that the current group is playing
  100608. */
  100609. readonly isPlaying: boolean;
  100610. /**
  100611. * Gets or sets the speed ratio to use for all animations
  100612. */
  100613. /**
  100614. * Gets or sets the speed ratio to use for all animations
  100615. */
  100616. speedRatio: number;
  100617. /**
  100618. * Gets or sets if all animations should loop or not
  100619. */
  100620. loopAnimation: boolean;
  100621. /**
  100622. * Gets the targeted animations for this animation group
  100623. */
  100624. readonly targetedAnimations: Array<TargetedAnimation>;
  100625. /**
  100626. * returning the list of animatables controlled by this animation group.
  100627. */
  100628. readonly animatables: Array<Animatable>;
  100629. /**
  100630. * Instantiates a new Animation Group.
  100631. * This helps managing several animations at once.
  100632. * @see http://doc.babylonjs.com/how_to/group
  100633. * @param name Defines the name of the group
  100634. * @param scene Defines the scene the group belongs to
  100635. */
  100636. constructor(
  100637. /** The name of the animation group */
  100638. name: string, scene?: Nullable<Scene>);
  100639. /**
  100640. * Add an animation (with its target) in the group
  100641. * @param animation defines the animation we want to add
  100642. * @param target defines the target of the animation
  100643. * @returns the TargetedAnimation object
  100644. */
  100645. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  100646. /**
  100647. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  100648. * It can add constant keys at begin or end
  100649. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  100650. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  100651. * @returns the animation group
  100652. */
  100653. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  100654. private _animationLoopCount;
  100655. private _animationLoopFlags;
  100656. private _processLoop;
  100657. /**
  100658. * Start all animations on given targets
  100659. * @param loop defines if animations must loop
  100660. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  100661. * @param from defines the from key (optional)
  100662. * @param to defines the to key (optional)
  100663. * @returns the current animation group
  100664. */
  100665. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  100666. /**
  100667. * Pause all animations
  100668. * @returns the animation group
  100669. */
  100670. pause(): AnimationGroup;
  100671. /**
  100672. * Play all animations to initial state
  100673. * This function will start() the animations if they were not started or will restart() them if they were paused
  100674. * @param loop defines if animations must loop
  100675. * @returns the animation group
  100676. */
  100677. play(loop?: boolean): AnimationGroup;
  100678. /**
  100679. * Reset all animations to initial state
  100680. * @returns the animation group
  100681. */
  100682. reset(): AnimationGroup;
  100683. /**
  100684. * Restart animations from key 0
  100685. * @returns the animation group
  100686. */
  100687. restart(): AnimationGroup;
  100688. /**
  100689. * Stop all animations
  100690. * @returns the animation group
  100691. */
  100692. stop(): AnimationGroup;
  100693. /**
  100694. * Set animation weight for all animatables
  100695. * @param weight defines the weight to use
  100696. * @return the animationGroup
  100697. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100698. */
  100699. setWeightForAllAnimatables(weight: number): AnimationGroup;
  100700. /**
  100701. * Synchronize and normalize all animatables with a source animatable
  100702. * @param root defines the root animatable to synchronize with
  100703. * @return the animationGroup
  100704. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  100705. */
  100706. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  100707. /**
  100708. * Goes to a specific frame in this animation group
  100709. * @param frame the frame number to go to
  100710. * @return the animationGroup
  100711. */
  100712. goToFrame(frame: number): AnimationGroup;
  100713. /**
  100714. * Dispose all associated resources
  100715. */
  100716. dispose(): void;
  100717. private _checkAnimationGroupEnded;
  100718. /**
  100719. * Clone the current animation group and returns a copy
  100720. * @param newName defines the name of the new group
  100721. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  100722. * @returns the new aniamtion group
  100723. */
  100724. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  100725. /**
  100726. * Serializes the animationGroup to an object
  100727. * @returns Serialized object
  100728. */
  100729. serialize(): any;
  100730. /**
  100731. * Returns a new AnimationGroup object parsed from the source provided.
  100732. * @param parsedAnimationGroup defines the source
  100733. * @param scene defines the scene that will receive the animationGroup
  100734. * @returns a new AnimationGroup
  100735. */
  100736. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  100737. /**
  100738. * Returns the string "AnimationGroup"
  100739. * @returns "AnimationGroup"
  100740. */
  100741. getClassName(): string;
  100742. /**
  100743. * Creates a detailled string about the object
  100744. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  100745. * @returns a string representing the object
  100746. */
  100747. toString(fullDetails?: boolean): string;
  100748. }
  100749. }
  100750. declare module BABYLON {
  100751. /**
  100752. * Define an interface for all classes that will hold resources
  100753. */
  100754. export interface IDisposable {
  100755. /**
  100756. * Releases all held resources
  100757. */
  100758. dispose(): void;
  100759. }
  100760. /** Interface defining initialization parameters for Scene class */
  100761. export interface SceneOptions {
  100762. /**
  100763. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  100764. * It will improve performance when the number of geometries becomes important.
  100765. */
  100766. useGeometryUniqueIdsMap?: boolean;
  100767. /**
  100768. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  100769. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100770. */
  100771. useMaterialMeshMap?: boolean;
  100772. /**
  100773. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  100774. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  100775. */
  100776. useClonedMeshhMap?: boolean;
  100777. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  100778. virtual?: boolean;
  100779. }
  100780. /**
  100781. * Represents a scene to be rendered by the engine.
  100782. * @see http://doc.babylonjs.com/features/scene
  100783. */
  100784. export class Scene extends AbstractScene implements IAnimatable {
  100785. /** The fog is deactivated */
  100786. static readonly FOGMODE_NONE: number;
  100787. /** The fog density is following an exponential function */
  100788. static readonly FOGMODE_EXP: number;
  100789. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  100790. static readonly FOGMODE_EXP2: number;
  100791. /** The fog density is following a linear function. */
  100792. static readonly FOGMODE_LINEAR: number;
  100793. /**
  100794. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  100795. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100796. */
  100797. static MinDeltaTime: number;
  100798. /**
  100799. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  100800. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100801. */
  100802. static MaxDeltaTime: number;
  100803. /**
  100804. * Factory used to create the default material.
  100805. * @param name The name of the material to create
  100806. * @param scene The scene to create the material for
  100807. * @returns The default material
  100808. */
  100809. static DefaultMaterialFactory(scene: Scene): Material;
  100810. /**
  100811. * Factory used to create the a collision coordinator.
  100812. * @returns The collision coordinator
  100813. */
  100814. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  100815. /** @hidden */
  100816. _inputManager: InputManager;
  100817. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  100818. cameraToUseForPointers: Nullable<Camera>;
  100819. /** @hidden */
  100820. readonly _isScene: boolean;
  100821. /**
  100822. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  100823. */
  100824. autoClear: boolean;
  100825. /**
  100826. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  100827. */
  100828. autoClearDepthAndStencil: boolean;
  100829. /**
  100830. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  100831. */
  100832. clearColor: Color4;
  100833. /**
  100834. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  100835. */
  100836. ambientColor: Color3;
  100837. /**
  100838. * This is use to store the default BRDF lookup for PBR materials in your scene.
  100839. * It should only be one of the following (if not the default embedded one):
  100840. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  100841. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  100842. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  100843. * The material properties need to be setup according to the type of texture in use.
  100844. */
  100845. environmentBRDFTexture: BaseTexture;
  100846. /** @hidden */
  100847. protected _environmentTexture: Nullable<BaseTexture>;
  100848. /**
  100849. * Texture used in all pbr material as the reflection texture.
  100850. * As in the majority of the scene they are the same (exception for multi room and so on),
  100851. * this is easier to reference from here than from all the materials.
  100852. */
  100853. /**
  100854. * Texture used in all pbr material as the reflection texture.
  100855. * As in the majority of the scene they are the same (exception for multi room and so on),
  100856. * this is easier to set here than in all the materials.
  100857. */
  100858. environmentTexture: Nullable<BaseTexture>;
  100859. /** @hidden */
  100860. protected _environmentIntensity: number;
  100861. /**
  100862. * Intensity of the environment in all pbr material.
  100863. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100864. * As in the majority of the scene they are the same (exception for multi room and so on),
  100865. * this is easier to reference from here than from all the materials.
  100866. */
  100867. /**
  100868. * Intensity of the environment in all pbr material.
  100869. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  100870. * As in the majority of the scene they are the same (exception for multi room and so on),
  100871. * this is easier to set here than in all the materials.
  100872. */
  100873. environmentIntensity: number;
  100874. /** @hidden */
  100875. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  100876. /**
  100877. * Default image processing configuration used either in the rendering
  100878. * Forward main pass or through the imageProcessingPostProcess if present.
  100879. * As in the majority of the scene they are the same (exception for multi camera),
  100880. * this is easier to reference from here than from all the materials and post process.
  100881. *
  100882. * No setter as we it is a shared configuration, you can set the values instead.
  100883. */
  100884. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  100885. private _forceWireframe;
  100886. /**
  100887. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  100888. */
  100889. forceWireframe: boolean;
  100890. private _forcePointsCloud;
  100891. /**
  100892. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  100893. */
  100894. forcePointsCloud: boolean;
  100895. /**
  100896. * Gets or sets the active clipplane 1
  100897. */
  100898. clipPlane: Nullable<Plane>;
  100899. /**
  100900. * Gets or sets the active clipplane 2
  100901. */
  100902. clipPlane2: Nullable<Plane>;
  100903. /**
  100904. * Gets or sets the active clipplane 3
  100905. */
  100906. clipPlane3: Nullable<Plane>;
  100907. /**
  100908. * Gets or sets the active clipplane 4
  100909. */
  100910. clipPlane4: Nullable<Plane>;
  100911. /**
  100912. * Gets or sets a boolean indicating if animations are enabled
  100913. */
  100914. animationsEnabled: boolean;
  100915. private _animationPropertiesOverride;
  100916. /**
  100917. * Gets or sets the animation properties override
  100918. */
  100919. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  100920. /**
  100921. * Gets or sets a boolean indicating if a constant deltatime has to be used
  100922. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  100923. */
  100924. useConstantAnimationDeltaTime: boolean;
  100925. /**
  100926. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  100927. * Please note that it requires to run a ray cast through the scene on every frame
  100928. */
  100929. constantlyUpdateMeshUnderPointer: boolean;
  100930. /**
  100931. * Defines the HTML cursor to use when hovering over interactive elements
  100932. */
  100933. hoverCursor: string;
  100934. /**
  100935. * Defines the HTML default cursor to use (empty by default)
  100936. */
  100937. defaultCursor: string;
  100938. /**
  100939. * Defines wether cursors are handled by the scene.
  100940. */
  100941. doNotHandleCursors: boolean;
  100942. /**
  100943. * This is used to call preventDefault() on pointer down
  100944. * in order to block unwanted artifacts like system double clicks
  100945. */
  100946. preventDefaultOnPointerDown: boolean;
  100947. /**
  100948. * This is used to call preventDefault() on pointer up
  100949. * in order to block unwanted artifacts like system double clicks
  100950. */
  100951. preventDefaultOnPointerUp: boolean;
  100952. /**
  100953. * Gets or sets user defined metadata
  100954. */
  100955. metadata: any;
  100956. /**
  100957. * For internal use only. Please do not use.
  100958. */
  100959. reservedDataStore: any;
  100960. /**
  100961. * Gets the name of the plugin used to load this scene (null by default)
  100962. */
  100963. loadingPluginName: string;
  100964. /**
  100965. * Use this array to add regular expressions used to disable offline support for specific urls
  100966. */
  100967. disableOfflineSupportExceptionRules: RegExp[];
  100968. /**
  100969. * An event triggered when the scene is disposed.
  100970. */
  100971. onDisposeObservable: Observable<Scene>;
  100972. private _onDisposeObserver;
  100973. /** Sets a function to be executed when this scene is disposed. */
  100974. onDispose: () => void;
  100975. /**
  100976. * An event triggered before rendering the scene (right after animations and physics)
  100977. */
  100978. onBeforeRenderObservable: Observable<Scene>;
  100979. private _onBeforeRenderObserver;
  100980. /** Sets a function to be executed before rendering this scene */
  100981. beforeRender: Nullable<() => void>;
  100982. /**
  100983. * An event triggered after rendering the scene
  100984. */
  100985. onAfterRenderObservable: Observable<Scene>;
  100986. /**
  100987. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  100988. */
  100989. onAfterRenderCameraObservable: Observable<Camera>;
  100990. private _onAfterRenderObserver;
  100991. /** Sets a function to be executed after rendering this scene */
  100992. afterRender: Nullable<() => void>;
  100993. /**
  100994. * An event triggered before animating the scene
  100995. */
  100996. onBeforeAnimationsObservable: Observable<Scene>;
  100997. /**
  100998. * An event triggered after animations processing
  100999. */
  101000. onAfterAnimationsObservable: Observable<Scene>;
  101001. /**
  101002. * An event triggered before draw calls are ready to be sent
  101003. */
  101004. onBeforeDrawPhaseObservable: Observable<Scene>;
  101005. /**
  101006. * An event triggered after draw calls have been sent
  101007. */
  101008. onAfterDrawPhaseObservable: Observable<Scene>;
  101009. /**
  101010. * An event triggered when the scene is ready
  101011. */
  101012. onReadyObservable: Observable<Scene>;
  101013. /**
  101014. * An event triggered before rendering a camera
  101015. */
  101016. onBeforeCameraRenderObservable: Observable<Camera>;
  101017. private _onBeforeCameraRenderObserver;
  101018. /** Sets a function to be executed before rendering a camera*/
  101019. beforeCameraRender: () => void;
  101020. /**
  101021. * An event triggered after rendering a camera
  101022. */
  101023. onAfterCameraRenderObservable: Observable<Camera>;
  101024. private _onAfterCameraRenderObserver;
  101025. /** Sets a function to be executed after rendering a camera*/
  101026. afterCameraRender: () => void;
  101027. /**
  101028. * An event triggered when active meshes evaluation is about to start
  101029. */
  101030. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  101031. /**
  101032. * An event triggered when active meshes evaluation is done
  101033. */
  101034. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  101035. /**
  101036. * An event triggered when particles rendering is about to start
  101037. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101038. */
  101039. onBeforeParticlesRenderingObservable: Observable<Scene>;
  101040. /**
  101041. * An event triggered when particles rendering is done
  101042. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101043. */
  101044. onAfterParticlesRenderingObservable: Observable<Scene>;
  101045. /**
  101046. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  101047. */
  101048. onDataLoadedObservable: Observable<Scene>;
  101049. /**
  101050. * An event triggered when a camera is created
  101051. */
  101052. onNewCameraAddedObservable: Observable<Camera>;
  101053. /**
  101054. * An event triggered when a camera is removed
  101055. */
  101056. onCameraRemovedObservable: Observable<Camera>;
  101057. /**
  101058. * An event triggered when a light is created
  101059. */
  101060. onNewLightAddedObservable: Observable<Light>;
  101061. /**
  101062. * An event triggered when a light is removed
  101063. */
  101064. onLightRemovedObservable: Observable<Light>;
  101065. /**
  101066. * An event triggered when a geometry is created
  101067. */
  101068. onNewGeometryAddedObservable: Observable<Geometry>;
  101069. /**
  101070. * An event triggered when a geometry is removed
  101071. */
  101072. onGeometryRemovedObservable: Observable<Geometry>;
  101073. /**
  101074. * An event triggered when a transform node is created
  101075. */
  101076. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  101077. /**
  101078. * An event triggered when a transform node is removed
  101079. */
  101080. onTransformNodeRemovedObservable: Observable<TransformNode>;
  101081. /**
  101082. * An event triggered when a mesh is created
  101083. */
  101084. onNewMeshAddedObservable: Observable<AbstractMesh>;
  101085. /**
  101086. * An event triggered when a mesh is removed
  101087. */
  101088. onMeshRemovedObservable: Observable<AbstractMesh>;
  101089. /**
  101090. * An event triggered when a skeleton is created
  101091. */
  101092. onNewSkeletonAddedObservable: Observable<Skeleton>;
  101093. /**
  101094. * An event triggered when a skeleton is removed
  101095. */
  101096. onSkeletonRemovedObservable: Observable<Skeleton>;
  101097. /**
  101098. * An event triggered when a material is created
  101099. */
  101100. onNewMaterialAddedObservable: Observable<Material>;
  101101. /**
  101102. * An event triggered when a material is removed
  101103. */
  101104. onMaterialRemovedObservable: Observable<Material>;
  101105. /**
  101106. * An event triggered when a texture is created
  101107. */
  101108. onNewTextureAddedObservable: Observable<BaseTexture>;
  101109. /**
  101110. * An event triggered when a texture is removed
  101111. */
  101112. onTextureRemovedObservable: Observable<BaseTexture>;
  101113. /**
  101114. * An event triggered when render targets are about to be rendered
  101115. * Can happen multiple times per frame.
  101116. */
  101117. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  101118. /**
  101119. * An event triggered when render targets were rendered.
  101120. * Can happen multiple times per frame.
  101121. */
  101122. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  101123. /**
  101124. * An event triggered before calculating deterministic simulation step
  101125. */
  101126. onBeforeStepObservable: Observable<Scene>;
  101127. /**
  101128. * An event triggered after calculating deterministic simulation step
  101129. */
  101130. onAfterStepObservable: Observable<Scene>;
  101131. /**
  101132. * An event triggered when the activeCamera property is updated
  101133. */
  101134. onActiveCameraChanged: Observable<Scene>;
  101135. /**
  101136. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  101137. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101138. * 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)
  101139. */
  101140. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101141. /**
  101142. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  101143. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101144. * 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)
  101145. */
  101146. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101147. /**
  101148. * This Observable will when a mesh has been imported into the scene.
  101149. */
  101150. onMeshImportedObservable: Observable<AbstractMesh>;
  101151. /**
  101152. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  101153. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  101154. */
  101155. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  101156. /** @hidden */
  101157. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  101158. /**
  101159. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  101160. */
  101161. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  101162. /**
  101163. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  101164. */
  101165. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  101166. /**
  101167. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  101168. */
  101169. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  101170. /** Callback called when a pointer move is detected */
  101171. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101172. /** Callback called when a pointer down is detected */
  101173. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101174. /** Callback called when a pointer up is detected */
  101175. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  101176. /** Callback called when a pointer pick is detected */
  101177. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  101178. /**
  101179. * 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).
  101180. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  101181. */
  101182. onPrePointerObservable: Observable<PointerInfoPre>;
  101183. /**
  101184. * Observable event triggered each time an input event is received from the rendering canvas
  101185. */
  101186. onPointerObservable: Observable<PointerInfo>;
  101187. /**
  101188. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  101189. */
  101190. readonly unTranslatedPointer: Vector2;
  101191. /**
  101192. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  101193. */
  101194. static DragMovementThreshold: number;
  101195. /**
  101196. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  101197. */
  101198. static LongPressDelay: number;
  101199. /**
  101200. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  101201. */
  101202. static DoubleClickDelay: number;
  101203. /** If you need to check double click without raising a single click at first click, enable this flag */
  101204. static ExclusiveDoubleClickMode: boolean;
  101205. /** @hidden */
  101206. _mirroredCameraPosition: Nullable<Vector3>;
  101207. /**
  101208. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  101209. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  101210. */
  101211. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  101212. /**
  101213. * Observable event triggered each time an keyboard event is received from the hosting window
  101214. */
  101215. onKeyboardObservable: Observable<KeyboardInfo>;
  101216. private _useRightHandedSystem;
  101217. /**
  101218. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  101219. */
  101220. useRightHandedSystem: boolean;
  101221. private _timeAccumulator;
  101222. private _currentStepId;
  101223. private _currentInternalStep;
  101224. /**
  101225. * Sets the step Id used by deterministic lock step
  101226. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101227. * @param newStepId defines the step Id
  101228. */
  101229. setStepId(newStepId: number): void;
  101230. /**
  101231. * Gets the step Id used by deterministic lock step
  101232. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101233. * @returns the step Id
  101234. */
  101235. getStepId(): number;
  101236. /**
  101237. * Gets the internal step used by deterministic lock step
  101238. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101239. * @returns the internal step
  101240. */
  101241. getInternalStep(): number;
  101242. private _fogEnabled;
  101243. /**
  101244. * Gets or sets a boolean indicating if fog is enabled on this scene
  101245. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101246. * (Default is true)
  101247. */
  101248. fogEnabled: boolean;
  101249. private _fogMode;
  101250. /**
  101251. * Gets or sets the fog mode to use
  101252. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101253. * | mode | value |
  101254. * | --- | --- |
  101255. * | FOGMODE_NONE | 0 |
  101256. * | FOGMODE_EXP | 1 |
  101257. * | FOGMODE_EXP2 | 2 |
  101258. * | FOGMODE_LINEAR | 3 |
  101259. */
  101260. fogMode: number;
  101261. /**
  101262. * Gets or sets the fog color to use
  101263. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101264. * (Default is Color3(0.2, 0.2, 0.3))
  101265. */
  101266. fogColor: Color3;
  101267. /**
  101268. * Gets or sets the fog density to use
  101269. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101270. * (Default is 0.1)
  101271. */
  101272. fogDensity: number;
  101273. /**
  101274. * Gets or sets the fog start distance to use
  101275. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101276. * (Default is 0)
  101277. */
  101278. fogStart: number;
  101279. /**
  101280. * Gets or sets the fog end distance to use
  101281. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101282. * (Default is 1000)
  101283. */
  101284. fogEnd: number;
  101285. private _shadowsEnabled;
  101286. /**
  101287. * Gets or sets a boolean indicating if shadows are enabled on this scene
  101288. */
  101289. shadowsEnabled: boolean;
  101290. private _lightsEnabled;
  101291. /**
  101292. * Gets or sets a boolean indicating if lights are enabled on this scene
  101293. */
  101294. lightsEnabled: boolean;
  101295. /** All of the active cameras added to this scene. */
  101296. activeCameras: Camera[];
  101297. /** @hidden */
  101298. _activeCamera: Nullable<Camera>;
  101299. /** Gets or sets the current active camera */
  101300. activeCamera: Nullable<Camera>;
  101301. private _defaultMaterial;
  101302. /** The default material used on meshes when no material is affected */
  101303. /** The default material used on meshes when no material is affected */
  101304. defaultMaterial: Material;
  101305. private _texturesEnabled;
  101306. /**
  101307. * Gets or sets a boolean indicating if textures are enabled on this scene
  101308. */
  101309. texturesEnabled: boolean;
  101310. /**
  101311. * Gets or sets a boolean indicating if particles are enabled on this scene
  101312. */
  101313. particlesEnabled: boolean;
  101314. /**
  101315. * Gets or sets a boolean indicating if sprites are enabled on this scene
  101316. */
  101317. spritesEnabled: boolean;
  101318. private _skeletonsEnabled;
  101319. /**
  101320. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  101321. */
  101322. skeletonsEnabled: boolean;
  101323. /**
  101324. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  101325. */
  101326. lensFlaresEnabled: boolean;
  101327. /**
  101328. * Gets or sets a boolean indicating if collisions are enabled on this scene
  101329. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101330. */
  101331. collisionsEnabled: boolean;
  101332. private _collisionCoordinator;
  101333. /** @hidden */
  101334. readonly collisionCoordinator: ICollisionCoordinator;
  101335. /**
  101336. * Defines the gravity applied to this scene (used only for collisions)
  101337. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101338. */
  101339. gravity: Vector3;
  101340. /**
  101341. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  101342. */
  101343. postProcessesEnabled: boolean;
  101344. /**
  101345. * The list of postprocesses added to the scene
  101346. */
  101347. postProcesses: PostProcess[];
  101348. /**
  101349. * Gets the current postprocess manager
  101350. */
  101351. postProcessManager: PostProcessManager;
  101352. /**
  101353. * Gets or sets a boolean indicating if render targets are enabled on this scene
  101354. */
  101355. renderTargetsEnabled: boolean;
  101356. /**
  101357. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  101358. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  101359. */
  101360. dumpNextRenderTargets: boolean;
  101361. /**
  101362. * The list of user defined render targets added to the scene
  101363. */
  101364. customRenderTargets: RenderTargetTexture[];
  101365. /**
  101366. * Defines if texture loading must be delayed
  101367. * If true, textures will only be loaded when they need to be rendered
  101368. */
  101369. useDelayedTextureLoading: boolean;
  101370. /**
  101371. * Gets the list of meshes imported to the scene through SceneLoader
  101372. */
  101373. importedMeshesFiles: String[];
  101374. /**
  101375. * Gets or sets a boolean indicating if probes are enabled on this scene
  101376. */
  101377. probesEnabled: boolean;
  101378. /**
  101379. * Gets or sets the current offline provider to use to store scene data
  101380. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  101381. */
  101382. offlineProvider: IOfflineProvider;
  101383. /**
  101384. * Gets or sets the action manager associated with the scene
  101385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101386. */
  101387. actionManager: AbstractActionManager;
  101388. private _meshesForIntersections;
  101389. /**
  101390. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  101391. */
  101392. proceduralTexturesEnabled: boolean;
  101393. private _engine;
  101394. private _totalVertices;
  101395. /** @hidden */
  101396. _activeIndices: PerfCounter;
  101397. /** @hidden */
  101398. _activeParticles: PerfCounter;
  101399. /** @hidden */
  101400. _activeBones: PerfCounter;
  101401. private _animationRatio;
  101402. /** @hidden */
  101403. _animationTimeLast: number;
  101404. /** @hidden */
  101405. _animationTime: number;
  101406. /**
  101407. * Gets or sets a general scale for animation speed
  101408. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  101409. */
  101410. animationTimeScale: number;
  101411. /** @hidden */
  101412. _cachedMaterial: Nullable<Material>;
  101413. /** @hidden */
  101414. _cachedEffect: Nullable<Effect>;
  101415. /** @hidden */
  101416. _cachedVisibility: Nullable<number>;
  101417. private _renderId;
  101418. private _frameId;
  101419. private _executeWhenReadyTimeoutId;
  101420. private _intermediateRendering;
  101421. private _viewUpdateFlag;
  101422. private _projectionUpdateFlag;
  101423. /** @hidden */
  101424. _toBeDisposed: Nullable<IDisposable>[];
  101425. private _activeRequests;
  101426. /** @hidden */
  101427. _pendingData: any[];
  101428. private _isDisposed;
  101429. /**
  101430. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  101431. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  101432. */
  101433. dispatchAllSubMeshesOfActiveMeshes: boolean;
  101434. private _activeMeshes;
  101435. private _processedMaterials;
  101436. private _renderTargets;
  101437. /** @hidden */
  101438. _activeParticleSystems: SmartArray<IParticleSystem>;
  101439. private _activeSkeletons;
  101440. private _softwareSkinnedMeshes;
  101441. private _renderingManager;
  101442. /** @hidden */
  101443. _activeAnimatables: Animatable[];
  101444. private _transformMatrix;
  101445. private _sceneUbo;
  101446. /** @hidden */
  101447. _viewMatrix: Matrix;
  101448. private _projectionMatrix;
  101449. /** @hidden */
  101450. _forcedViewPosition: Nullable<Vector3>;
  101451. /** @hidden */
  101452. _frustumPlanes: Plane[];
  101453. /**
  101454. * Gets the list of frustum planes (built from the active camera)
  101455. */
  101456. readonly frustumPlanes: Plane[];
  101457. /**
  101458. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  101459. * This is useful if there are more lights that the maximum simulteanous authorized
  101460. */
  101461. requireLightSorting: boolean;
  101462. /** @hidden */
  101463. readonly useMaterialMeshMap: boolean;
  101464. /** @hidden */
  101465. readonly useClonedMeshhMap: boolean;
  101466. private _externalData;
  101467. private _uid;
  101468. /**
  101469. * @hidden
  101470. * Backing store of defined scene components.
  101471. */
  101472. _components: ISceneComponent[];
  101473. /**
  101474. * @hidden
  101475. * Backing store of defined scene components.
  101476. */
  101477. _serializableComponents: ISceneSerializableComponent[];
  101478. /**
  101479. * List of components to register on the next registration step.
  101480. */
  101481. private _transientComponents;
  101482. /**
  101483. * Registers the transient components if needed.
  101484. */
  101485. private _registerTransientComponents;
  101486. /**
  101487. * @hidden
  101488. * Add a component to the scene.
  101489. * Note that the ccomponent could be registered on th next frame if this is called after
  101490. * the register component stage.
  101491. * @param component Defines the component to add to the scene
  101492. */
  101493. _addComponent(component: ISceneComponent): void;
  101494. /**
  101495. * @hidden
  101496. * Gets a component from the scene.
  101497. * @param name defines the name of the component to retrieve
  101498. * @returns the component or null if not present
  101499. */
  101500. _getComponent(name: string): Nullable<ISceneComponent>;
  101501. /**
  101502. * @hidden
  101503. * Defines the actions happening before camera updates.
  101504. */
  101505. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  101506. /**
  101507. * @hidden
  101508. * Defines the actions happening before clear the canvas.
  101509. */
  101510. _beforeClearStage: Stage<SimpleStageAction>;
  101511. /**
  101512. * @hidden
  101513. * Defines the actions when collecting render targets for the frame.
  101514. */
  101515. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101516. /**
  101517. * @hidden
  101518. * Defines the actions happening for one camera in the frame.
  101519. */
  101520. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  101521. /**
  101522. * @hidden
  101523. * Defines the actions happening during the per mesh ready checks.
  101524. */
  101525. _isReadyForMeshStage: Stage<MeshStageAction>;
  101526. /**
  101527. * @hidden
  101528. * Defines the actions happening before evaluate active mesh checks.
  101529. */
  101530. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  101531. /**
  101532. * @hidden
  101533. * Defines the actions happening during the evaluate sub mesh checks.
  101534. */
  101535. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  101536. /**
  101537. * @hidden
  101538. * Defines the actions happening during the active mesh stage.
  101539. */
  101540. _activeMeshStage: Stage<ActiveMeshStageAction>;
  101541. /**
  101542. * @hidden
  101543. * Defines the actions happening during the per camera render target step.
  101544. */
  101545. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  101546. /**
  101547. * @hidden
  101548. * Defines the actions happening just before the active camera is drawing.
  101549. */
  101550. _beforeCameraDrawStage: Stage<CameraStageAction>;
  101551. /**
  101552. * @hidden
  101553. * Defines the actions happening just before a render target is drawing.
  101554. */
  101555. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101556. /**
  101557. * @hidden
  101558. * Defines the actions happening just before a rendering group is drawing.
  101559. */
  101560. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101561. /**
  101562. * @hidden
  101563. * Defines the actions happening just before a mesh is drawing.
  101564. */
  101565. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101566. /**
  101567. * @hidden
  101568. * Defines the actions happening just after a mesh has been drawn.
  101569. */
  101570. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  101571. /**
  101572. * @hidden
  101573. * Defines the actions happening just after a rendering group has been drawn.
  101574. */
  101575. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  101576. /**
  101577. * @hidden
  101578. * Defines the actions happening just after the active camera has been drawn.
  101579. */
  101580. _afterCameraDrawStage: Stage<CameraStageAction>;
  101581. /**
  101582. * @hidden
  101583. * Defines the actions happening just after a render target has been drawn.
  101584. */
  101585. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  101586. /**
  101587. * @hidden
  101588. * Defines the actions happening just after rendering all cameras and computing intersections.
  101589. */
  101590. _afterRenderStage: Stage<SimpleStageAction>;
  101591. /**
  101592. * @hidden
  101593. * Defines the actions happening when a pointer move event happens.
  101594. */
  101595. _pointerMoveStage: Stage<PointerMoveStageAction>;
  101596. /**
  101597. * @hidden
  101598. * Defines the actions happening when a pointer down event happens.
  101599. */
  101600. _pointerDownStage: Stage<PointerUpDownStageAction>;
  101601. /**
  101602. * @hidden
  101603. * Defines the actions happening when a pointer up event happens.
  101604. */
  101605. _pointerUpStage: Stage<PointerUpDownStageAction>;
  101606. /**
  101607. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  101608. */
  101609. private geometriesByUniqueId;
  101610. /**
  101611. * Creates a new Scene
  101612. * @param engine defines the engine to use to render this scene
  101613. * @param options defines the scene options
  101614. */
  101615. constructor(engine: Engine, options?: SceneOptions);
  101616. /**
  101617. * Gets a string idenfifying the name of the class
  101618. * @returns "Scene" string
  101619. */
  101620. getClassName(): string;
  101621. private _defaultMeshCandidates;
  101622. /**
  101623. * @hidden
  101624. */
  101625. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  101626. private _defaultSubMeshCandidates;
  101627. /**
  101628. * @hidden
  101629. */
  101630. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  101631. /**
  101632. * Sets the default candidate providers for the scene.
  101633. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  101634. * and getCollidingSubMeshCandidates to their default function
  101635. */
  101636. setDefaultCandidateProviders(): void;
  101637. /**
  101638. * Gets the mesh that is currently under the pointer
  101639. */
  101640. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101641. /**
  101642. * Gets or sets the current on-screen X position of the pointer
  101643. */
  101644. pointerX: number;
  101645. /**
  101646. * Gets or sets the current on-screen Y position of the pointer
  101647. */
  101648. pointerY: number;
  101649. /**
  101650. * Gets the cached material (ie. the latest rendered one)
  101651. * @returns the cached material
  101652. */
  101653. getCachedMaterial(): Nullable<Material>;
  101654. /**
  101655. * Gets the cached effect (ie. the latest rendered one)
  101656. * @returns the cached effect
  101657. */
  101658. getCachedEffect(): Nullable<Effect>;
  101659. /**
  101660. * Gets the cached visibility state (ie. the latest rendered one)
  101661. * @returns the cached visibility state
  101662. */
  101663. getCachedVisibility(): Nullable<number>;
  101664. /**
  101665. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  101666. * @param material defines the current material
  101667. * @param effect defines the current effect
  101668. * @param visibility defines the current visibility state
  101669. * @returns true if one parameter is not cached
  101670. */
  101671. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  101672. /**
  101673. * Gets the engine associated with the scene
  101674. * @returns an Engine
  101675. */
  101676. getEngine(): Engine;
  101677. /**
  101678. * Gets the total number of vertices rendered per frame
  101679. * @returns the total number of vertices rendered per frame
  101680. */
  101681. getTotalVertices(): number;
  101682. /**
  101683. * Gets the performance counter for total vertices
  101684. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101685. */
  101686. readonly totalVerticesPerfCounter: PerfCounter;
  101687. /**
  101688. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  101689. * @returns the total number of active indices rendered per frame
  101690. */
  101691. getActiveIndices(): number;
  101692. /**
  101693. * Gets the performance counter for active indices
  101694. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101695. */
  101696. readonly totalActiveIndicesPerfCounter: PerfCounter;
  101697. /**
  101698. * Gets the total number of active particles rendered per frame
  101699. * @returns the total number of active particles rendered per frame
  101700. */
  101701. getActiveParticles(): number;
  101702. /**
  101703. * Gets the performance counter for active particles
  101704. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101705. */
  101706. readonly activeParticlesPerfCounter: PerfCounter;
  101707. /**
  101708. * Gets the total number of active bones rendered per frame
  101709. * @returns the total number of active bones rendered per frame
  101710. */
  101711. getActiveBones(): number;
  101712. /**
  101713. * Gets the performance counter for active bones
  101714. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  101715. */
  101716. readonly activeBonesPerfCounter: PerfCounter;
  101717. /**
  101718. * Gets the array of active meshes
  101719. * @returns an array of AbstractMesh
  101720. */
  101721. getActiveMeshes(): SmartArray<AbstractMesh>;
  101722. /**
  101723. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  101724. * @returns a number
  101725. */
  101726. getAnimationRatio(): number;
  101727. /**
  101728. * Gets an unique Id for the current render phase
  101729. * @returns a number
  101730. */
  101731. getRenderId(): number;
  101732. /**
  101733. * Gets an unique Id for the current frame
  101734. * @returns a number
  101735. */
  101736. getFrameId(): number;
  101737. /** Call this function if you want to manually increment the render Id*/
  101738. incrementRenderId(): void;
  101739. private _createUbo;
  101740. /**
  101741. * Use this method to simulate a pointer move on a mesh
  101742. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101743. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101744. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101745. * @returns the current scene
  101746. */
  101747. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101748. /**
  101749. * Use this method to simulate a pointer down on a mesh
  101750. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101751. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101752. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101753. * @returns the current scene
  101754. */
  101755. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  101756. /**
  101757. * Use this method to simulate a pointer up on a mesh
  101758. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101759. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101760. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101761. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101762. * @returns the current scene
  101763. */
  101764. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  101765. /**
  101766. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101767. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101768. * @returns true if the pointer was captured
  101769. */
  101770. isPointerCaptured(pointerId?: number): boolean;
  101771. /**
  101772. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101773. * @param attachUp defines if you want to attach events to pointerup
  101774. * @param attachDown defines if you want to attach events to pointerdown
  101775. * @param attachMove defines if you want to attach events to pointermove
  101776. */
  101777. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101778. /** Detaches all event handlers*/
  101779. detachControl(): void;
  101780. /**
  101781. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  101782. * Delay loaded resources are not taking in account
  101783. * @return true if all required resources are ready
  101784. */
  101785. isReady(): boolean;
  101786. /** Resets all cached information relative to material (including effect and visibility) */
  101787. resetCachedMaterial(): void;
  101788. /**
  101789. * Registers a function to be called before every frame render
  101790. * @param func defines the function to register
  101791. */
  101792. registerBeforeRender(func: () => void): void;
  101793. /**
  101794. * Unregisters a function called before every frame render
  101795. * @param func defines the function to unregister
  101796. */
  101797. unregisterBeforeRender(func: () => void): void;
  101798. /**
  101799. * Registers a function to be called after every frame render
  101800. * @param func defines the function to register
  101801. */
  101802. registerAfterRender(func: () => void): void;
  101803. /**
  101804. * Unregisters a function called after every frame render
  101805. * @param func defines the function to unregister
  101806. */
  101807. unregisterAfterRender(func: () => void): void;
  101808. private _executeOnceBeforeRender;
  101809. /**
  101810. * The provided function will run before render once and will be disposed afterwards.
  101811. * A timeout delay can be provided so that the function will be executed in N ms.
  101812. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  101813. * @param func The function to be executed.
  101814. * @param timeout optional delay in ms
  101815. */
  101816. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  101817. /** @hidden */
  101818. _addPendingData(data: any): void;
  101819. /** @hidden */
  101820. _removePendingData(data: any): void;
  101821. /**
  101822. * Returns the number of items waiting to be loaded
  101823. * @returns the number of items waiting to be loaded
  101824. */
  101825. getWaitingItemsCount(): number;
  101826. /**
  101827. * Returns a boolean indicating if the scene is still loading data
  101828. */
  101829. readonly isLoading: boolean;
  101830. /**
  101831. * Registers a function to be executed when the scene is ready
  101832. * @param {Function} func - the function to be executed
  101833. */
  101834. executeWhenReady(func: () => void): void;
  101835. /**
  101836. * Returns a promise that resolves when the scene is ready
  101837. * @returns A promise that resolves when the scene is ready
  101838. */
  101839. whenReadyAsync(): Promise<void>;
  101840. /** @hidden */
  101841. _checkIsReady(): void;
  101842. /**
  101843. * Gets all animatable attached to the scene
  101844. */
  101845. readonly animatables: Animatable[];
  101846. /**
  101847. * Resets the last animation time frame.
  101848. * Useful to override when animations start running when loading a scene for the first time.
  101849. */
  101850. resetLastAnimationTimeFrame(): void;
  101851. /**
  101852. * Gets the current view matrix
  101853. * @returns a Matrix
  101854. */
  101855. getViewMatrix(): Matrix;
  101856. /**
  101857. * Gets the current projection matrix
  101858. * @returns a Matrix
  101859. */
  101860. getProjectionMatrix(): Matrix;
  101861. /**
  101862. * Gets the current transform matrix
  101863. * @returns a Matrix made of View * Projection
  101864. */
  101865. getTransformMatrix(): Matrix;
  101866. /**
  101867. * Sets the current transform matrix
  101868. * @param viewL defines the View matrix to use
  101869. * @param projectionL defines the Projection matrix to use
  101870. * @param viewR defines the right View matrix to use (if provided)
  101871. * @param projectionR defines the right Projection matrix to use (if provided)
  101872. */
  101873. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  101874. /**
  101875. * Gets the uniform buffer used to store scene data
  101876. * @returns a UniformBuffer
  101877. */
  101878. getSceneUniformBuffer(): UniformBuffer;
  101879. /**
  101880. * Gets an unique (relatively to the current scene) Id
  101881. * @returns an unique number for the scene
  101882. */
  101883. getUniqueId(): number;
  101884. /**
  101885. * Add a mesh to the list of scene's meshes
  101886. * @param newMesh defines the mesh to add
  101887. * @param recursive if all child meshes should also be added to the scene
  101888. */
  101889. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  101890. /**
  101891. * Remove a mesh for the list of scene's meshes
  101892. * @param toRemove defines the mesh to remove
  101893. * @param recursive if all child meshes should also be removed from the scene
  101894. * @returns the index where the mesh was in the mesh list
  101895. */
  101896. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  101897. /**
  101898. * Add a transform node to the list of scene's transform nodes
  101899. * @param newTransformNode defines the transform node to add
  101900. */
  101901. addTransformNode(newTransformNode: TransformNode): void;
  101902. /**
  101903. * Remove a transform node for the list of scene's transform nodes
  101904. * @param toRemove defines the transform node to remove
  101905. * @returns the index where the transform node was in the transform node list
  101906. */
  101907. removeTransformNode(toRemove: TransformNode): number;
  101908. /**
  101909. * Remove a skeleton for the list of scene's skeletons
  101910. * @param toRemove defines the skeleton to remove
  101911. * @returns the index where the skeleton was in the skeleton list
  101912. */
  101913. removeSkeleton(toRemove: Skeleton): number;
  101914. /**
  101915. * Remove a morph target for the list of scene's morph targets
  101916. * @param toRemove defines the morph target to remove
  101917. * @returns the index where the morph target was in the morph target list
  101918. */
  101919. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  101920. /**
  101921. * Remove a light for the list of scene's lights
  101922. * @param toRemove defines the light to remove
  101923. * @returns the index where the light was in the light list
  101924. */
  101925. removeLight(toRemove: Light): number;
  101926. /**
  101927. * Remove a camera for the list of scene's cameras
  101928. * @param toRemove defines the camera to remove
  101929. * @returns the index where the camera was in the camera list
  101930. */
  101931. removeCamera(toRemove: Camera): number;
  101932. /**
  101933. * Remove a particle system for the list of scene's particle systems
  101934. * @param toRemove defines the particle system to remove
  101935. * @returns the index where the particle system was in the particle system list
  101936. */
  101937. removeParticleSystem(toRemove: IParticleSystem): number;
  101938. /**
  101939. * Remove a animation for the list of scene's animations
  101940. * @param toRemove defines the animation to remove
  101941. * @returns the index where the animation was in the animation list
  101942. */
  101943. removeAnimation(toRemove: Animation): number;
  101944. /**
  101945. * Will stop the animation of the given target
  101946. * @param target - the target
  101947. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  101948. * @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)
  101949. */
  101950. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  101951. /**
  101952. * Removes the given animation group from this scene.
  101953. * @param toRemove The animation group to remove
  101954. * @returns The index of the removed animation group
  101955. */
  101956. removeAnimationGroup(toRemove: AnimationGroup): number;
  101957. /**
  101958. * Removes the given multi-material from this scene.
  101959. * @param toRemove The multi-material to remove
  101960. * @returns The index of the removed multi-material
  101961. */
  101962. removeMultiMaterial(toRemove: MultiMaterial): number;
  101963. /**
  101964. * Removes the given material from this scene.
  101965. * @param toRemove The material to remove
  101966. * @returns The index of the removed material
  101967. */
  101968. removeMaterial(toRemove: Material): number;
  101969. /**
  101970. * Removes the given action manager from this scene.
  101971. * @param toRemove The action manager to remove
  101972. * @returns The index of the removed action manager
  101973. */
  101974. removeActionManager(toRemove: AbstractActionManager): number;
  101975. /**
  101976. * Removes the given texture from this scene.
  101977. * @param toRemove The texture to remove
  101978. * @returns The index of the removed texture
  101979. */
  101980. removeTexture(toRemove: BaseTexture): number;
  101981. /**
  101982. * Adds the given light to this scene
  101983. * @param newLight The light to add
  101984. */
  101985. addLight(newLight: Light): void;
  101986. /**
  101987. * Sorts the list list based on light priorities
  101988. */
  101989. sortLightsByPriority(): void;
  101990. /**
  101991. * Adds the given camera to this scene
  101992. * @param newCamera The camera to add
  101993. */
  101994. addCamera(newCamera: Camera): void;
  101995. /**
  101996. * Adds the given skeleton to this scene
  101997. * @param newSkeleton The skeleton to add
  101998. */
  101999. addSkeleton(newSkeleton: Skeleton): void;
  102000. /**
  102001. * Adds the given particle system to this scene
  102002. * @param newParticleSystem The particle system to add
  102003. */
  102004. addParticleSystem(newParticleSystem: IParticleSystem): void;
  102005. /**
  102006. * Adds the given animation to this scene
  102007. * @param newAnimation The animation to add
  102008. */
  102009. addAnimation(newAnimation: Animation): void;
  102010. /**
  102011. * Adds the given animation group to this scene.
  102012. * @param newAnimationGroup The animation group to add
  102013. */
  102014. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102015. /**
  102016. * Adds the given multi-material to this scene
  102017. * @param newMultiMaterial The multi-material to add
  102018. */
  102019. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102020. /**
  102021. * Adds the given material to this scene
  102022. * @param newMaterial The material to add
  102023. */
  102024. addMaterial(newMaterial: Material): void;
  102025. /**
  102026. * Adds the given morph target to this scene
  102027. * @param newMorphTargetManager The morph target to add
  102028. */
  102029. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102030. /**
  102031. * Adds the given geometry to this scene
  102032. * @param newGeometry The geometry to add
  102033. */
  102034. addGeometry(newGeometry: Geometry): void;
  102035. /**
  102036. * Adds the given action manager to this scene
  102037. * @param newActionManager The action manager to add
  102038. */
  102039. addActionManager(newActionManager: AbstractActionManager): void;
  102040. /**
  102041. * Adds the given texture to this scene.
  102042. * @param newTexture The texture to add
  102043. */
  102044. addTexture(newTexture: BaseTexture): void;
  102045. /**
  102046. * Switch active camera
  102047. * @param newCamera defines the new active camera
  102048. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  102049. */
  102050. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  102051. /**
  102052. * sets the active camera of the scene using its ID
  102053. * @param id defines the camera's ID
  102054. * @return the new active camera or null if none found.
  102055. */
  102056. setActiveCameraByID(id: string): Nullable<Camera>;
  102057. /**
  102058. * sets the active camera of the scene using its name
  102059. * @param name defines the camera's name
  102060. * @returns the new active camera or null if none found.
  102061. */
  102062. setActiveCameraByName(name: string): Nullable<Camera>;
  102063. /**
  102064. * get an animation group using its name
  102065. * @param name defines the material's name
  102066. * @return the animation group or null if none found.
  102067. */
  102068. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  102069. /**
  102070. * Get a material using its unique id
  102071. * @param uniqueId defines the material's unique id
  102072. * @return the material or null if none found.
  102073. */
  102074. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  102075. /**
  102076. * get a material using its id
  102077. * @param id defines the material's ID
  102078. * @return the material or null if none found.
  102079. */
  102080. getMaterialByID(id: string): Nullable<Material>;
  102081. /**
  102082. * Gets a the last added material using a given id
  102083. * @param id defines the material's ID
  102084. * @return the last material with the given id or null if none found.
  102085. */
  102086. getLastMaterialByID(id: string): Nullable<Material>;
  102087. /**
  102088. * Gets a material using its name
  102089. * @param name defines the material's name
  102090. * @return the material or null if none found.
  102091. */
  102092. getMaterialByName(name: string): Nullable<Material>;
  102093. /**
  102094. * Get a texture using its unique id
  102095. * @param uniqueId defines the texture's unique id
  102096. * @return the texture or null if none found.
  102097. */
  102098. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  102099. /**
  102100. * Gets a camera using its id
  102101. * @param id defines the id to look for
  102102. * @returns the camera or null if not found
  102103. */
  102104. getCameraByID(id: string): Nullable<Camera>;
  102105. /**
  102106. * Gets a camera using its unique id
  102107. * @param uniqueId defines the unique id to look for
  102108. * @returns the camera or null if not found
  102109. */
  102110. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  102111. /**
  102112. * Gets a camera using its name
  102113. * @param name defines the camera's name
  102114. * @return the camera or null if none found.
  102115. */
  102116. getCameraByName(name: string): Nullable<Camera>;
  102117. /**
  102118. * Gets a bone using its id
  102119. * @param id defines the bone's id
  102120. * @return the bone or null if not found
  102121. */
  102122. getBoneByID(id: string): Nullable<Bone>;
  102123. /**
  102124. * Gets a bone using its id
  102125. * @param name defines the bone's name
  102126. * @return the bone or null if not found
  102127. */
  102128. getBoneByName(name: string): Nullable<Bone>;
  102129. /**
  102130. * Gets a light node using its name
  102131. * @param name defines the the light's name
  102132. * @return the light or null if none found.
  102133. */
  102134. getLightByName(name: string): Nullable<Light>;
  102135. /**
  102136. * Gets a light node using its id
  102137. * @param id defines the light's id
  102138. * @return the light or null if none found.
  102139. */
  102140. getLightByID(id: string): Nullable<Light>;
  102141. /**
  102142. * Gets a light node using its scene-generated unique ID
  102143. * @param uniqueId defines the light's unique id
  102144. * @return the light or null if none found.
  102145. */
  102146. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  102147. /**
  102148. * Gets a particle system by id
  102149. * @param id defines the particle system id
  102150. * @return the corresponding system or null if none found
  102151. */
  102152. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  102153. /**
  102154. * Gets a geometry using its ID
  102155. * @param id defines the geometry's id
  102156. * @return the geometry or null if none found.
  102157. */
  102158. getGeometryByID(id: string): Nullable<Geometry>;
  102159. private _getGeometryByUniqueID;
  102160. /**
  102161. * Add a new geometry to this scene
  102162. * @param geometry defines the geometry to be added to the scene.
  102163. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  102164. * @return a boolean defining if the geometry was added or not
  102165. */
  102166. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  102167. /**
  102168. * Removes an existing geometry
  102169. * @param geometry defines the geometry to be removed from the scene
  102170. * @return a boolean defining if the geometry was removed or not
  102171. */
  102172. removeGeometry(geometry: Geometry): boolean;
  102173. /**
  102174. * Gets the list of geometries attached to the scene
  102175. * @returns an array of Geometry
  102176. */
  102177. getGeometries(): Geometry[];
  102178. /**
  102179. * Gets the first added mesh found of a given ID
  102180. * @param id defines the id to search for
  102181. * @return the mesh found or null if not found at all
  102182. */
  102183. getMeshByID(id: string): Nullable<AbstractMesh>;
  102184. /**
  102185. * Gets a list of meshes using their id
  102186. * @param id defines the id to search for
  102187. * @returns a list of meshes
  102188. */
  102189. getMeshesByID(id: string): Array<AbstractMesh>;
  102190. /**
  102191. * Gets the first added transform node found of a given ID
  102192. * @param id defines the id to search for
  102193. * @return the found transform node or null if not found at all.
  102194. */
  102195. getTransformNodeByID(id: string): Nullable<TransformNode>;
  102196. /**
  102197. * Gets a transform node with its auto-generated unique id
  102198. * @param uniqueId efines the unique id to search for
  102199. * @return the found transform node or null if not found at all.
  102200. */
  102201. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  102202. /**
  102203. * Gets a list of transform nodes using their id
  102204. * @param id defines the id to search for
  102205. * @returns a list of transform nodes
  102206. */
  102207. getTransformNodesByID(id: string): Array<TransformNode>;
  102208. /**
  102209. * Gets a mesh with its auto-generated unique id
  102210. * @param uniqueId defines the unique id to search for
  102211. * @return the found mesh or null if not found at all.
  102212. */
  102213. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  102214. /**
  102215. * Gets a the last added mesh using a given id
  102216. * @param id defines the id to search for
  102217. * @return the found mesh or null if not found at all.
  102218. */
  102219. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  102220. /**
  102221. * Gets a the last added node (Mesh, Camera, Light) using a given id
  102222. * @param id defines the id to search for
  102223. * @return the found node or null if not found at all
  102224. */
  102225. getLastEntryByID(id: string): Nullable<Node>;
  102226. /**
  102227. * Gets a node (Mesh, Camera, Light) using a given id
  102228. * @param id defines the id to search for
  102229. * @return the found node or null if not found at all
  102230. */
  102231. getNodeByID(id: string): Nullable<Node>;
  102232. /**
  102233. * Gets a node (Mesh, Camera, Light) using a given name
  102234. * @param name defines the name to search for
  102235. * @return the found node or null if not found at all.
  102236. */
  102237. getNodeByName(name: string): Nullable<Node>;
  102238. /**
  102239. * Gets a mesh using a given name
  102240. * @param name defines the name to search for
  102241. * @return the found mesh or null if not found at all.
  102242. */
  102243. getMeshByName(name: string): Nullable<AbstractMesh>;
  102244. /**
  102245. * Gets a transform node using a given name
  102246. * @param name defines the name to search for
  102247. * @return the found transform node or null if not found at all.
  102248. */
  102249. getTransformNodeByName(name: string): Nullable<TransformNode>;
  102250. /**
  102251. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  102252. * @param id defines the id to search for
  102253. * @return the found skeleton or null if not found at all.
  102254. */
  102255. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  102256. /**
  102257. * Gets a skeleton using a given auto generated unique id
  102258. * @param uniqueId defines the unique id to search for
  102259. * @return the found skeleton or null if not found at all.
  102260. */
  102261. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  102262. /**
  102263. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  102264. * @param id defines the id to search for
  102265. * @return the found skeleton or null if not found at all.
  102266. */
  102267. getSkeletonById(id: string): Nullable<Skeleton>;
  102268. /**
  102269. * Gets a skeleton using a given name
  102270. * @param name defines the name to search for
  102271. * @return the found skeleton or null if not found at all.
  102272. */
  102273. getSkeletonByName(name: string): Nullable<Skeleton>;
  102274. /**
  102275. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  102276. * @param id defines the id to search for
  102277. * @return the found morph target manager or null if not found at all.
  102278. */
  102279. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  102280. /**
  102281. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  102282. * @param id defines the id to search for
  102283. * @return the found morph target or null if not found at all.
  102284. */
  102285. getMorphTargetById(id: string): Nullable<MorphTarget>;
  102286. /**
  102287. * Gets a boolean indicating if the given mesh is active
  102288. * @param mesh defines the mesh to look for
  102289. * @returns true if the mesh is in the active list
  102290. */
  102291. isActiveMesh(mesh: AbstractMesh): boolean;
  102292. /**
  102293. * Return a unique id as a string which can serve as an identifier for the scene
  102294. */
  102295. readonly uid: string;
  102296. /**
  102297. * Add an externaly attached data from its key.
  102298. * This method call will fail and return false, if such key already exists.
  102299. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  102300. * @param key the unique key that identifies the data
  102301. * @param data the data object to associate to the key for this Engine instance
  102302. * @return true if no such key were already present and the data was added successfully, false otherwise
  102303. */
  102304. addExternalData<T>(key: string, data: T): boolean;
  102305. /**
  102306. * Get an externaly attached data from its key
  102307. * @param key the unique key that identifies the data
  102308. * @return the associated data, if present (can be null), or undefined if not present
  102309. */
  102310. getExternalData<T>(key: string): Nullable<T>;
  102311. /**
  102312. * Get an externaly attached data from its key, create it using a factory if it's not already present
  102313. * @param key the unique key that identifies the data
  102314. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  102315. * @return the associated data, can be null if the factory returned null.
  102316. */
  102317. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  102318. /**
  102319. * Remove an externaly attached data from the Engine instance
  102320. * @param key the unique key that identifies the data
  102321. * @return true if the data was successfully removed, false if it doesn't exist
  102322. */
  102323. removeExternalData(key: string): boolean;
  102324. private _evaluateSubMesh;
  102325. /**
  102326. * Clear the processed materials smart array preventing retention point in material dispose.
  102327. */
  102328. freeProcessedMaterials(): void;
  102329. private _preventFreeActiveMeshesAndRenderingGroups;
  102330. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  102331. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  102332. * when disposing several meshes in a row or a hierarchy of meshes.
  102333. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  102334. */
  102335. blockfreeActiveMeshesAndRenderingGroups: boolean;
  102336. /**
  102337. * Clear the active meshes smart array preventing retention point in mesh dispose.
  102338. */
  102339. freeActiveMeshes(): void;
  102340. /**
  102341. * Clear the info related to rendering groups preventing retention points during dispose.
  102342. */
  102343. freeRenderingGroups(): void;
  102344. /** @hidden */
  102345. _isInIntermediateRendering(): boolean;
  102346. /**
  102347. * Lambda returning the list of potentially active meshes.
  102348. */
  102349. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  102350. /**
  102351. * Lambda returning the list of potentially active sub meshes.
  102352. */
  102353. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  102354. /**
  102355. * Lambda returning the list of potentially intersecting sub meshes.
  102356. */
  102357. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  102358. /**
  102359. * Lambda returning the list of potentially colliding sub meshes.
  102360. */
  102361. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  102362. private _activeMeshesFrozen;
  102363. /**
  102364. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  102365. * @returns the current scene
  102366. */
  102367. freezeActiveMeshes(): Scene;
  102368. /**
  102369. * Use this function to restart evaluating active meshes on every frame
  102370. * @returns the current scene
  102371. */
  102372. unfreezeActiveMeshes(): Scene;
  102373. private _evaluateActiveMeshes;
  102374. private _activeMesh;
  102375. /**
  102376. * Update the transform matrix to update from the current active camera
  102377. * @param force defines a boolean used to force the update even if cache is up to date
  102378. */
  102379. updateTransformMatrix(force?: boolean): void;
  102380. private _bindFrameBuffer;
  102381. /** @hidden */
  102382. _allowPostProcessClearColor: boolean;
  102383. /** @hidden */
  102384. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  102385. private _processSubCameras;
  102386. private _checkIntersections;
  102387. /** @hidden */
  102388. _advancePhysicsEngineStep(step: number): void;
  102389. /**
  102390. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  102391. */
  102392. getDeterministicFrameTime: () => number;
  102393. /** @hidden */
  102394. _animate(): void;
  102395. /** Execute all animations (for a frame) */
  102396. animate(): void;
  102397. /**
  102398. * Render the scene
  102399. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  102400. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  102401. */
  102402. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  102403. /**
  102404. * Freeze all materials
  102405. * A frozen material will not be updatable but should be faster to render
  102406. */
  102407. freezeMaterials(): void;
  102408. /**
  102409. * Unfreeze all materials
  102410. * A frozen material will not be updatable but should be faster to render
  102411. */
  102412. unfreezeMaterials(): void;
  102413. /**
  102414. * Releases all held ressources
  102415. */
  102416. dispose(): void;
  102417. /**
  102418. * Gets if the scene is already disposed
  102419. */
  102420. readonly isDisposed: boolean;
  102421. /**
  102422. * Call this function to reduce memory footprint of the scene.
  102423. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  102424. */
  102425. clearCachedVertexData(): void;
  102426. /**
  102427. * This function will remove the local cached buffer data from texture.
  102428. * It will save memory but will prevent the texture from being rebuilt
  102429. */
  102430. cleanCachedTextureBuffer(): void;
  102431. /**
  102432. * Get the world extend vectors with an optional filter
  102433. *
  102434. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  102435. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  102436. */
  102437. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  102438. min: Vector3;
  102439. max: Vector3;
  102440. };
  102441. /**
  102442. * Creates a ray that can be used to pick in the scene
  102443. * @param x defines the x coordinate of the origin (on-screen)
  102444. * @param y defines the y coordinate of the origin (on-screen)
  102445. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102446. * @param camera defines the camera to use for the picking
  102447. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102448. * @returns a Ray
  102449. */
  102450. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  102451. /**
  102452. * Creates a ray that can be used to pick in the scene
  102453. * @param x defines the x coordinate of the origin (on-screen)
  102454. * @param y defines the y coordinate of the origin (on-screen)
  102455. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102456. * @param result defines the ray where to store the picking ray
  102457. * @param camera defines the camera to use for the picking
  102458. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  102459. * @returns the current scene
  102460. */
  102461. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  102462. /**
  102463. * Creates a ray that can be used to pick in the scene
  102464. * @param x defines the x coordinate of the origin (on-screen)
  102465. * @param y defines the y coordinate of the origin (on-screen)
  102466. * @param camera defines the camera to use for the picking
  102467. * @returns a Ray
  102468. */
  102469. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  102470. /**
  102471. * Creates a ray that can be used to pick in the scene
  102472. * @param x defines the x coordinate of the origin (on-screen)
  102473. * @param y defines the y coordinate of the origin (on-screen)
  102474. * @param result defines the ray where to store the picking ray
  102475. * @param camera defines the camera to use for the picking
  102476. * @returns the current scene
  102477. */
  102478. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  102479. /** Launch a ray to try to pick a mesh in the scene
  102480. * @param x position on screen
  102481. * @param y position on screen
  102482. * @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
  102483. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  102484. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102485. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102486. * @returns a PickingInfo
  102487. */
  102488. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102489. /** Use the given ray to pick a mesh in the scene
  102490. * @param ray The ray to use to pick meshes
  102491. * @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
  102492. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  102493. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102494. * @returns a PickingInfo
  102495. */
  102496. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  102497. /**
  102498. * Launch a ray to try to pick a mesh in the scene
  102499. * @param x X position on screen
  102500. * @param y Y position on screen
  102501. * @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
  102502. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  102503. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102504. * @returns an array of PickingInfo
  102505. */
  102506. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102507. /**
  102508. * Launch a ray to try to pick a mesh in the scene
  102509. * @param ray Ray to use
  102510. * @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
  102511. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  102512. * @returns an array of PickingInfo
  102513. */
  102514. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  102515. /**
  102516. * Force the value of meshUnderPointer
  102517. * @param mesh defines the mesh to use
  102518. */
  102519. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  102520. /**
  102521. * Gets the mesh under the pointer
  102522. * @returns a Mesh or null if no mesh is under the pointer
  102523. */
  102524. getPointerOverMesh(): Nullable<AbstractMesh>;
  102525. /** @hidden */
  102526. _rebuildGeometries(): void;
  102527. /** @hidden */
  102528. _rebuildTextures(): void;
  102529. private _getByTags;
  102530. /**
  102531. * Get a list of meshes by tags
  102532. * @param tagsQuery defines the tags query to use
  102533. * @param forEach defines a predicate used to filter results
  102534. * @returns an array of Mesh
  102535. */
  102536. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  102537. /**
  102538. * Get a list of cameras by tags
  102539. * @param tagsQuery defines the tags query to use
  102540. * @param forEach defines a predicate used to filter results
  102541. * @returns an array of Camera
  102542. */
  102543. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  102544. /**
  102545. * Get a list of lights by tags
  102546. * @param tagsQuery defines the tags query to use
  102547. * @param forEach defines a predicate used to filter results
  102548. * @returns an array of Light
  102549. */
  102550. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  102551. /**
  102552. * Get a list of materials by tags
  102553. * @param tagsQuery defines the tags query to use
  102554. * @param forEach defines a predicate used to filter results
  102555. * @returns an array of Material
  102556. */
  102557. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  102558. /**
  102559. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  102560. * This allowed control for front to back rendering or reversly depending of the special needs.
  102561. *
  102562. * @param renderingGroupId The rendering group id corresponding to its index
  102563. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  102564. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  102565. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  102566. */
  102567. 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;
  102568. /**
  102569. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  102570. *
  102571. * @param renderingGroupId The rendering group id corresponding to its index
  102572. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  102573. * @param depth Automatically clears depth between groups if true and autoClear is true.
  102574. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  102575. */
  102576. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  102577. /**
  102578. * Gets the current auto clear configuration for one rendering group of the rendering
  102579. * manager.
  102580. * @param index the rendering group index to get the information for
  102581. * @returns The auto clear setup for the requested rendering group
  102582. */
  102583. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  102584. private _blockMaterialDirtyMechanism;
  102585. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  102586. blockMaterialDirtyMechanism: boolean;
  102587. /**
  102588. * Will flag all materials as dirty to trigger new shader compilation
  102589. * @param flag defines the flag used to specify which material part must be marked as dirty
  102590. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  102591. */
  102592. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  102593. /** @hidden */
  102594. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  102595. /** @hidden */
  102596. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102597. /** @hidden */
  102598. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  102599. /** @hidden */
  102600. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  102601. /** @hidden */
  102602. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  102603. /** @hidden */
  102604. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  102605. }
  102606. }
  102607. declare module BABYLON {
  102608. /**
  102609. * Set of assets to keep when moving a scene into an asset container.
  102610. */
  102611. export class KeepAssets extends AbstractScene {
  102612. }
  102613. /**
  102614. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  102615. */
  102616. export class InstantiatedEntries {
  102617. /**
  102618. * List of new root nodes (eg. nodes with no parent)
  102619. */
  102620. rootNodes: TransformNode[];
  102621. /**
  102622. * List of new skeletons
  102623. */
  102624. skeletons: Skeleton[];
  102625. /**
  102626. * List of new animation groups
  102627. */
  102628. animationGroups: AnimationGroup[];
  102629. }
  102630. /**
  102631. * Container with a set of assets that can be added or removed from a scene.
  102632. */
  102633. export class AssetContainer extends AbstractScene {
  102634. /**
  102635. * The scene the AssetContainer belongs to.
  102636. */
  102637. scene: Scene;
  102638. /**
  102639. * Instantiates an AssetContainer.
  102640. * @param scene The scene the AssetContainer belongs to.
  102641. */
  102642. constructor(scene: Scene);
  102643. /**
  102644. * Instantiate or clone all meshes and add the new ones to the scene.
  102645. * Skeletons and animation groups will all be cloned
  102646. * @param nameFunction defines an optional function used to get new names for clones
  102647. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  102648. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  102649. */
  102650. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  102651. /**
  102652. * Adds all the assets from the container to the scene.
  102653. */
  102654. addAllToScene(): void;
  102655. /**
  102656. * Removes all the assets in the container from the scene
  102657. */
  102658. removeAllFromScene(): void;
  102659. /**
  102660. * Disposes all the assets in the container
  102661. */
  102662. dispose(): void;
  102663. private _moveAssets;
  102664. /**
  102665. * Removes all the assets contained in the scene and adds them to the container.
  102666. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  102667. */
  102668. moveAllFromScene(keepAssets?: KeepAssets): void;
  102669. /**
  102670. * 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.
  102671. * @returns the root mesh
  102672. */
  102673. createRootMesh(): Mesh;
  102674. }
  102675. }
  102676. declare module BABYLON {
  102677. /**
  102678. * Defines how the parser contract is defined.
  102679. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  102680. */
  102681. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  102682. /**
  102683. * Defines how the individual parser contract is defined.
  102684. * These parser can parse an individual asset
  102685. */
  102686. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  102687. /**
  102688. * Base class of the scene acting as a container for the different elements composing a scene.
  102689. * This class is dynamically extended by the different components of the scene increasing
  102690. * flexibility and reducing coupling
  102691. */
  102692. export abstract class AbstractScene {
  102693. /**
  102694. * Stores the list of available parsers in the application.
  102695. */
  102696. private static _BabylonFileParsers;
  102697. /**
  102698. * Stores the list of available individual parsers in the application.
  102699. */
  102700. private static _IndividualBabylonFileParsers;
  102701. /**
  102702. * Adds a parser in the list of available ones
  102703. * @param name Defines the name of the parser
  102704. * @param parser Defines the parser to add
  102705. */
  102706. static AddParser(name: string, parser: BabylonFileParser): void;
  102707. /**
  102708. * Gets a general parser from the list of avaialble ones
  102709. * @param name Defines the name of the parser
  102710. * @returns the requested parser or null
  102711. */
  102712. static GetParser(name: string): Nullable<BabylonFileParser>;
  102713. /**
  102714. * Adds n individual parser in the list of available ones
  102715. * @param name Defines the name of the parser
  102716. * @param parser Defines the parser to add
  102717. */
  102718. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  102719. /**
  102720. * Gets an individual parser from the list of avaialble ones
  102721. * @param name Defines the name of the parser
  102722. * @returns the requested parser or null
  102723. */
  102724. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  102725. /**
  102726. * Parser json data and populate both a scene and its associated container object
  102727. * @param jsonData Defines the data to parse
  102728. * @param scene Defines the scene to parse the data for
  102729. * @param container Defines the container attached to the parsing sequence
  102730. * @param rootUrl Defines the root url of the data
  102731. */
  102732. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  102733. /**
  102734. * Gets the list of root nodes (ie. nodes with no parent)
  102735. */
  102736. rootNodes: Node[];
  102737. /** All of the cameras added to this scene
  102738. * @see http://doc.babylonjs.com/babylon101/cameras
  102739. */
  102740. cameras: Camera[];
  102741. /**
  102742. * All of the lights added to this scene
  102743. * @see http://doc.babylonjs.com/babylon101/lights
  102744. */
  102745. lights: Light[];
  102746. /**
  102747. * All of the (abstract) meshes added to this scene
  102748. */
  102749. meshes: AbstractMesh[];
  102750. /**
  102751. * The list of skeletons added to the scene
  102752. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  102753. */
  102754. skeletons: Skeleton[];
  102755. /**
  102756. * All of the particle systems added to this scene
  102757. * @see http://doc.babylonjs.com/babylon101/particles
  102758. */
  102759. particleSystems: IParticleSystem[];
  102760. /**
  102761. * Gets a list of Animations associated with the scene
  102762. */
  102763. animations: Animation[];
  102764. /**
  102765. * All of the animation groups added to this scene
  102766. * @see http://doc.babylonjs.com/how_to/group
  102767. */
  102768. animationGroups: AnimationGroup[];
  102769. /**
  102770. * All of the multi-materials added to this scene
  102771. * @see http://doc.babylonjs.com/how_to/multi_materials
  102772. */
  102773. multiMaterials: MultiMaterial[];
  102774. /**
  102775. * All of the materials added to this scene
  102776. * In the context of a Scene, it is not supposed to be modified manually.
  102777. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  102778. * Note also that the order of the Material within the array is not significant and might change.
  102779. * @see http://doc.babylonjs.com/babylon101/materials
  102780. */
  102781. materials: Material[];
  102782. /**
  102783. * The list of morph target managers added to the scene
  102784. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  102785. */
  102786. morphTargetManagers: MorphTargetManager[];
  102787. /**
  102788. * The list of geometries used in the scene.
  102789. */
  102790. geometries: Geometry[];
  102791. /**
  102792. * All of the tranform nodes added to this scene
  102793. * In the context of a Scene, it is not supposed to be modified manually.
  102794. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  102795. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  102796. * @see http://doc.babylonjs.com/how_to/transformnode
  102797. */
  102798. transformNodes: TransformNode[];
  102799. /**
  102800. * ActionManagers available on the scene.
  102801. */
  102802. actionManagers: AbstractActionManager[];
  102803. /**
  102804. * Textures to keep.
  102805. */
  102806. textures: BaseTexture[];
  102807. /**
  102808. * Environment texture for the scene
  102809. */
  102810. environmentTexture: Nullable<BaseTexture>;
  102811. }
  102812. }
  102813. declare module BABYLON {
  102814. /**
  102815. * Interface used to define options for Sound class
  102816. */
  102817. export interface ISoundOptions {
  102818. /**
  102819. * Does the sound autoplay once loaded.
  102820. */
  102821. autoplay?: boolean;
  102822. /**
  102823. * Does the sound loop after it finishes playing once.
  102824. */
  102825. loop?: boolean;
  102826. /**
  102827. * Sound's volume
  102828. */
  102829. volume?: number;
  102830. /**
  102831. * Is it a spatial sound?
  102832. */
  102833. spatialSound?: boolean;
  102834. /**
  102835. * Maximum distance to hear that sound
  102836. */
  102837. maxDistance?: number;
  102838. /**
  102839. * Uses user defined attenuation function
  102840. */
  102841. useCustomAttenuation?: boolean;
  102842. /**
  102843. * Define the roll off factor of spatial sounds.
  102844. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102845. */
  102846. rolloffFactor?: number;
  102847. /**
  102848. * Define the reference distance the sound should be heard perfectly.
  102849. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102850. */
  102851. refDistance?: number;
  102852. /**
  102853. * Define the distance attenuation model the sound will follow.
  102854. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102855. */
  102856. distanceModel?: string;
  102857. /**
  102858. * Defines the playback speed (1 by default)
  102859. */
  102860. playbackRate?: number;
  102861. /**
  102862. * Defines if the sound is from a streaming source
  102863. */
  102864. streaming?: boolean;
  102865. /**
  102866. * Defines an optional length (in seconds) inside the sound file
  102867. */
  102868. length?: number;
  102869. /**
  102870. * Defines an optional offset (in seconds) inside the sound file
  102871. */
  102872. offset?: number;
  102873. /**
  102874. * If true, URLs will not be required to state the audio file codec to use.
  102875. */
  102876. skipCodecCheck?: boolean;
  102877. }
  102878. /**
  102879. * Defines a sound that can be played in the application.
  102880. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  102881. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  102882. */
  102883. export class Sound {
  102884. /**
  102885. * The name of the sound in the scene.
  102886. */
  102887. name: string;
  102888. /**
  102889. * Does the sound autoplay once loaded.
  102890. */
  102891. autoplay: boolean;
  102892. /**
  102893. * Does the sound loop after it finishes playing once.
  102894. */
  102895. loop: boolean;
  102896. /**
  102897. * Does the sound use a custom attenuation curve to simulate the falloff
  102898. * happening when the source gets further away from the camera.
  102899. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  102900. */
  102901. useCustomAttenuation: boolean;
  102902. /**
  102903. * The sound track id this sound belongs to.
  102904. */
  102905. soundTrackId: number;
  102906. /**
  102907. * Is this sound currently played.
  102908. */
  102909. isPlaying: boolean;
  102910. /**
  102911. * Is this sound currently paused.
  102912. */
  102913. isPaused: boolean;
  102914. /**
  102915. * Does this sound enables spatial sound.
  102916. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102917. */
  102918. spatialSound: boolean;
  102919. /**
  102920. * Define the reference distance the sound should be heard perfectly.
  102921. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102922. */
  102923. refDistance: number;
  102924. /**
  102925. * Define the roll off factor of spatial sounds.
  102926. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102927. */
  102928. rolloffFactor: number;
  102929. /**
  102930. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  102931. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102932. */
  102933. maxDistance: number;
  102934. /**
  102935. * Define the distance attenuation model the sound will follow.
  102936. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  102937. */
  102938. distanceModel: string;
  102939. /**
  102940. * @hidden
  102941. * Back Compat
  102942. **/
  102943. onended: () => any;
  102944. /**
  102945. * Observable event when the current playing sound finishes.
  102946. */
  102947. onEndedObservable: Observable<Sound>;
  102948. private _panningModel;
  102949. private _playbackRate;
  102950. private _streaming;
  102951. private _startTime;
  102952. private _startOffset;
  102953. private _position;
  102954. /** @hidden */
  102955. _positionInEmitterSpace: boolean;
  102956. private _localDirection;
  102957. private _volume;
  102958. private _isReadyToPlay;
  102959. private _isDirectional;
  102960. private _readyToPlayCallback;
  102961. private _audioBuffer;
  102962. private _soundSource;
  102963. private _streamingSource;
  102964. private _soundPanner;
  102965. private _soundGain;
  102966. private _inputAudioNode;
  102967. private _outputAudioNode;
  102968. private _coneInnerAngle;
  102969. private _coneOuterAngle;
  102970. private _coneOuterGain;
  102971. private _scene;
  102972. private _connectedTransformNode;
  102973. private _customAttenuationFunction;
  102974. private _registerFunc;
  102975. private _isOutputConnected;
  102976. private _htmlAudioElement;
  102977. private _urlType;
  102978. private _length?;
  102979. private _offset?;
  102980. /** @hidden */
  102981. static _SceneComponentInitialization: (scene: Scene) => void;
  102982. /**
  102983. * Create a sound and attach it to a scene
  102984. * @param name Name of your sound
  102985. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  102986. * @param scene defines the scene the sound belongs to
  102987. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  102988. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  102989. */
  102990. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  102991. /**
  102992. * Release the sound and its associated resources
  102993. */
  102994. dispose(): void;
  102995. /**
  102996. * Gets if the sounds is ready to be played or not.
  102997. * @returns true if ready, otherwise false
  102998. */
  102999. isReady(): boolean;
  103000. private _soundLoaded;
  103001. /**
  103002. * Sets the data of the sound from an audiobuffer
  103003. * @param audioBuffer The audioBuffer containing the data
  103004. */
  103005. setAudioBuffer(audioBuffer: AudioBuffer): void;
  103006. /**
  103007. * Updates the current sounds options such as maxdistance, loop...
  103008. * @param options A JSON object containing values named as the object properties
  103009. */
  103010. updateOptions(options: ISoundOptions): void;
  103011. private _createSpatialParameters;
  103012. private _updateSpatialParameters;
  103013. /**
  103014. * Switch the panning model to HRTF:
  103015. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103016. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103017. */
  103018. switchPanningModelToHRTF(): void;
  103019. /**
  103020. * Switch the panning model to Equal Power:
  103021. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103022. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103023. */
  103024. switchPanningModelToEqualPower(): void;
  103025. private _switchPanningModel;
  103026. /**
  103027. * Connect this sound to a sound track audio node like gain...
  103028. * @param soundTrackAudioNode the sound track audio node to connect to
  103029. */
  103030. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  103031. /**
  103032. * Transform this sound into a directional source
  103033. * @param coneInnerAngle Size of the inner cone in degree
  103034. * @param coneOuterAngle Size of the outer cone in degree
  103035. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  103036. */
  103037. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  103038. /**
  103039. * Gets or sets the inner angle for the directional cone.
  103040. */
  103041. /**
  103042. * Gets or sets the inner angle for the directional cone.
  103043. */
  103044. directionalConeInnerAngle: number;
  103045. /**
  103046. * Gets or sets the outer angle for the directional cone.
  103047. */
  103048. /**
  103049. * Gets or sets the outer angle for the directional cone.
  103050. */
  103051. directionalConeOuterAngle: number;
  103052. /**
  103053. * Sets the position of the emitter if spatial sound is enabled
  103054. * @param newPosition Defines the new posisiton
  103055. */
  103056. setPosition(newPosition: Vector3): void;
  103057. /**
  103058. * Sets the local direction of the emitter if spatial sound is enabled
  103059. * @param newLocalDirection Defines the new local direction
  103060. */
  103061. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  103062. private _updateDirection;
  103063. /** @hidden */
  103064. updateDistanceFromListener(): void;
  103065. /**
  103066. * Sets a new custom attenuation function for the sound.
  103067. * @param callback Defines the function used for the attenuation
  103068. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103069. */
  103070. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  103071. /**
  103072. * Play the sound
  103073. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  103074. * @param offset (optional) Start the sound at a specific time in seconds
  103075. * @param length (optional) Sound duration (in seconds)
  103076. */
  103077. play(time?: number, offset?: number, length?: number): void;
  103078. private _onended;
  103079. /**
  103080. * Stop the sound
  103081. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  103082. */
  103083. stop(time?: number): void;
  103084. /**
  103085. * Put the sound in pause
  103086. */
  103087. pause(): void;
  103088. /**
  103089. * Sets a dedicated volume for this sounds
  103090. * @param newVolume Define the new volume of the sound
  103091. * @param time Define time for gradual change to new volume
  103092. */
  103093. setVolume(newVolume: number, time?: number): void;
  103094. /**
  103095. * Set the sound play back rate
  103096. * @param newPlaybackRate Define the playback rate the sound should be played at
  103097. */
  103098. setPlaybackRate(newPlaybackRate: number): void;
  103099. /**
  103100. * Gets the volume of the sound.
  103101. * @returns the volume of the sound
  103102. */
  103103. getVolume(): number;
  103104. /**
  103105. * Attach the sound to a dedicated mesh
  103106. * @param transformNode The transform node to connect the sound with
  103107. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103108. */
  103109. attachToMesh(transformNode: TransformNode): void;
  103110. /**
  103111. * Detach the sound from the previously attached mesh
  103112. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103113. */
  103114. detachFromMesh(): void;
  103115. private _onRegisterAfterWorldMatrixUpdate;
  103116. /**
  103117. * Clone the current sound in the scene.
  103118. * @returns the new sound clone
  103119. */
  103120. clone(): Nullable<Sound>;
  103121. /**
  103122. * Gets the current underlying audio buffer containing the data
  103123. * @returns the audio buffer
  103124. */
  103125. getAudioBuffer(): Nullable<AudioBuffer>;
  103126. /**
  103127. * Serializes the Sound in a JSON representation
  103128. * @returns the JSON representation of the sound
  103129. */
  103130. serialize(): any;
  103131. /**
  103132. * Parse a JSON representation of a sound to innstantiate in a given scene
  103133. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  103134. * @param scene Define the scene the new parsed sound should be created in
  103135. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  103136. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  103137. * @returns the newly parsed sound
  103138. */
  103139. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  103140. }
  103141. }
  103142. declare module BABYLON {
  103143. /**
  103144. * This defines an action helpful to play a defined sound on a triggered action.
  103145. */
  103146. export class PlaySoundAction extends Action {
  103147. private _sound;
  103148. /**
  103149. * Instantiate the action
  103150. * @param triggerOptions defines the trigger options
  103151. * @param sound defines the sound to play
  103152. * @param condition defines the trigger related conditions
  103153. */
  103154. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103155. /** @hidden */
  103156. _prepare(): void;
  103157. /**
  103158. * Execute the action and play the sound.
  103159. */
  103160. execute(): void;
  103161. /**
  103162. * Serializes the actions and its related information.
  103163. * @param parent defines the object to serialize in
  103164. * @returns the serialized object
  103165. */
  103166. serialize(parent: any): any;
  103167. }
  103168. /**
  103169. * This defines an action helpful to stop a defined sound on a triggered action.
  103170. */
  103171. export class StopSoundAction extends Action {
  103172. private _sound;
  103173. /**
  103174. * Instantiate the action
  103175. * @param triggerOptions defines the trigger options
  103176. * @param sound defines the sound to stop
  103177. * @param condition defines the trigger related conditions
  103178. */
  103179. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103180. /** @hidden */
  103181. _prepare(): void;
  103182. /**
  103183. * Execute the action and stop the sound.
  103184. */
  103185. execute(): void;
  103186. /**
  103187. * Serializes the actions and its related information.
  103188. * @param parent defines the object to serialize in
  103189. * @returns the serialized object
  103190. */
  103191. serialize(parent: any): any;
  103192. }
  103193. }
  103194. declare module BABYLON {
  103195. /**
  103196. * This defines an action responsible to change the value of a property
  103197. * by interpolating between its current value and the newly set one once triggered.
  103198. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  103199. */
  103200. export class InterpolateValueAction extends Action {
  103201. /**
  103202. * Defines the path of the property where the value should be interpolated
  103203. */
  103204. propertyPath: string;
  103205. /**
  103206. * Defines the target value at the end of the interpolation.
  103207. */
  103208. value: any;
  103209. /**
  103210. * Defines the time it will take for the property to interpolate to the value.
  103211. */
  103212. duration: number;
  103213. /**
  103214. * Defines if the other scene animations should be stopped when the action has been triggered
  103215. */
  103216. stopOtherAnimations?: boolean;
  103217. /**
  103218. * Defines a callback raised once the interpolation animation has been done.
  103219. */
  103220. onInterpolationDone?: () => void;
  103221. /**
  103222. * Observable triggered once the interpolation animation has been done.
  103223. */
  103224. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  103225. private _target;
  103226. private _effectiveTarget;
  103227. private _property;
  103228. /**
  103229. * Instantiate the action
  103230. * @param triggerOptions defines the trigger options
  103231. * @param target defines the object containing the value to interpolate
  103232. * @param propertyPath defines the path to the property in the target object
  103233. * @param value defines the target value at the end of the interpolation
  103234. * @param duration deines the time it will take for the property to interpolate to the value.
  103235. * @param condition defines the trigger related conditions
  103236. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  103237. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  103238. */
  103239. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  103240. /** @hidden */
  103241. _prepare(): void;
  103242. /**
  103243. * Execute the action starts the value interpolation.
  103244. */
  103245. execute(): void;
  103246. /**
  103247. * Serializes the actions and its related information.
  103248. * @param parent defines the object to serialize in
  103249. * @returns the serialized object
  103250. */
  103251. serialize(parent: any): any;
  103252. }
  103253. }
  103254. declare module BABYLON {
  103255. /**
  103256. * Options allowed during the creation of a sound track.
  103257. */
  103258. export interface ISoundTrackOptions {
  103259. /**
  103260. * The volume the sound track should take during creation
  103261. */
  103262. volume?: number;
  103263. /**
  103264. * Define if the sound track is the main sound track of the scene
  103265. */
  103266. mainTrack?: boolean;
  103267. }
  103268. /**
  103269. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  103270. * It will be also used in a future release to apply effects on a specific track.
  103271. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103272. */
  103273. export class SoundTrack {
  103274. /**
  103275. * The unique identifier of the sound track in the scene.
  103276. */
  103277. id: number;
  103278. /**
  103279. * The list of sounds included in the sound track.
  103280. */
  103281. soundCollection: Array<Sound>;
  103282. private _outputAudioNode;
  103283. private _scene;
  103284. private _isMainTrack;
  103285. private _connectedAnalyser;
  103286. private _options;
  103287. private _isInitialized;
  103288. /**
  103289. * Creates a new sound track.
  103290. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103291. * @param scene Define the scene the sound track belongs to
  103292. * @param options
  103293. */
  103294. constructor(scene: Scene, options?: ISoundTrackOptions);
  103295. private _initializeSoundTrackAudioGraph;
  103296. /**
  103297. * Release the sound track and its associated resources
  103298. */
  103299. dispose(): void;
  103300. /**
  103301. * Adds a sound to this sound track
  103302. * @param sound define the cound to add
  103303. * @ignoreNaming
  103304. */
  103305. AddSound(sound: Sound): void;
  103306. /**
  103307. * Removes a sound to this sound track
  103308. * @param sound define the cound to remove
  103309. * @ignoreNaming
  103310. */
  103311. RemoveSound(sound: Sound): void;
  103312. /**
  103313. * Set a global volume for the full sound track.
  103314. * @param newVolume Define the new volume of the sound track
  103315. */
  103316. setVolume(newVolume: number): void;
  103317. /**
  103318. * Switch the panning model to HRTF:
  103319. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103320. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103321. */
  103322. switchPanningModelToHRTF(): void;
  103323. /**
  103324. * Switch the panning model to Equal Power:
  103325. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103326. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103327. */
  103328. switchPanningModelToEqualPower(): void;
  103329. /**
  103330. * Connect the sound track to an audio analyser allowing some amazing
  103331. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  103332. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  103333. * @param analyser The analyser to connect to the engine
  103334. */
  103335. connectToAnalyser(analyser: Analyser): void;
  103336. }
  103337. }
  103338. declare module BABYLON {
  103339. interface AbstractScene {
  103340. /**
  103341. * The list of sounds used in the scene.
  103342. */
  103343. sounds: Nullable<Array<Sound>>;
  103344. }
  103345. interface Scene {
  103346. /**
  103347. * @hidden
  103348. * Backing field
  103349. */
  103350. _mainSoundTrack: SoundTrack;
  103351. /**
  103352. * The main sound track played by the scene.
  103353. * It cotains your primary collection of sounds.
  103354. */
  103355. mainSoundTrack: SoundTrack;
  103356. /**
  103357. * The list of sound tracks added to the scene
  103358. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103359. */
  103360. soundTracks: Nullable<Array<SoundTrack>>;
  103361. /**
  103362. * Gets a sound using a given name
  103363. * @param name defines the name to search for
  103364. * @return the found sound or null if not found at all.
  103365. */
  103366. getSoundByName(name: string): Nullable<Sound>;
  103367. /**
  103368. * Gets or sets if audio support is enabled
  103369. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103370. */
  103371. audioEnabled: boolean;
  103372. /**
  103373. * Gets or sets if audio will be output to headphones
  103374. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103375. */
  103376. headphone: boolean;
  103377. /**
  103378. * Gets or sets custom audio listener position provider
  103379. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103380. */
  103381. audioListenerPositionProvider: Nullable<() => Vector3>;
  103382. /**
  103383. * Gets or sets a refresh rate when using 3D audio positioning
  103384. */
  103385. audioPositioningRefreshRate: number;
  103386. }
  103387. /**
  103388. * Defines the sound scene component responsible to manage any sounds
  103389. * in a given scene.
  103390. */
  103391. export class AudioSceneComponent implements ISceneSerializableComponent {
  103392. /**
  103393. * The component name helpfull to identify the component in the list of scene components.
  103394. */
  103395. readonly name: string;
  103396. /**
  103397. * The scene the component belongs to.
  103398. */
  103399. scene: Scene;
  103400. private _audioEnabled;
  103401. /**
  103402. * Gets whether audio is enabled or not.
  103403. * Please use related enable/disable method to switch state.
  103404. */
  103405. readonly audioEnabled: boolean;
  103406. private _headphone;
  103407. /**
  103408. * Gets whether audio is outputing to headphone or not.
  103409. * Please use the according Switch methods to change output.
  103410. */
  103411. readonly headphone: boolean;
  103412. /**
  103413. * Gets or sets a refresh rate when using 3D audio positioning
  103414. */
  103415. audioPositioningRefreshRate: number;
  103416. private _audioListenerPositionProvider;
  103417. /**
  103418. * Gets the current audio listener position provider
  103419. */
  103420. /**
  103421. * Sets a custom listener position for all sounds in the scene
  103422. * By default, this is the position of the first active camera
  103423. */
  103424. audioListenerPositionProvider: Nullable<() => Vector3>;
  103425. /**
  103426. * Creates a new instance of the component for the given scene
  103427. * @param scene Defines the scene to register the component in
  103428. */
  103429. constructor(scene: Scene);
  103430. /**
  103431. * Registers the component in a given scene
  103432. */
  103433. register(): void;
  103434. /**
  103435. * Rebuilds the elements related to this component in case of
  103436. * context lost for instance.
  103437. */
  103438. rebuild(): void;
  103439. /**
  103440. * Serializes the component data to the specified json object
  103441. * @param serializationObject The object to serialize to
  103442. */
  103443. serialize(serializationObject: any): void;
  103444. /**
  103445. * Adds all the elements from the container to the scene
  103446. * @param container the container holding the elements
  103447. */
  103448. addFromContainer(container: AbstractScene): void;
  103449. /**
  103450. * Removes all the elements in the container from the scene
  103451. * @param container contains the elements to remove
  103452. * @param dispose if the removed element should be disposed (default: false)
  103453. */
  103454. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  103455. /**
  103456. * Disposes the component and the associated ressources.
  103457. */
  103458. dispose(): void;
  103459. /**
  103460. * Disables audio in the associated scene.
  103461. */
  103462. disableAudio(): void;
  103463. /**
  103464. * Enables audio in the associated scene.
  103465. */
  103466. enableAudio(): void;
  103467. /**
  103468. * Switch audio to headphone output.
  103469. */
  103470. switchAudioModeForHeadphones(): void;
  103471. /**
  103472. * Switch audio to normal speakers.
  103473. */
  103474. switchAudioModeForNormalSpeakers(): void;
  103475. private _cachedCameraDirection;
  103476. private _cachedCameraPosition;
  103477. private _lastCheck;
  103478. private _afterRender;
  103479. }
  103480. }
  103481. declare module BABYLON {
  103482. /**
  103483. * Wraps one or more Sound objects and selects one with random weight for playback.
  103484. */
  103485. export class WeightedSound {
  103486. /** When true a Sound will be selected and played when the current playing Sound completes. */
  103487. loop: boolean;
  103488. private _coneInnerAngle;
  103489. private _coneOuterAngle;
  103490. private _volume;
  103491. /** A Sound is currently playing. */
  103492. isPlaying: boolean;
  103493. /** A Sound is currently paused. */
  103494. isPaused: boolean;
  103495. private _sounds;
  103496. private _weights;
  103497. private _currentIndex?;
  103498. /**
  103499. * Creates a new WeightedSound from the list of sounds given.
  103500. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  103501. * @param sounds Array of Sounds that will be selected from.
  103502. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  103503. */
  103504. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  103505. /**
  103506. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  103507. */
  103508. /**
  103509. * The size of cone in degress for a directional sound in which there will be no attenuation.
  103510. */
  103511. directionalConeInnerAngle: number;
  103512. /**
  103513. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103514. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103515. */
  103516. /**
  103517. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  103518. * Listener angles between innerAngle and outerAngle will falloff linearly.
  103519. */
  103520. directionalConeOuterAngle: number;
  103521. /**
  103522. * Playback volume.
  103523. */
  103524. /**
  103525. * Playback volume.
  103526. */
  103527. volume: number;
  103528. private _onended;
  103529. /**
  103530. * Suspend playback
  103531. */
  103532. pause(): void;
  103533. /**
  103534. * Stop playback
  103535. */
  103536. stop(): void;
  103537. /**
  103538. * Start playback.
  103539. * @param startOffset Position the clip head at a specific time in seconds.
  103540. */
  103541. play(startOffset?: number): void;
  103542. }
  103543. }
  103544. declare module BABYLON {
  103545. /**
  103546. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  103547. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  103548. */
  103549. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  103550. /**
  103551. * Gets the name of the behavior.
  103552. */
  103553. readonly name: string;
  103554. /**
  103555. * The easing function used by animations
  103556. */
  103557. static EasingFunction: BackEase;
  103558. /**
  103559. * The easing mode used by animations
  103560. */
  103561. static EasingMode: number;
  103562. /**
  103563. * The duration of the animation, in milliseconds
  103564. */
  103565. transitionDuration: number;
  103566. /**
  103567. * Length of the distance animated by the transition when lower radius is reached
  103568. */
  103569. lowerRadiusTransitionRange: number;
  103570. /**
  103571. * Length of the distance animated by the transition when upper radius is reached
  103572. */
  103573. upperRadiusTransitionRange: number;
  103574. private _autoTransitionRange;
  103575. /**
  103576. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103577. */
  103578. /**
  103579. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  103580. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  103581. */
  103582. autoTransitionRange: boolean;
  103583. private _attachedCamera;
  103584. private _onAfterCheckInputsObserver;
  103585. private _onMeshTargetChangedObserver;
  103586. /**
  103587. * Initializes the behavior.
  103588. */
  103589. init(): void;
  103590. /**
  103591. * Attaches the behavior to its arc rotate camera.
  103592. * @param camera Defines the camera to attach the behavior to
  103593. */
  103594. attach(camera: ArcRotateCamera): void;
  103595. /**
  103596. * Detaches the behavior from its current arc rotate camera.
  103597. */
  103598. detach(): void;
  103599. private _radiusIsAnimating;
  103600. private _radiusBounceTransition;
  103601. private _animatables;
  103602. private _cachedWheelPrecision;
  103603. /**
  103604. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  103605. * @param radiusLimit The limit to check against.
  103606. * @return Bool to indicate if at limit.
  103607. */
  103608. private _isRadiusAtLimit;
  103609. /**
  103610. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  103611. * @param radiusDelta The delta by which to animate to. Can be negative.
  103612. */
  103613. private _applyBoundRadiusAnimation;
  103614. /**
  103615. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  103616. */
  103617. protected _clearAnimationLocks(): void;
  103618. /**
  103619. * Stops and removes all animations that have been applied to the camera
  103620. */
  103621. stopAllAnimations(): void;
  103622. }
  103623. }
  103624. declare module BABYLON {
  103625. /**
  103626. * 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.
  103627. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  103628. */
  103629. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  103630. /**
  103631. * Gets the name of the behavior.
  103632. */
  103633. readonly name: string;
  103634. private _mode;
  103635. private _radiusScale;
  103636. private _positionScale;
  103637. private _defaultElevation;
  103638. private _elevationReturnTime;
  103639. private _elevationReturnWaitTime;
  103640. private _zoomStopsAnimation;
  103641. private _framingTime;
  103642. /**
  103643. * The easing function used by animations
  103644. */
  103645. static EasingFunction: ExponentialEase;
  103646. /**
  103647. * The easing mode used by animations
  103648. */
  103649. static EasingMode: number;
  103650. /**
  103651. * Sets the current mode used by the behavior
  103652. */
  103653. /**
  103654. * Gets current mode used by the behavior.
  103655. */
  103656. mode: number;
  103657. /**
  103658. * Sets the scale applied to the radius (1 by default)
  103659. */
  103660. /**
  103661. * Gets the scale applied to the radius
  103662. */
  103663. radiusScale: number;
  103664. /**
  103665. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103666. */
  103667. /**
  103668. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  103669. */
  103670. positionScale: number;
  103671. /**
  103672. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103673. * behaviour is triggered, in radians.
  103674. */
  103675. /**
  103676. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  103677. * behaviour is triggered, in radians.
  103678. */
  103679. defaultElevation: number;
  103680. /**
  103681. * Sets the time (in milliseconds) taken to return to the default beta position.
  103682. * Negative value indicates camera should not return to default.
  103683. */
  103684. /**
  103685. * Gets the time (in milliseconds) taken to return to the default beta position.
  103686. * Negative value indicates camera should not return to default.
  103687. */
  103688. elevationReturnTime: number;
  103689. /**
  103690. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103691. */
  103692. /**
  103693. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  103694. */
  103695. elevationReturnWaitTime: number;
  103696. /**
  103697. * Sets the flag that indicates if user zooming should stop animation.
  103698. */
  103699. /**
  103700. * Gets the flag that indicates if user zooming should stop animation.
  103701. */
  103702. zoomStopsAnimation: boolean;
  103703. /**
  103704. * Sets the transition time when framing the mesh, in milliseconds
  103705. */
  103706. /**
  103707. * Gets the transition time when framing the mesh, in milliseconds
  103708. */
  103709. framingTime: number;
  103710. /**
  103711. * Define if the behavior should automatically change the configured
  103712. * camera limits and sensibilities.
  103713. */
  103714. autoCorrectCameraLimitsAndSensibility: boolean;
  103715. private _onPrePointerObservableObserver;
  103716. private _onAfterCheckInputsObserver;
  103717. private _onMeshTargetChangedObserver;
  103718. private _attachedCamera;
  103719. private _isPointerDown;
  103720. private _lastInteractionTime;
  103721. /**
  103722. * Initializes the behavior.
  103723. */
  103724. init(): void;
  103725. /**
  103726. * Attaches the behavior to its arc rotate camera.
  103727. * @param camera Defines the camera to attach the behavior to
  103728. */
  103729. attach(camera: ArcRotateCamera): void;
  103730. /**
  103731. * Detaches the behavior from its current arc rotate camera.
  103732. */
  103733. detach(): void;
  103734. private _animatables;
  103735. private _betaIsAnimating;
  103736. private _betaTransition;
  103737. private _radiusTransition;
  103738. private _vectorTransition;
  103739. /**
  103740. * Targets the given mesh and updates zoom level accordingly.
  103741. * @param mesh The mesh to target.
  103742. * @param radius Optional. If a cached radius position already exists, overrides default.
  103743. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103744. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103745. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103746. */
  103747. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103748. /**
  103749. * Targets the given mesh with its children and updates zoom level accordingly.
  103750. * @param mesh The mesh to target.
  103751. * @param radius Optional. If a cached radius position already exists, overrides default.
  103752. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103753. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103754. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103755. */
  103756. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103757. /**
  103758. * Targets the given meshes with their children and updates zoom level accordingly.
  103759. * @param meshes The mesh to target.
  103760. * @param radius Optional. If a cached radius position already exists, overrides default.
  103761. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  103762. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103763. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103764. */
  103765. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103766. /**
  103767. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  103768. * @param minimumWorld Determines the smaller position of the bounding box extend
  103769. * @param maximumWorld Determines the bigger position of the bounding box extend
  103770. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  103771. * @param onAnimationEnd Callback triggered at the end of the framing animation
  103772. */
  103773. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  103774. /**
  103775. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  103776. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  103777. * frustum width.
  103778. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  103779. * to fully enclose the mesh in the viewing frustum.
  103780. */
  103781. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  103782. /**
  103783. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  103784. * is automatically returned to its default position (expected to be above ground plane).
  103785. */
  103786. private _maintainCameraAboveGround;
  103787. /**
  103788. * Returns the frustum slope based on the canvas ratio and camera FOV
  103789. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  103790. */
  103791. private _getFrustumSlope;
  103792. /**
  103793. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  103794. */
  103795. private _clearAnimationLocks;
  103796. /**
  103797. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  103798. */
  103799. private _applyUserInteraction;
  103800. /**
  103801. * Stops and removes all animations that have been applied to the camera
  103802. */
  103803. stopAllAnimations(): void;
  103804. /**
  103805. * Gets a value indicating if the user is moving the camera
  103806. */
  103807. readonly isUserIsMoving: boolean;
  103808. /**
  103809. * The camera can move all the way towards the mesh.
  103810. */
  103811. static IgnoreBoundsSizeMode: number;
  103812. /**
  103813. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  103814. */
  103815. static FitFrustumSidesMode: number;
  103816. }
  103817. }
  103818. declare module BABYLON {
  103819. /**
  103820. * Base class for Camera Pointer Inputs.
  103821. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  103822. * for example usage.
  103823. */
  103824. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  103825. /**
  103826. * Defines the camera the input is attached to.
  103827. */
  103828. abstract camera: Camera;
  103829. /**
  103830. * Whether keyboard modifier keys are pressed at time of last mouse event.
  103831. */
  103832. protected _altKey: boolean;
  103833. protected _ctrlKey: boolean;
  103834. protected _metaKey: boolean;
  103835. protected _shiftKey: boolean;
  103836. /**
  103837. * Which mouse buttons were pressed at time of last mouse event.
  103838. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  103839. */
  103840. protected _buttonsPressed: number;
  103841. /**
  103842. * Defines the buttons associated with the input to handle camera move.
  103843. */
  103844. buttons: number[];
  103845. /**
  103846. * Attach the input controls to a specific dom element to get the input from.
  103847. * @param element Defines the element the controls should be listened from
  103848. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103849. */
  103850. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103851. /**
  103852. * Detach the current controls from the specified dom element.
  103853. * @param element Defines the element to stop listening the inputs from
  103854. */
  103855. detachControl(element: Nullable<HTMLElement>): void;
  103856. /**
  103857. * Gets the class name of the current input.
  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. * Called on pointer POINTERDOUBLETAP event.
  103868. * Override this method to provide functionality on POINTERDOUBLETAP event.
  103869. */
  103870. protected onDoubleTap(type: string): void;
  103871. /**
  103872. * Called on pointer POINTERMOVE event if only a single touch is active.
  103873. * Override this method to provide functionality.
  103874. */
  103875. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103876. /**
  103877. * Called on pointer POINTERMOVE event if multiple touches are active.
  103878. * Override this method to provide functionality.
  103879. */
  103880. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103881. /**
  103882. * Called on JS contextmenu event.
  103883. * Override this method to provide functionality.
  103884. */
  103885. protected onContextMenu(evt: PointerEvent): void;
  103886. /**
  103887. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103888. * press.
  103889. * Override this method to provide functionality.
  103890. */
  103891. protected onButtonDown(evt: PointerEvent): void;
  103892. /**
  103893. * Called each time a new POINTERUP event occurs. Ie, for each button
  103894. * release.
  103895. * Override this method to provide functionality.
  103896. */
  103897. protected onButtonUp(evt: PointerEvent): void;
  103898. /**
  103899. * Called when window becomes inactive.
  103900. * Override this method to provide functionality.
  103901. */
  103902. protected onLostFocus(): void;
  103903. private _pointerInput;
  103904. private _observer;
  103905. private _onLostFocus;
  103906. private pointA;
  103907. private pointB;
  103908. }
  103909. }
  103910. declare module BABYLON {
  103911. /**
  103912. * Manage the pointers inputs to control an arc rotate camera.
  103913. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103914. */
  103915. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  103916. /**
  103917. * Defines the camera the input is attached to.
  103918. */
  103919. camera: ArcRotateCamera;
  103920. /**
  103921. * Gets the class name of the current input.
  103922. * @returns the class name
  103923. */
  103924. getClassName(): string;
  103925. /**
  103926. * Defines the buttons associated with the input to handle camera move.
  103927. */
  103928. buttons: number[];
  103929. /**
  103930. * Defines the pointer angular sensibility along the X axis or how fast is
  103931. * the camera rotating.
  103932. */
  103933. angularSensibilityX: number;
  103934. /**
  103935. * Defines the pointer angular sensibility along the Y axis or how fast is
  103936. * the camera rotating.
  103937. */
  103938. angularSensibilityY: number;
  103939. /**
  103940. * Defines the pointer pinch precision or how fast is the camera zooming.
  103941. */
  103942. pinchPrecision: number;
  103943. /**
  103944. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103945. * from 0.
  103946. * It defines the percentage of current camera.radius to use as delta when
  103947. * pinch zoom is used.
  103948. */
  103949. pinchDeltaPercentage: number;
  103950. /**
  103951. * Defines the pointer panning sensibility or how fast is the camera moving.
  103952. */
  103953. panningSensibility: number;
  103954. /**
  103955. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  103956. */
  103957. multiTouchPanning: boolean;
  103958. /**
  103959. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  103960. * zoom (pinch) through multitouch.
  103961. */
  103962. multiTouchPanAndZoom: boolean;
  103963. /**
  103964. * Revers pinch action direction.
  103965. */
  103966. pinchInwards: boolean;
  103967. private _isPanClick;
  103968. private _twoFingerActivityCount;
  103969. private _isPinching;
  103970. /**
  103971. * Called on pointer POINTERMOVE event if only a single touch is active.
  103972. */
  103973. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103974. /**
  103975. * Called on pointer POINTERDOUBLETAP event.
  103976. */
  103977. protected onDoubleTap(type: string): void;
  103978. /**
  103979. * Called on pointer POINTERMOVE event if multiple touches are active.
  103980. */
  103981. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103982. /**
  103983. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  103984. * press.
  103985. */
  103986. protected onButtonDown(evt: PointerEvent): void;
  103987. /**
  103988. * Called each time a new POINTERUP event occurs. Ie, for each button
  103989. * release.
  103990. */
  103991. protected onButtonUp(evt: PointerEvent): void;
  103992. /**
  103993. * Called when window becomes inactive.
  103994. */
  103995. protected onLostFocus(): void;
  103996. }
  103997. }
  103998. declare module BABYLON {
  103999. /**
  104000. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  104001. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104002. */
  104003. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  104004. /**
  104005. * Defines the camera the input is attached to.
  104006. */
  104007. camera: ArcRotateCamera;
  104008. /**
  104009. * Defines the list of key codes associated with the up action (increase alpha)
  104010. */
  104011. keysUp: number[];
  104012. /**
  104013. * Defines the list of key codes associated with the down action (decrease alpha)
  104014. */
  104015. keysDown: number[];
  104016. /**
  104017. * Defines the list of key codes associated with the left action (increase beta)
  104018. */
  104019. keysLeft: number[];
  104020. /**
  104021. * Defines the list of key codes associated with the right action (decrease beta)
  104022. */
  104023. keysRight: number[];
  104024. /**
  104025. * Defines the list of key codes associated with the reset action.
  104026. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104027. */
  104028. keysReset: number[];
  104029. /**
  104030. * Defines the panning sensibility of the inputs.
  104031. * (How fast is the camera paning)
  104032. */
  104033. panningSensibility: number;
  104034. /**
  104035. * Defines the zooming sensibility of the inputs.
  104036. * (How fast is the camera zooming)
  104037. */
  104038. zoomingSensibility: number;
  104039. /**
  104040. * Defines wether maintaining the alt key down switch the movement mode from
  104041. * orientation to zoom.
  104042. */
  104043. useAltToZoom: boolean;
  104044. /**
  104045. * Rotation speed of the camera
  104046. */
  104047. angularSpeed: number;
  104048. private _keys;
  104049. private _ctrlPressed;
  104050. private _altPressed;
  104051. private _onCanvasBlurObserver;
  104052. private _onKeyboardObserver;
  104053. private _engine;
  104054. private _scene;
  104055. /**
  104056. * Attach the input controls to a specific dom element to get the input from.
  104057. * @param element Defines the element the controls should be listened from
  104058. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104059. */
  104060. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104061. /**
  104062. * Detach the current controls from the specified dom element.
  104063. * @param element Defines the element to stop listening the inputs from
  104064. */
  104065. detachControl(element: Nullable<HTMLElement>): void;
  104066. /**
  104067. * Update the current camera state depending on the inputs that have been used this frame.
  104068. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104069. */
  104070. checkInputs(): void;
  104071. /**
  104072. * Gets the class name of the current intput.
  104073. * @returns the class name
  104074. */
  104075. getClassName(): string;
  104076. /**
  104077. * Get the friendly name associated with the input class.
  104078. * @returns the input friendly name
  104079. */
  104080. getSimpleName(): string;
  104081. }
  104082. }
  104083. declare module BABYLON {
  104084. /**
  104085. * Manage the mouse wheel inputs to control an arc rotate camera.
  104086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104087. */
  104088. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  104089. /**
  104090. * Defines the camera the input is attached to.
  104091. */
  104092. camera: ArcRotateCamera;
  104093. /**
  104094. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104095. */
  104096. wheelPrecision: number;
  104097. /**
  104098. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  104099. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  104100. */
  104101. wheelDeltaPercentage: number;
  104102. private _wheel;
  104103. private _observer;
  104104. private computeDeltaFromMouseWheelLegacyEvent;
  104105. /**
  104106. * Attach the input controls to a specific dom element to get the input from.
  104107. * @param element Defines the element the controls should be listened from
  104108. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104109. */
  104110. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104111. /**
  104112. * Detach the current controls from the specified dom element.
  104113. * @param element Defines the element to stop listening the inputs from
  104114. */
  104115. detachControl(element: Nullable<HTMLElement>): void;
  104116. /**
  104117. * Gets the class name of the current intput.
  104118. * @returns the class name
  104119. */
  104120. getClassName(): string;
  104121. /**
  104122. * Get the friendly name associated with the input class.
  104123. * @returns the input friendly name
  104124. */
  104125. getSimpleName(): string;
  104126. }
  104127. }
  104128. declare module BABYLON {
  104129. /**
  104130. * Default Inputs manager for the ArcRotateCamera.
  104131. * It groups all the default supported inputs for ease of use.
  104132. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104133. */
  104134. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  104135. /**
  104136. * Instantiates a new ArcRotateCameraInputsManager.
  104137. * @param camera Defines the camera the inputs belong to
  104138. */
  104139. constructor(camera: ArcRotateCamera);
  104140. /**
  104141. * Add mouse wheel input support to the input manager.
  104142. * @returns the current input manager
  104143. */
  104144. addMouseWheel(): ArcRotateCameraInputsManager;
  104145. /**
  104146. * Add pointers input support to the input manager.
  104147. * @returns the current input manager
  104148. */
  104149. addPointers(): ArcRotateCameraInputsManager;
  104150. /**
  104151. * Add keyboard input support to the input manager.
  104152. * @returns the current input manager
  104153. */
  104154. addKeyboard(): ArcRotateCameraInputsManager;
  104155. }
  104156. }
  104157. declare module BABYLON {
  104158. /**
  104159. * This represents an orbital type of camera.
  104160. *
  104161. * 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.
  104162. * 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.
  104163. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  104164. */
  104165. export class ArcRotateCamera extends TargetCamera {
  104166. /**
  104167. * Defines the rotation angle of the camera along the longitudinal axis.
  104168. */
  104169. alpha: number;
  104170. /**
  104171. * Defines the rotation angle of the camera along the latitudinal axis.
  104172. */
  104173. beta: number;
  104174. /**
  104175. * Defines the radius of the camera from it s target point.
  104176. */
  104177. radius: number;
  104178. protected _target: Vector3;
  104179. protected _targetHost: Nullable<AbstractMesh>;
  104180. /**
  104181. * Defines the target point of the camera.
  104182. * The camera looks towards it form the radius distance.
  104183. */
  104184. target: Vector3;
  104185. /**
  104186. * Define the current local position of the camera in the scene
  104187. */
  104188. position: Vector3;
  104189. protected _upVector: Vector3;
  104190. protected _upToYMatrix: Matrix;
  104191. protected _YToUpMatrix: Matrix;
  104192. /**
  104193. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  104194. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  104195. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  104196. */
  104197. upVector: Vector3;
  104198. /**
  104199. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  104200. */
  104201. setMatUp(): void;
  104202. /**
  104203. * Current inertia value on the longitudinal axis.
  104204. * The bigger this number the longer it will take for the camera to stop.
  104205. */
  104206. inertialAlphaOffset: number;
  104207. /**
  104208. * Current inertia value on the latitudinal axis.
  104209. * The bigger this number the longer it will take for the camera to stop.
  104210. */
  104211. inertialBetaOffset: number;
  104212. /**
  104213. * Current inertia value on the radius axis.
  104214. * The bigger this number the longer it will take for the camera to stop.
  104215. */
  104216. inertialRadiusOffset: number;
  104217. /**
  104218. * Minimum allowed angle on the longitudinal axis.
  104219. * This can help limiting how the Camera is able to move in the scene.
  104220. */
  104221. lowerAlphaLimit: Nullable<number>;
  104222. /**
  104223. * Maximum allowed angle on the longitudinal axis.
  104224. * This can help limiting how the Camera is able to move in the scene.
  104225. */
  104226. upperAlphaLimit: Nullable<number>;
  104227. /**
  104228. * Minimum allowed angle on the latitudinal axis.
  104229. * This can help limiting how the Camera is able to move in the scene.
  104230. */
  104231. lowerBetaLimit: number;
  104232. /**
  104233. * Maximum allowed angle on the latitudinal axis.
  104234. * This can help limiting how the Camera is able to move in the scene.
  104235. */
  104236. upperBetaLimit: number;
  104237. /**
  104238. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  104239. * This can help limiting how the Camera is able to move in the scene.
  104240. */
  104241. lowerRadiusLimit: Nullable<number>;
  104242. /**
  104243. * Maximum allowed distance of the camera to the target (The camera can not get further).
  104244. * This can help limiting how the Camera is able to move in the scene.
  104245. */
  104246. upperRadiusLimit: Nullable<number>;
  104247. /**
  104248. * Defines the current inertia value used during panning of the camera along the X axis.
  104249. */
  104250. inertialPanningX: number;
  104251. /**
  104252. * Defines the current inertia value used during panning of the camera along the Y axis.
  104253. */
  104254. inertialPanningY: number;
  104255. /**
  104256. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  104257. * Basically if your fingers moves away from more than this distance you will be considered
  104258. * in pinch mode.
  104259. */
  104260. pinchToPanMaxDistance: number;
  104261. /**
  104262. * Defines the maximum distance the camera can pan.
  104263. * This could help keeping the cammera always in your scene.
  104264. */
  104265. panningDistanceLimit: Nullable<number>;
  104266. /**
  104267. * Defines the target of the camera before paning.
  104268. */
  104269. panningOriginTarget: Vector3;
  104270. /**
  104271. * Defines the value of the inertia used during panning.
  104272. * 0 would mean stop inertia and one would mean no decelleration at all.
  104273. */
  104274. panningInertia: number;
  104275. /**
  104276. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  104277. */
  104278. angularSensibilityX: number;
  104279. /**
  104280. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  104281. */
  104282. angularSensibilityY: number;
  104283. /**
  104284. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  104285. */
  104286. pinchPrecision: number;
  104287. /**
  104288. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  104289. * It will be used instead of pinchDeltaPrecision if different from 0.
  104290. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104291. */
  104292. pinchDeltaPercentage: number;
  104293. /**
  104294. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  104295. */
  104296. panningSensibility: number;
  104297. /**
  104298. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  104299. */
  104300. keysUp: number[];
  104301. /**
  104302. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  104303. */
  104304. keysDown: number[];
  104305. /**
  104306. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  104307. */
  104308. keysLeft: number[];
  104309. /**
  104310. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  104311. */
  104312. keysRight: number[];
  104313. /**
  104314. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104315. */
  104316. wheelPrecision: number;
  104317. /**
  104318. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  104319. * It will be used instead of pinchDeltaPrecision if different from 0.
  104320. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104321. */
  104322. wheelDeltaPercentage: number;
  104323. /**
  104324. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  104325. */
  104326. zoomOnFactor: number;
  104327. /**
  104328. * Defines a screen offset for the camera position.
  104329. */
  104330. targetScreenOffset: Vector2;
  104331. /**
  104332. * Allows the camera to be completely reversed.
  104333. * If false the camera can not arrive upside down.
  104334. */
  104335. allowUpsideDown: boolean;
  104336. /**
  104337. * Define if double tap/click is used to restore the previously saved state of the camera.
  104338. */
  104339. useInputToRestoreState: boolean;
  104340. /** @hidden */
  104341. _viewMatrix: Matrix;
  104342. /** @hidden */
  104343. _useCtrlForPanning: boolean;
  104344. /** @hidden */
  104345. _panningMouseButton: number;
  104346. /**
  104347. * Defines the input associated to the camera.
  104348. */
  104349. inputs: ArcRotateCameraInputsManager;
  104350. /** @hidden */
  104351. _reset: () => void;
  104352. /**
  104353. * Defines the allowed panning axis.
  104354. */
  104355. panningAxis: Vector3;
  104356. protected _localDirection: Vector3;
  104357. protected _transformedDirection: Vector3;
  104358. private _bouncingBehavior;
  104359. /**
  104360. * Gets the bouncing behavior of the camera if it has been enabled.
  104361. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104362. */
  104363. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  104364. /**
  104365. * Defines if the bouncing behavior of the camera is enabled on the camera.
  104366. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104367. */
  104368. useBouncingBehavior: boolean;
  104369. private _framingBehavior;
  104370. /**
  104371. * Gets the framing behavior of the camera if it has been enabled.
  104372. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104373. */
  104374. readonly framingBehavior: Nullable<FramingBehavior>;
  104375. /**
  104376. * Defines if the framing behavior of the camera is enabled on the camera.
  104377. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104378. */
  104379. useFramingBehavior: boolean;
  104380. private _autoRotationBehavior;
  104381. /**
  104382. * Gets the auto rotation behavior of the camera if it has been enabled.
  104383. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104384. */
  104385. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  104386. /**
  104387. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  104388. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104389. */
  104390. useAutoRotationBehavior: boolean;
  104391. /**
  104392. * Observable triggered when the mesh target has been changed on the camera.
  104393. */
  104394. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  104395. /**
  104396. * Event raised when the camera is colliding with a mesh.
  104397. */
  104398. onCollide: (collidedMesh: AbstractMesh) => void;
  104399. /**
  104400. * Defines whether the camera should check collision with the objects oh the scene.
  104401. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  104402. */
  104403. checkCollisions: boolean;
  104404. /**
  104405. * Defines the collision radius of the camera.
  104406. * This simulates a sphere around the camera.
  104407. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  104408. */
  104409. collisionRadius: Vector3;
  104410. protected _collider: Collider;
  104411. protected _previousPosition: Vector3;
  104412. protected _collisionVelocity: Vector3;
  104413. protected _newPosition: Vector3;
  104414. protected _previousAlpha: number;
  104415. protected _previousBeta: number;
  104416. protected _previousRadius: number;
  104417. protected _collisionTriggered: boolean;
  104418. protected _targetBoundingCenter: Nullable<Vector3>;
  104419. private _computationVector;
  104420. /**
  104421. * Instantiates a new ArcRotateCamera in a given scene
  104422. * @param name Defines the name of the camera
  104423. * @param alpha Defines the camera rotation along the logitudinal axis
  104424. * @param beta Defines the camera rotation along the latitudinal axis
  104425. * @param radius Defines the camera distance from its target
  104426. * @param target Defines the camera target
  104427. * @param scene Defines the scene the camera belongs to
  104428. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  104429. */
  104430. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  104431. /** @hidden */
  104432. _initCache(): void;
  104433. /** @hidden */
  104434. _updateCache(ignoreParentClass?: boolean): void;
  104435. protected _getTargetPosition(): Vector3;
  104436. private _storedAlpha;
  104437. private _storedBeta;
  104438. private _storedRadius;
  104439. private _storedTarget;
  104440. private _storedTargetScreenOffset;
  104441. /**
  104442. * Stores the current state of the camera (alpha, beta, radius and target)
  104443. * @returns the camera itself
  104444. */
  104445. storeState(): Camera;
  104446. /**
  104447. * @hidden
  104448. * Restored camera state. You must call storeState() first
  104449. */
  104450. _restoreStateValues(): boolean;
  104451. /** @hidden */
  104452. _isSynchronizedViewMatrix(): boolean;
  104453. /**
  104454. * Attached controls to the current camera.
  104455. * @param element Defines the element the controls should be listened from
  104456. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104457. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  104458. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  104459. */
  104460. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  104461. /**
  104462. * Detach the current controls from the camera.
  104463. * The camera will stop reacting to inputs.
  104464. * @param element Defines the element to stop listening the inputs from
  104465. */
  104466. detachControl(element: HTMLElement): void;
  104467. /** @hidden */
  104468. _checkInputs(): void;
  104469. protected _checkLimits(): void;
  104470. /**
  104471. * Rebuilds angles (alpha, beta) and radius from the give position and target
  104472. */
  104473. rebuildAnglesAndRadius(): void;
  104474. /**
  104475. * Use a position to define the current camera related information like alpha, beta and radius
  104476. * @param position Defines the position to set the camera at
  104477. */
  104478. setPosition(position: Vector3): void;
  104479. /**
  104480. * Defines the target the camera should look at.
  104481. * This will automatically adapt alpha beta and radius to fit within the new target.
  104482. * @param target Defines the new target as a Vector or a mesh
  104483. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  104484. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  104485. */
  104486. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  104487. /** @hidden */
  104488. _getViewMatrix(): Matrix;
  104489. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  104490. /**
  104491. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  104492. * @param meshes Defines the mesh to zoom on
  104493. * @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)
  104494. */
  104495. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  104496. /**
  104497. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  104498. * The target will be changed but the radius
  104499. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  104500. * @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)
  104501. */
  104502. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  104503. min: Vector3;
  104504. max: Vector3;
  104505. distance: number;
  104506. }, doNotUpdateMaxZ?: boolean): void;
  104507. /**
  104508. * @override
  104509. * Override Camera.createRigCamera
  104510. */
  104511. createRigCamera(name: string, cameraIndex: number): Camera;
  104512. /**
  104513. * @hidden
  104514. * @override
  104515. * Override Camera._updateRigCameras
  104516. */
  104517. _updateRigCameras(): void;
  104518. /**
  104519. * Destroy the camera and release the current resources hold by it.
  104520. */
  104521. dispose(): void;
  104522. /**
  104523. * Gets the current object class name.
  104524. * @return the class name
  104525. */
  104526. getClassName(): string;
  104527. }
  104528. }
  104529. declare module BABYLON {
  104530. /**
  104531. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  104532. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104533. */
  104534. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  104535. /**
  104536. * Gets the name of the behavior.
  104537. */
  104538. readonly name: string;
  104539. private _zoomStopsAnimation;
  104540. private _idleRotationSpeed;
  104541. private _idleRotationWaitTime;
  104542. private _idleRotationSpinupTime;
  104543. /**
  104544. * Sets the flag that indicates if user zooming should stop animation.
  104545. */
  104546. /**
  104547. * Gets the flag that indicates if user zooming should stop animation.
  104548. */
  104549. zoomStopsAnimation: boolean;
  104550. /**
  104551. * Sets the default speed at which the camera rotates around the model.
  104552. */
  104553. /**
  104554. * Gets the default speed at which the camera rotates around the model.
  104555. */
  104556. idleRotationSpeed: number;
  104557. /**
  104558. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  104559. */
  104560. /**
  104561. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  104562. */
  104563. idleRotationWaitTime: number;
  104564. /**
  104565. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104566. */
  104567. /**
  104568. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  104569. */
  104570. idleRotationSpinupTime: number;
  104571. /**
  104572. * Gets a value indicating if the camera is currently rotating because of this behavior
  104573. */
  104574. readonly rotationInProgress: boolean;
  104575. private _onPrePointerObservableObserver;
  104576. private _onAfterCheckInputsObserver;
  104577. private _attachedCamera;
  104578. private _isPointerDown;
  104579. private _lastFrameTime;
  104580. private _lastInteractionTime;
  104581. private _cameraRotationSpeed;
  104582. /**
  104583. * Initializes the behavior.
  104584. */
  104585. init(): void;
  104586. /**
  104587. * Attaches the behavior to its arc rotate camera.
  104588. * @param camera Defines the camera to attach the behavior to
  104589. */
  104590. attach(camera: ArcRotateCamera): void;
  104591. /**
  104592. * Detaches the behavior from its current arc rotate camera.
  104593. */
  104594. detach(): void;
  104595. /**
  104596. * Returns true if user is scrolling.
  104597. * @return true if user is scrolling.
  104598. */
  104599. private _userIsZooming;
  104600. private _lastFrameRadius;
  104601. private _shouldAnimationStopForInteraction;
  104602. /**
  104603. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104604. */
  104605. private _applyUserInteraction;
  104606. private _userIsMoving;
  104607. }
  104608. }
  104609. declare module BABYLON {
  104610. /**
  104611. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  104612. */
  104613. export class AttachToBoxBehavior implements Behavior<Mesh> {
  104614. private ui;
  104615. /**
  104616. * The name of the behavior
  104617. */
  104618. name: string;
  104619. /**
  104620. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  104621. */
  104622. distanceAwayFromFace: number;
  104623. /**
  104624. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  104625. */
  104626. distanceAwayFromBottomOfFace: number;
  104627. private _faceVectors;
  104628. private _target;
  104629. private _scene;
  104630. private _onRenderObserver;
  104631. private _tmpMatrix;
  104632. private _tmpVector;
  104633. /**
  104634. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  104635. * @param ui The transform node that should be attched to the mesh
  104636. */
  104637. constructor(ui: TransformNode);
  104638. /**
  104639. * Initializes the behavior
  104640. */
  104641. init(): void;
  104642. private _closestFace;
  104643. private _zeroVector;
  104644. private _lookAtTmpMatrix;
  104645. private _lookAtToRef;
  104646. /**
  104647. * Attaches the AttachToBoxBehavior to the passed in mesh
  104648. * @param target The mesh that the specified node will be attached to
  104649. */
  104650. attach(target: Mesh): void;
  104651. /**
  104652. * Detaches the behavior from the mesh
  104653. */
  104654. detach(): void;
  104655. }
  104656. }
  104657. declare module BABYLON {
  104658. /**
  104659. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  104660. */
  104661. export class FadeInOutBehavior implements Behavior<Mesh> {
  104662. /**
  104663. * Time in milliseconds to delay before fading in (Default: 0)
  104664. */
  104665. delay: number;
  104666. /**
  104667. * Time in milliseconds for the mesh to fade in (Default: 300)
  104668. */
  104669. fadeInTime: number;
  104670. private _millisecondsPerFrame;
  104671. private _hovered;
  104672. private _hoverValue;
  104673. private _ownerNode;
  104674. /**
  104675. * Instatiates the FadeInOutBehavior
  104676. */
  104677. constructor();
  104678. /**
  104679. * The name of the behavior
  104680. */
  104681. readonly name: string;
  104682. /**
  104683. * Initializes the behavior
  104684. */
  104685. init(): void;
  104686. /**
  104687. * Attaches the fade behavior on the passed in mesh
  104688. * @param ownerNode The mesh that will be faded in/out once attached
  104689. */
  104690. attach(ownerNode: Mesh): void;
  104691. /**
  104692. * Detaches the behavior from the mesh
  104693. */
  104694. detach(): void;
  104695. /**
  104696. * Triggers the mesh to begin fading in or out
  104697. * @param value if the object should fade in or out (true to fade in)
  104698. */
  104699. fadeIn(value: boolean): void;
  104700. private _update;
  104701. private _setAllVisibility;
  104702. }
  104703. }
  104704. declare module BABYLON {
  104705. /**
  104706. * Class containing a set of static utilities functions for managing Pivots
  104707. * @hidden
  104708. */
  104709. export class PivotTools {
  104710. private static _PivotCached;
  104711. private static _OldPivotPoint;
  104712. private static _PivotTranslation;
  104713. private static _PivotTmpVector;
  104714. /** @hidden */
  104715. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  104716. /** @hidden */
  104717. static _RestorePivotPoint(mesh: AbstractMesh): void;
  104718. }
  104719. }
  104720. declare module BABYLON {
  104721. /**
  104722. * Class containing static functions to help procedurally build meshes
  104723. */
  104724. export class PlaneBuilder {
  104725. /**
  104726. * Creates a plane mesh
  104727. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  104728. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  104729. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  104730. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104731. * * If you create a double-sided mesh, you can choose what parts of 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
  104732. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104733. * @param name defines the name of the mesh
  104734. * @param options defines the options used to create the mesh
  104735. * @param scene defines the hosting scene
  104736. * @returns the plane mesh
  104737. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  104738. */
  104739. static CreatePlane(name: string, options: {
  104740. size?: number;
  104741. width?: number;
  104742. height?: number;
  104743. sideOrientation?: number;
  104744. frontUVs?: Vector4;
  104745. backUVs?: Vector4;
  104746. updatable?: boolean;
  104747. sourcePlane?: Plane;
  104748. }, scene?: Nullable<Scene>): Mesh;
  104749. }
  104750. }
  104751. declare module BABYLON {
  104752. /**
  104753. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  104754. */
  104755. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  104756. private static _AnyMouseID;
  104757. /**
  104758. * Abstract mesh the behavior is set on
  104759. */
  104760. attachedNode: AbstractMesh;
  104761. private _dragPlane;
  104762. private _scene;
  104763. private _pointerObserver;
  104764. private _beforeRenderObserver;
  104765. private static _planeScene;
  104766. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  104767. /**
  104768. * 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)
  104769. */
  104770. maxDragAngle: number;
  104771. /**
  104772. * @hidden
  104773. */
  104774. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  104775. /**
  104776. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104777. */
  104778. currentDraggingPointerID: number;
  104779. /**
  104780. * The last position where the pointer hit the drag plane in world space
  104781. */
  104782. lastDragPosition: Vector3;
  104783. /**
  104784. * If the behavior is currently in a dragging state
  104785. */
  104786. dragging: boolean;
  104787. /**
  104788. * 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)
  104789. */
  104790. dragDeltaRatio: number;
  104791. /**
  104792. * If the drag plane orientation should be updated during the dragging (Default: true)
  104793. */
  104794. updateDragPlane: boolean;
  104795. private _debugMode;
  104796. private _moving;
  104797. /**
  104798. * Fires each time the attached mesh is dragged with the pointer
  104799. * * delta between last drag position and current drag position in world space
  104800. * * dragDistance along the drag axis
  104801. * * dragPlaneNormal normal of the current drag plane used during the drag
  104802. * * dragPlanePoint in world space where the drag intersects the drag plane
  104803. */
  104804. onDragObservable: Observable<{
  104805. delta: Vector3;
  104806. dragPlanePoint: Vector3;
  104807. dragPlaneNormal: Vector3;
  104808. dragDistance: number;
  104809. pointerId: number;
  104810. }>;
  104811. /**
  104812. * Fires each time a drag begins (eg. mouse down on mesh)
  104813. */
  104814. onDragStartObservable: Observable<{
  104815. dragPlanePoint: Vector3;
  104816. pointerId: number;
  104817. }>;
  104818. /**
  104819. * Fires each time a drag ends (eg. mouse release after drag)
  104820. */
  104821. onDragEndObservable: Observable<{
  104822. dragPlanePoint: Vector3;
  104823. pointerId: number;
  104824. }>;
  104825. /**
  104826. * If the attached mesh should be moved when dragged
  104827. */
  104828. moveAttached: boolean;
  104829. /**
  104830. * If the drag behavior will react to drag events (Default: true)
  104831. */
  104832. enabled: boolean;
  104833. /**
  104834. * If pointer events should start and release the drag (Default: true)
  104835. */
  104836. startAndReleaseDragOnPointerEvents: boolean;
  104837. /**
  104838. * If camera controls should be detached during the drag
  104839. */
  104840. detachCameraControls: boolean;
  104841. /**
  104842. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  104843. */
  104844. useObjectOrienationForDragging: boolean;
  104845. private _options;
  104846. /**
  104847. * Creates a pointer drag behavior that can be attached to a mesh
  104848. * @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)
  104849. */
  104850. constructor(options?: {
  104851. dragAxis?: Vector3;
  104852. dragPlaneNormal?: Vector3;
  104853. });
  104854. /**
  104855. * Predicate to determine if it is valid to move the object to a new position when it is moved
  104856. */
  104857. validateDrag: (targetPosition: Vector3) => boolean;
  104858. /**
  104859. * The name of the behavior
  104860. */
  104861. readonly name: string;
  104862. /**
  104863. * Initializes the behavior
  104864. */
  104865. init(): void;
  104866. private _tmpVector;
  104867. private _alternatePickedPoint;
  104868. private _worldDragAxis;
  104869. private _targetPosition;
  104870. private _attachedElement;
  104871. /**
  104872. * Attaches the drag behavior the passed in mesh
  104873. * @param ownerNode The mesh that will be dragged around once attached
  104874. * @param predicate Predicate to use for pick filtering
  104875. */
  104876. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  104877. /**
  104878. * Force relase the drag action by code.
  104879. */
  104880. releaseDrag(): void;
  104881. private _startDragRay;
  104882. private _lastPointerRay;
  104883. /**
  104884. * Simulates the start of a pointer drag event on the behavior
  104885. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  104886. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  104887. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  104888. */
  104889. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  104890. private _startDrag;
  104891. private _dragDelta;
  104892. private _moveDrag;
  104893. private _pickWithRayOnDragPlane;
  104894. private _pointA;
  104895. private _pointB;
  104896. private _pointC;
  104897. private _lineA;
  104898. private _lineB;
  104899. private _localAxis;
  104900. private _lookAt;
  104901. private _updateDragPlanePosition;
  104902. /**
  104903. * Detaches the behavior from the mesh
  104904. */
  104905. detach(): void;
  104906. }
  104907. }
  104908. declare module BABYLON {
  104909. /**
  104910. * A behavior that when attached to a mesh will allow the mesh to be scaled
  104911. */
  104912. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  104913. private _dragBehaviorA;
  104914. private _dragBehaviorB;
  104915. private _startDistance;
  104916. private _initialScale;
  104917. private _targetScale;
  104918. private _ownerNode;
  104919. private _sceneRenderObserver;
  104920. /**
  104921. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  104922. */
  104923. constructor();
  104924. /**
  104925. * The name of the behavior
  104926. */
  104927. readonly name: string;
  104928. /**
  104929. * Initializes the behavior
  104930. */
  104931. init(): void;
  104932. private _getCurrentDistance;
  104933. /**
  104934. * Attaches the scale behavior the passed in mesh
  104935. * @param ownerNode The mesh that will be scaled around once attached
  104936. */
  104937. attach(ownerNode: Mesh): void;
  104938. /**
  104939. * Detaches the behavior from the mesh
  104940. */
  104941. detach(): void;
  104942. }
  104943. }
  104944. declare module BABYLON {
  104945. /**
  104946. * 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
  104947. */
  104948. export class SixDofDragBehavior implements Behavior<Mesh> {
  104949. private static _virtualScene;
  104950. private _ownerNode;
  104951. private _sceneRenderObserver;
  104952. private _scene;
  104953. private _targetPosition;
  104954. private _virtualOriginMesh;
  104955. private _virtualDragMesh;
  104956. private _pointerObserver;
  104957. private _moving;
  104958. private _startingOrientation;
  104959. /**
  104960. * 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)
  104961. */
  104962. private zDragFactor;
  104963. /**
  104964. * If the object should rotate to face the drag origin
  104965. */
  104966. rotateDraggedObject: boolean;
  104967. /**
  104968. * If the behavior is currently in a dragging state
  104969. */
  104970. dragging: boolean;
  104971. /**
  104972. * 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)
  104973. */
  104974. dragDeltaRatio: number;
  104975. /**
  104976. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  104977. */
  104978. currentDraggingPointerID: number;
  104979. /**
  104980. * If camera controls should be detached during the drag
  104981. */
  104982. detachCameraControls: boolean;
  104983. /**
  104984. * Fires each time a drag starts
  104985. */
  104986. onDragStartObservable: Observable<{}>;
  104987. /**
  104988. * Fires each time a drag ends (eg. mouse release after drag)
  104989. */
  104990. onDragEndObservable: Observable<{}>;
  104991. /**
  104992. * 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
  104993. */
  104994. constructor();
  104995. /**
  104996. * The name of the behavior
  104997. */
  104998. readonly name: string;
  104999. /**
  105000. * Initializes the behavior
  105001. */
  105002. init(): void;
  105003. /**
  105004. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  105005. */
  105006. private readonly _pointerCamera;
  105007. /**
  105008. * Attaches the scale behavior the passed in mesh
  105009. * @param ownerNode The mesh that will be scaled around once attached
  105010. */
  105011. attach(ownerNode: Mesh): void;
  105012. /**
  105013. * Detaches the behavior from the mesh
  105014. */
  105015. detach(): void;
  105016. }
  105017. }
  105018. declare module BABYLON {
  105019. /**
  105020. * Class used to apply inverse kinematics to bones
  105021. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105022. */
  105023. export class BoneIKController {
  105024. private static _tmpVecs;
  105025. private static _tmpQuat;
  105026. private static _tmpMats;
  105027. /**
  105028. * Gets or sets the target mesh
  105029. */
  105030. targetMesh: AbstractMesh;
  105031. /** Gets or sets the mesh used as pole */
  105032. poleTargetMesh: AbstractMesh;
  105033. /**
  105034. * Gets or sets the bone used as pole
  105035. */
  105036. poleTargetBone: Nullable<Bone>;
  105037. /**
  105038. * Gets or sets the target position
  105039. */
  105040. targetPosition: Vector3;
  105041. /**
  105042. * Gets or sets the pole target position
  105043. */
  105044. poleTargetPosition: Vector3;
  105045. /**
  105046. * Gets or sets the pole target local offset
  105047. */
  105048. poleTargetLocalOffset: Vector3;
  105049. /**
  105050. * Gets or sets the pole angle
  105051. */
  105052. poleAngle: number;
  105053. /**
  105054. * Gets or sets the mesh associated with the controller
  105055. */
  105056. mesh: AbstractMesh;
  105057. /**
  105058. * 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)
  105059. */
  105060. slerpAmount: number;
  105061. private _bone1Quat;
  105062. private _bone1Mat;
  105063. private _bone2Ang;
  105064. private _bone1;
  105065. private _bone2;
  105066. private _bone1Length;
  105067. private _bone2Length;
  105068. private _maxAngle;
  105069. private _maxReach;
  105070. private _rightHandedSystem;
  105071. private _bendAxis;
  105072. private _slerping;
  105073. private _adjustRoll;
  105074. /**
  105075. * Gets or sets maximum allowed angle
  105076. */
  105077. maxAngle: number;
  105078. /**
  105079. * Creates a new BoneIKController
  105080. * @param mesh defines the mesh to control
  105081. * @param bone defines the bone to control
  105082. * @param options defines options to set up the controller
  105083. */
  105084. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  105085. targetMesh?: AbstractMesh;
  105086. poleTargetMesh?: AbstractMesh;
  105087. poleTargetBone?: Bone;
  105088. poleTargetLocalOffset?: Vector3;
  105089. poleAngle?: number;
  105090. bendAxis?: Vector3;
  105091. maxAngle?: number;
  105092. slerpAmount?: number;
  105093. });
  105094. private _setMaxAngle;
  105095. /**
  105096. * Force the controller to update the bones
  105097. */
  105098. update(): void;
  105099. }
  105100. }
  105101. declare module BABYLON {
  105102. /**
  105103. * Class used to make a bone look toward a point in space
  105104. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  105105. */
  105106. export class BoneLookController {
  105107. private static _tmpVecs;
  105108. private static _tmpQuat;
  105109. private static _tmpMats;
  105110. /**
  105111. * The target Vector3 that the bone will look at
  105112. */
  105113. target: Vector3;
  105114. /**
  105115. * The mesh that the bone is attached to
  105116. */
  105117. mesh: AbstractMesh;
  105118. /**
  105119. * The bone that will be looking to the target
  105120. */
  105121. bone: Bone;
  105122. /**
  105123. * The up axis of the coordinate system that is used when the bone is rotated
  105124. */
  105125. upAxis: Vector3;
  105126. /**
  105127. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  105128. */
  105129. upAxisSpace: Space;
  105130. /**
  105131. * Used to make an adjustment to the yaw of the bone
  105132. */
  105133. adjustYaw: number;
  105134. /**
  105135. * Used to make an adjustment to the pitch of the bone
  105136. */
  105137. adjustPitch: number;
  105138. /**
  105139. * Used to make an adjustment to the roll of the bone
  105140. */
  105141. adjustRoll: number;
  105142. /**
  105143. * 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)
  105144. */
  105145. slerpAmount: number;
  105146. private _minYaw;
  105147. private _maxYaw;
  105148. private _minPitch;
  105149. private _maxPitch;
  105150. private _minYawSin;
  105151. private _minYawCos;
  105152. private _maxYawSin;
  105153. private _maxYawCos;
  105154. private _midYawConstraint;
  105155. private _minPitchTan;
  105156. private _maxPitchTan;
  105157. private _boneQuat;
  105158. private _slerping;
  105159. private _transformYawPitch;
  105160. private _transformYawPitchInv;
  105161. private _firstFrameSkipped;
  105162. private _yawRange;
  105163. private _fowardAxis;
  105164. /**
  105165. * Gets or sets the minimum yaw angle that the bone can look to
  105166. */
  105167. minYaw: number;
  105168. /**
  105169. * Gets or sets the maximum yaw angle that the bone can look to
  105170. */
  105171. maxYaw: number;
  105172. /**
  105173. * Gets or sets the minimum pitch angle that the bone can look to
  105174. */
  105175. minPitch: number;
  105176. /**
  105177. * Gets or sets the maximum pitch angle that the bone can look to
  105178. */
  105179. maxPitch: number;
  105180. /**
  105181. * Create a BoneLookController
  105182. * @param mesh the mesh that the bone belongs to
  105183. * @param bone the bone that will be looking to the target
  105184. * @param target the target Vector3 to look at
  105185. * @param options optional settings:
  105186. * * maxYaw: the maximum angle the bone will yaw to
  105187. * * minYaw: the minimum angle the bone will yaw to
  105188. * * maxPitch: the maximum angle the bone will pitch to
  105189. * * minPitch: the minimum angle the bone will yaw to
  105190. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  105191. * * upAxis: the up axis of the coordinate system
  105192. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  105193. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  105194. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  105195. * * adjustYaw: used to make an adjustment to the yaw of the bone
  105196. * * adjustPitch: used to make an adjustment to the pitch of the bone
  105197. * * adjustRoll: used to make an adjustment to the roll of the bone
  105198. **/
  105199. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  105200. maxYaw?: number;
  105201. minYaw?: number;
  105202. maxPitch?: number;
  105203. minPitch?: number;
  105204. slerpAmount?: number;
  105205. upAxis?: Vector3;
  105206. upAxisSpace?: Space;
  105207. yawAxis?: Vector3;
  105208. pitchAxis?: Vector3;
  105209. adjustYaw?: number;
  105210. adjustPitch?: number;
  105211. adjustRoll?: number;
  105212. });
  105213. /**
  105214. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  105215. */
  105216. update(): void;
  105217. private _getAngleDiff;
  105218. private _getAngleBetween;
  105219. private _isAngleBetween;
  105220. }
  105221. }
  105222. declare module BABYLON {
  105223. /**
  105224. * Manage the gamepad inputs to control an arc rotate camera.
  105225. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105226. */
  105227. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  105228. /**
  105229. * Defines the camera the input is attached to.
  105230. */
  105231. camera: ArcRotateCamera;
  105232. /**
  105233. * Defines the gamepad the input is gathering event from.
  105234. */
  105235. gamepad: Nullable<Gamepad>;
  105236. /**
  105237. * Defines the gamepad rotation sensiblity.
  105238. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  105239. */
  105240. gamepadRotationSensibility: number;
  105241. /**
  105242. * Defines the gamepad move sensiblity.
  105243. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  105244. */
  105245. gamepadMoveSensibility: number;
  105246. private _yAxisScale;
  105247. /**
  105248. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  105249. */
  105250. invertYAxis: boolean;
  105251. private _onGamepadConnectedObserver;
  105252. private _onGamepadDisconnectedObserver;
  105253. /**
  105254. * Attach the input controls to a specific dom element to get the input from.
  105255. * @param element Defines the element the controls should be listened from
  105256. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105257. */
  105258. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105259. /**
  105260. * Detach the current controls from the specified dom element.
  105261. * @param element Defines the element to stop listening the inputs from
  105262. */
  105263. detachControl(element: Nullable<HTMLElement>): void;
  105264. /**
  105265. * Update the current camera state depending on the inputs that have been used this frame.
  105266. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105267. */
  105268. checkInputs(): void;
  105269. /**
  105270. * Gets the class name of the current intput.
  105271. * @returns the class name
  105272. */
  105273. getClassName(): string;
  105274. /**
  105275. * Get the friendly name associated with the input class.
  105276. * @returns the input friendly name
  105277. */
  105278. getSimpleName(): string;
  105279. }
  105280. }
  105281. declare module BABYLON {
  105282. interface ArcRotateCameraInputsManager {
  105283. /**
  105284. * Add orientation input support to the input manager.
  105285. * @returns the current input manager
  105286. */
  105287. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  105288. }
  105289. /**
  105290. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105291. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105292. */
  105293. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  105294. /**
  105295. * Defines the camera the input is attached to.
  105296. */
  105297. camera: ArcRotateCamera;
  105298. /**
  105299. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105300. */
  105301. alphaCorrection: number;
  105302. /**
  105303. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105304. */
  105305. gammaCorrection: number;
  105306. private _alpha;
  105307. private _gamma;
  105308. private _dirty;
  105309. private _deviceOrientationHandler;
  105310. /**
  105311. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105312. */
  105313. constructor();
  105314. /**
  105315. * Attach the input controls to a specific dom element to get the input from.
  105316. * @param element Defines the element the controls should be listened from
  105317. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105318. */
  105319. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105320. /** @hidden */
  105321. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  105322. /**
  105323. * Update the current camera state depending on the inputs that have been used this frame.
  105324. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105325. */
  105326. checkInputs(): void;
  105327. /**
  105328. * Detach the current controls from the specified dom element.
  105329. * @param element Defines the element to stop listening the inputs from
  105330. */
  105331. detachControl(element: Nullable<HTMLElement>): void;
  105332. /**
  105333. * Gets the class name of the current intput.
  105334. * @returns the class name
  105335. */
  105336. getClassName(): string;
  105337. /**
  105338. * Get the friendly name associated with the input class.
  105339. * @returns the input friendly name
  105340. */
  105341. getSimpleName(): string;
  105342. }
  105343. }
  105344. declare module BABYLON {
  105345. /**
  105346. * Listen to mouse events to control the camera.
  105347. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105348. */
  105349. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  105350. /**
  105351. * Defines the camera the input is attached to.
  105352. */
  105353. camera: FlyCamera;
  105354. /**
  105355. * Defines if touch is enabled. (Default is true.)
  105356. */
  105357. touchEnabled: boolean;
  105358. /**
  105359. * Defines the buttons associated with the input to handle camera rotation.
  105360. */
  105361. buttons: number[];
  105362. /**
  105363. * Assign buttons for Yaw control.
  105364. */
  105365. buttonsYaw: number[];
  105366. /**
  105367. * Assign buttons for Pitch control.
  105368. */
  105369. buttonsPitch: number[];
  105370. /**
  105371. * Assign buttons for Roll control.
  105372. */
  105373. buttonsRoll: number[];
  105374. /**
  105375. * Detect if any button is being pressed while mouse is moved.
  105376. * -1 = Mouse locked.
  105377. * 0 = Left button.
  105378. * 1 = Middle Button.
  105379. * 2 = Right Button.
  105380. */
  105381. activeButton: number;
  105382. /**
  105383. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  105384. * Higher values reduce its sensitivity.
  105385. */
  105386. angularSensibility: number;
  105387. private _mousemoveCallback;
  105388. private _observer;
  105389. private _rollObserver;
  105390. private previousPosition;
  105391. private noPreventDefault;
  105392. private element;
  105393. /**
  105394. * Listen to mouse events to control the camera.
  105395. * @param touchEnabled Define if touch is enabled. (Default is true.)
  105396. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105397. */
  105398. constructor(touchEnabled?: boolean);
  105399. /**
  105400. * Attach the mouse control to the HTML DOM element.
  105401. * @param element Defines the element that listens to the input events.
  105402. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  105403. */
  105404. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105405. /**
  105406. * Detach the current controls from the specified dom element.
  105407. * @param element Defines the element to stop listening the inputs from
  105408. */
  105409. detachControl(element: Nullable<HTMLElement>): void;
  105410. /**
  105411. * Gets the class name of the current input.
  105412. * @returns the class name.
  105413. */
  105414. getClassName(): string;
  105415. /**
  105416. * Get the friendly name associated with the input class.
  105417. * @returns the input's friendly name.
  105418. */
  105419. getSimpleName(): string;
  105420. private _pointerInput;
  105421. private _onMouseMove;
  105422. /**
  105423. * Rotate camera by mouse offset.
  105424. */
  105425. private rotateCamera;
  105426. }
  105427. }
  105428. declare module BABYLON {
  105429. /**
  105430. * Default Inputs manager for the FlyCamera.
  105431. * It groups all the default supported inputs for ease of use.
  105432. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105433. */
  105434. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  105435. /**
  105436. * Instantiates a new FlyCameraInputsManager.
  105437. * @param camera Defines the camera the inputs belong to.
  105438. */
  105439. constructor(camera: FlyCamera);
  105440. /**
  105441. * Add keyboard input support to the input manager.
  105442. * @returns the new FlyCameraKeyboardMoveInput().
  105443. */
  105444. addKeyboard(): FlyCameraInputsManager;
  105445. /**
  105446. * Add mouse input support to the input manager.
  105447. * @param touchEnabled Enable touch screen support.
  105448. * @returns the new FlyCameraMouseInput().
  105449. */
  105450. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  105451. }
  105452. }
  105453. declare module BABYLON {
  105454. /**
  105455. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105456. * such as in a 3D Space Shooter or a Flight Simulator.
  105457. */
  105458. export class FlyCamera extends TargetCamera {
  105459. /**
  105460. * Define the collision ellipsoid of the camera.
  105461. * This is helpful for simulating a camera body, like a player's body.
  105462. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105463. */
  105464. ellipsoid: Vector3;
  105465. /**
  105466. * Define an offset for the position of the ellipsoid around the camera.
  105467. * This can be helpful if the camera is attached away from the player's body center,
  105468. * such as at its head.
  105469. */
  105470. ellipsoidOffset: Vector3;
  105471. /**
  105472. * Enable or disable collisions of the camera with the rest of the scene objects.
  105473. */
  105474. checkCollisions: boolean;
  105475. /**
  105476. * Enable or disable gravity on the camera.
  105477. */
  105478. applyGravity: boolean;
  105479. /**
  105480. * Define the current direction the camera is moving to.
  105481. */
  105482. cameraDirection: Vector3;
  105483. /**
  105484. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  105485. * This overrides and empties cameraRotation.
  105486. */
  105487. rotationQuaternion: Quaternion;
  105488. /**
  105489. * Track Roll to maintain the wanted Rolling when looking around.
  105490. */
  105491. _trackRoll: number;
  105492. /**
  105493. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  105494. */
  105495. rollCorrect: number;
  105496. /**
  105497. * Mimic a banked turn, Rolling the camera when Yawing.
  105498. * It's recommended to use rollCorrect = 10 for faster banking correction.
  105499. */
  105500. bankedTurn: boolean;
  105501. /**
  105502. * Limit in radians for how much Roll banking will add. (Default: 90°)
  105503. */
  105504. bankedTurnLimit: number;
  105505. /**
  105506. * Value of 0 disables the banked Roll.
  105507. * Value of 1 is equal to the Yaw angle in radians.
  105508. */
  105509. bankedTurnMultiplier: number;
  105510. /**
  105511. * The inputs manager loads all the input sources, such as keyboard and mouse.
  105512. */
  105513. inputs: FlyCameraInputsManager;
  105514. /**
  105515. * Gets the input sensibility for mouse input.
  105516. * Higher values reduce sensitivity.
  105517. */
  105518. /**
  105519. * Sets the input sensibility for a mouse input.
  105520. * Higher values reduce sensitivity.
  105521. */
  105522. angularSensibility: number;
  105523. /**
  105524. * Get the keys for camera movement forward.
  105525. */
  105526. /**
  105527. * Set the keys for camera movement forward.
  105528. */
  105529. keysForward: number[];
  105530. /**
  105531. * Get the keys for camera movement backward.
  105532. */
  105533. keysBackward: number[];
  105534. /**
  105535. * Get the keys for camera movement up.
  105536. */
  105537. /**
  105538. * Set the keys for camera movement up.
  105539. */
  105540. keysUp: number[];
  105541. /**
  105542. * Get the keys for camera movement down.
  105543. */
  105544. /**
  105545. * Set the keys for camera movement down.
  105546. */
  105547. keysDown: number[];
  105548. /**
  105549. * Get the keys for camera movement left.
  105550. */
  105551. /**
  105552. * Set the keys for camera movement left.
  105553. */
  105554. keysLeft: number[];
  105555. /**
  105556. * Set the keys for camera movement right.
  105557. */
  105558. /**
  105559. * Set the keys for camera movement right.
  105560. */
  105561. keysRight: number[];
  105562. /**
  105563. * Event raised when the camera collides with a mesh in the scene.
  105564. */
  105565. onCollide: (collidedMesh: AbstractMesh) => void;
  105566. private _collider;
  105567. private _needMoveForGravity;
  105568. private _oldPosition;
  105569. private _diffPosition;
  105570. private _newPosition;
  105571. /** @hidden */
  105572. _localDirection: Vector3;
  105573. /** @hidden */
  105574. _transformedDirection: Vector3;
  105575. /**
  105576. * Instantiates a FlyCamera.
  105577. * This is a flying camera, designed for 3D movement and rotation in all directions,
  105578. * such as in a 3D Space Shooter or a Flight Simulator.
  105579. * @param name Define the name of the camera in the scene.
  105580. * @param position Define the starting position of the camera in the scene.
  105581. * @param scene Define the scene the camera belongs to.
  105582. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  105583. */
  105584. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105585. /**
  105586. * Attach a control to the HTML DOM element.
  105587. * @param element Defines the element that listens to the input events.
  105588. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  105589. */
  105590. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105591. /**
  105592. * Detach a control from the HTML DOM element.
  105593. * The camera will stop reacting to that input.
  105594. * @param element Defines the element that listens to the input events.
  105595. */
  105596. detachControl(element: HTMLElement): void;
  105597. private _collisionMask;
  105598. /**
  105599. * Get the mask that the camera ignores in collision events.
  105600. */
  105601. /**
  105602. * Set the mask that the camera ignores in collision events.
  105603. */
  105604. collisionMask: number;
  105605. /** @hidden */
  105606. _collideWithWorld(displacement: Vector3): void;
  105607. /** @hidden */
  105608. private _onCollisionPositionChange;
  105609. /** @hidden */
  105610. _checkInputs(): void;
  105611. /** @hidden */
  105612. _decideIfNeedsToMove(): boolean;
  105613. /** @hidden */
  105614. _updatePosition(): void;
  105615. /**
  105616. * Restore the Roll to its target value at the rate specified.
  105617. * @param rate - Higher means slower restoring.
  105618. * @hidden
  105619. */
  105620. restoreRoll(rate: number): void;
  105621. /**
  105622. * Destroy the camera and release the current resources held by it.
  105623. */
  105624. dispose(): void;
  105625. /**
  105626. * Get the current object class name.
  105627. * @returns the class name.
  105628. */
  105629. getClassName(): string;
  105630. }
  105631. }
  105632. declare module BABYLON {
  105633. /**
  105634. * Listen to keyboard events to control the camera.
  105635. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105636. */
  105637. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  105638. /**
  105639. * Defines the camera the input is attached to.
  105640. */
  105641. camera: FlyCamera;
  105642. /**
  105643. * The list of keyboard keys used to control the forward move of the camera.
  105644. */
  105645. keysForward: number[];
  105646. /**
  105647. * The list of keyboard keys used to control the backward move of the camera.
  105648. */
  105649. keysBackward: number[];
  105650. /**
  105651. * The list of keyboard keys used to control the forward move of the camera.
  105652. */
  105653. keysUp: number[];
  105654. /**
  105655. * The list of keyboard keys used to control the backward move of the camera.
  105656. */
  105657. keysDown: number[];
  105658. /**
  105659. * The list of keyboard keys used to control the right strafe move of the camera.
  105660. */
  105661. keysRight: number[];
  105662. /**
  105663. * The list of keyboard keys used to control the left strafe move of the camera.
  105664. */
  105665. keysLeft: number[];
  105666. private _keys;
  105667. private _onCanvasBlurObserver;
  105668. private _onKeyboardObserver;
  105669. private _engine;
  105670. private _scene;
  105671. /**
  105672. * Attach the input controls to a specific dom element to get the input from.
  105673. * @param element Defines the element the controls should be listened from
  105674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105675. */
  105676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105677. /**
  105678. * Detach the current controls from the specified dom element.
  105679. * @param element Defines the element to stop listening the inputs from
  105680. */
  105681. detachControl(element: Nullable<HTMLElement>): void;
  105682. /**
  105683. * Gets the class name of the current intput.
  105684. * @returns the class name
  105685. */
  105686. getClassName(): string;
  105687. /** @hidden */
  105688. _onLostFocus(e: FocusEvent): void;
  105689. /**
  105690. * Get the friendly name associated with the input class.
  105691. * @returns the input friendly name
  105692. */
  105693. getSimpleName(): string;
  105694. /**
  105695. * Update the current camera state depending on the inputs that have been used this frame.
  105696. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105697. */
  105698. checkInputs(): void;
  105699. }
  105700. }
  105701. declare module BABYLON {
  105702. /**
  105703. * Manage the mouse wheel inputs to control a follow camera.
  105704. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105705. */
  105706. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  105707. /**
  105708. * Defines the camera the input is attached to.
  105709. */
  105710. camera: FollowCamera;
  105711. /**
  105712. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  105713. */
  105714. axisControlRadius: boolean;
  105715. /**
  105716. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  105717. */
  105718. axisControlHeight: boolean;
  105719. /**
  105720. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  105721. */
  105722. axisControlRotation: boolean;
  105723. /**
  105724. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  105725. * relation to mouseWheel events.
  105726. */
  105727. wheelPrecision: number;
  105728. /**
  105729. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105730. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105731. */
  105732. wheelDeltaPercentage: number;
  105733. private _wheel;
  105734. private _observer;
  105735. /**
  105736. * Attach the input controls to a specific dom element to get the input from.
  105737. * @param element Defines the element the controls should be listened from
  105738. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105739. */
  105740. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105741. /**
  105742. * Detach the current controls from the specified dom element.
  105743. * @param element Defines the element to stop listening the inputs from
  105744. */
  105745. detachControl(element: Nullable<HTMLElement>): void;
  105746. /**
  105747. * Gets the class name of the current intput.
  105748. * @returns the class name
  105749. */
  105750. getClassName(): string;
  105751. /**
  105752. * Get the friendly name associated with the input class.
  105753. * @returns the input friendly name
  105754. */
  105755. getSimpleName(): string;
  105756. }
  105757. }
  105758. declare module BABYLON {
  105759. /**
  105760. * Manage the pointers inputs to control an follow camera.
  105761. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105762. */
  105763. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  105764. /**
  105765. * Defines the camera the input is attached to.
  105766. */
  105767. camera: FollowCamera;
  105768. /**
  105769. * Gets the class name of the current input.
  105770. * @returns the class name
  105771. */
  105772. getClassName(): string;
  105773. /**
  105774. * Defines the pointer angular sensibility along the X axis or how fast is
  105775. * the camera rotating.
  105776. * A negative number will reverse the axis direction.
  105777. */
  105778. angularSensibilityX: number;
  105779. /**
  105780. * Defines the pointer angular sensibility along the Y axis or how fast is
  105781. * the camera rotating.
  105782. * A negative number will reverse the axis direction.
  105783. */
  105784. angularSensibilityY: number;
  105785. /**
  105786. * Defines the pointer pinch precision or how fast is the camera zooming.
  105787. * A negative number will reverse the axis direction.
  105788. */
  105789. pinchPrecision: number;
  105790. /**
  105791. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105792. * from 0.
  105793. * It defines the percentage of current camera.radius to use as delta when
  105794. * pinch zoom is used.
  105795. */
  105796. pinchDeltaPercentage: number;
  105797. /**
  105798. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  105799. */
  105800. axisXControlRadius: boolean;
  105801. /**
  105802. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  105803. */
  105804. axisXControlHeight: boolean;
  105805. /**
  105806. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  105807. */
  105808. axisXControlRotation: boolean;
  105809. /**
  105810. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  105811. */
  105812. axisYControlRadius: boolean;
  105813. /**
  105814. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  105815. */
  105816. axisYControlHeight: boolean;
  105817. /**
  105818. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  105819. */
  105820. axisYControlRotation: boolean;
  105821. /**
  105822. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  105823. */
  105824. axisPinchControlRadius: boolean;
  105825. /**
  105826. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  105827. */
  105828. axisPinchControlHeight: boolean;
  105829. /**
  105830. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  105831. */
  105832. axisPinchControlRotation: boolean;
  105833. /**
  105834. * Log error messages if basic misconfiguration has occurred.
  105835. */
  105836. warningEnable: boolean;
  105837. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105838. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105839. private _warningCounter;
  105840. private _warning;
  105841. }
  105842. }
  105843. declare module BABYLON {
  105844. /**
  105845. * Default Inputs manager for the FollowCamera.
  105846. * It groups all the default supported inputs for ease of use.
  105847. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105848. */
  105849. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  105850. /**
  105851. * Instantiates a new FollowCameraInputsManager.
  105852. * @param camera Defines the camera the inputs belong to
  105853. */
  105854. constructor(camera: FollowCamera);
  105855. /**
  105856. * Add keyboard input support to the input manager.
  105857. * @returns the current input manager
  105858. */
  105859. addKeyboard(): FollowCameraInputsManager;
  105860. /**
  105861. * Add mouse wheel input support to the input manager.
  105862. * @returns the current input manager
  105863. */
  105864. addMouseWheel(): FollowCameraInputsManager;
  105865. /**
  105866. * Add pointers input support to the input manager.
  105867. * @returns the current input manager
  105868. */
  105869. addPointers(): FollowCameraInputsManager;
  105870. /**
  105871. * Add orientation input support to the input manager.
  105872. * @returns the current input manager
  105873. */
  105874. addVRDeviceOrientation(): FollowCameraInputsManager;
  105875. }
  105876. }
  105877. declare module BABYLON {
  105878. /**
  105879. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  105880. * an arc rotate version arcFollowCamera are available.
  105881. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105882. */
  105883. export class FollowCamera extends TargetCamera {
  105884. /**
  105885. * Distance the follow camera should follow an object at
  105886. */
  105887. radius: number;
  105888. /**
  105889. * Minimum allowed distance of the camera to the axis of rotation
  105890. * (The camera can not get closer).
  105891. * This can help limiting how the Camera is able to move in the scene.
  105892. */
  105893. lowerRadiusLimit: Nullable<number>;
  105894. /**
  105895. * Maximum allowed distance of the camera to the axis of rotation
  105896. * (The camera can not get further).
  105897. * This can help limiting how the Camera is able to move in the scene.
  105898. */
  105899. upperRadiusLimit: Nullable<number>;
  105900. /**
  105901. * Define a rotation offset between the camera and the object it follows
  105902. */
  105903. rotationOffset: number;
  105904. /**
  105905. * Minimum allowed angle to camera position relative to target object.
  105906. * This can help limiting how the Camera is able to move in the scene.
  105907. */
  105908. lowerRotationOffsetLimit: Nullable<number>;
  105909. /**
  105910. * Maximum allowed angle to camera position relative to target object.
  105911. * This can help limiting how the Camera is able to move in the scene.
  105912. */
  105913. upperRotationOffsetLimit: Nullable<number>;
  105914. /**
  105915. * Define a height offset between the camera and the object it follows.
  105916. * It can help following an object from the top (like a car chaing a plane)
  105917. */
  105918. heightOffset: number;
  105919. /**
  105920. * Minimum allowed height of camera position relative to target object.
  105921. * This can help limiting how the Camera is able to move in the scene.
  105922. */
  105923. lowerHeightOffsetLimit: Nullable<number>;
  105924. /**
  105925. * Maximum allowed height of camera position relative to target object.
  105926. * This can help limiting how the Camera is able to move in the scene.
  105927. */
  105928. upperHeightOffsetLimit: Nullable<number>;
  105929. /**
  105930. * Define how fast the camera can accelerate to follow it s target.
  105931. */
  105932. cameraAcceleration: number;
  105933. /**
  105934. * Define the speed limit of the camera following an object.
  105935. */
  105936. maxCameraSpeed: number;
  105937. /**
  105938. * Define the target of the camera.
  105939. */
  105940. lockedTarget: Nullable<AbstractMesh>;
  105941. /**
  105942. * Defines the input associated with the camera.
  105943. */
  105944. inputs: FollowCameraInputsManager;
  105945. /**
  105946. * Instantiates the follow camera.
  105947. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105948. * @param name Define the name of the camera in the scene
  105949. * @param position Define the position of the camera
  105950. * @param scene Define the scene the camera belong to
  105951. * @param lockedTarget Define the target of the camera
  105952. */
  105953. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  105954. private _follow;
  105955. /**
  105956. * Attached controls to the current camera.
  105957. * @param element Defines the element the controls should be listened from
  105958. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105959. */
  105960. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105961. /**
  105962. * Detach the current controls from the camera.
  105963. * The camera will stop reacting to inputs.
  105964. * @param element Defines the element to stop listening the inputs from
  105965. */
  105966. detachControl(element: HTMLElement): void;
  105967. /** @hidden */
  105968. _checkInputs(): void;
  105969. private _checkLimits;
  105970. /**
  105971. * Gets the camera class name.
  105972. * @returns the class name
  105973. */
  105974. getClassName(): string;
  105975. }
  105976. /**
  105977. * Arc Rotate version of the follow camera.
  105978. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  105979. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105980. */
  105981. export class ArcFollowCamera extends TargetCamera {
  105982. /** The longitudinal angle of the camera */
  105983. alpha: number;
  105984. /** The latitudinal angle of the camera */
  105985. beta: number;
  105986. /** The radius of the camera from its target */
  105987. radius: number;
  105988. /** Define the camera target (the messh it should follow) */
  105989. target: Nullable<AbstractMesh>;
  105990. private _cartesianCoordinates;
  105991. /**
  105992. * Instantiates a new ArcFollowCamera
  105993. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  105994. * @param name Define the name of the camera
  105995. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  105996. * @param beta Define the rotation angle of the camera around the elevation axis
  105997. * @param radius Define the radius of the camera from its target point
  105998. * @param target Define the target of the camera
  105999. * @param scene Define the scene the camera belongs to
  106000. */
  106001. constructor(name: string,
  106002. /** The longitudinal angle of the camera */
  106003. alpha: number,
  106004. /** The latitudinal angle of the camera */
  106005. beta: number,
  106006. /** The radius of the camera from its target */
  106007. radius: number,
  106008. /** Define the camera target (the messh it should follow) */
  106009. target: Nullable<AbstractMesh>, scene: Scene);
  106010. private _follow;
  106011. /** @hidden */
  106012. _checkInputs(): void;
  106013. /**
  106014. * Returns the class name of the object.
  106015. * It is mostly used internally for serialization purposes.
  106016. */
  106017. getClassName(): string;
  106018. }
  106019. }
  106020. declare module BABYLON {
  106021. /**
  106022. * Manage the keyboard inputs to control the movement of a follow camera.
  106023. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106024. */
  106025. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106026. /**
  106027. * Defines the camera the input is attached to.
  106028. */
  106029. camera: FollowCamera;
  106030. /**
  106031. * Defines the list of key codes associated with the up action (increase heightOffset)
  106032. */
  106033. keysHeightOffsetIncr: number[];
  106034. /**
  106035. * Defines the list of key codes associated with the down action (decrease heightOffset)
  106036. */
  106037. keysHeightOffsetDecr: number[];
  106038. /**
  106039. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  106040. */
  106041. keysHeightOffsetModifierAlt: boolean;
  106042. /**
  106043. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  106044. */
  106045. keysHeightOffsetModifierCtrl: boolean;
  106046. /**
  106047. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  106048. */
  106049. keysHeightOffsetModifierShift: boolean;
  106050. /**
  106051. * Defines the list of key codes associated with the left action (increase rotationOffset)
  106052. */
  106053. keysRotationOffsetIncr: number[];
  106054. /**
  106055. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  106056. */
  106057. keysRotationOffsetDecr: number[];
  106058. /**
  106059. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  106060. */
  106061. keysRotationOffsetModifierAlt: boolean;
  106062. /**
  106063. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  106064. */
  106065. keysRotationOffsetModifierCtrl: boolean;
  106066. /**
  106067. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  106068. */
  106069. keysRotationOffsetModifierShift: boolean;
  106070. /**
  106071. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  106072. */
  106073. keysRadiusIncr: number[];
  106074. /**
  106075. * Defines the list of key codes associated with the zoom-out action (increase radius)
  106076. */
  106077. keysRadiusDecr: number[];
  106078. /**
  106079. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  106080. */
  106081. keysRadiusModifierAlt: boolean;
  106082. /**
  106083. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  106084. */
  106085. keysRadiusModifierCtrl: boolean;
  106086. /**
  106087. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  106088. */
  106089. keysRadiusModifierShift: boolean;
  106090. /**
  106091. * Defines the rate of change of heightOffset.
  106092. */
  106093. heightSensibility: number;
  106094. /**
  106095. * Defines the rate of change of rotationOffset.
  106096. */
  106097. rotationSensibility: number;
  106098. /**
  106099. * Defines the rate of change of radius.
  106100. */
  106101. radiusSensibility: number;
  106102. private _keys;
  106103. private _ctrlPressed;
  106104. private _altPressed;
  106105. private _shiftPressed;
  106106. private _onCanvasBlurObserver;
  106107. private _onKeyboardObserver;
  106108. private _engine;
  106109. private _scene;
  106110. /**
  106111. * Attach the input controls to a specific dom element to get the input from.
  106112. * @param element Defines the element the controls should be listened from
  106113. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106114. */
  106115. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106116. /**
  106117. * Detach the current controls from the specified dom element.
  106118. * @param element Defines the element to stop listening the inputs from
  106119. */
  106120. detachControl(element: Nullable<HTMLElement>): void;
  106121. /**
  106122. * Update the current camera state depending on the inputs that have been used this frame.
  106123. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106124. */
  106125. checkInputs(): void;
  106126. /**
  106127. * Gets the class name of the current input.
  106128. * @returns the class name
  106129. */
  106130. getClassName(): string;
  106131. /**
  106132. * Get the friendly name associated with the input class.
  106133. * @returns the input friendly name
  106134. */
  106135. getSimpleName(): string;
  106136. /**
  106137. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106138. * allow modification of the heightOffset value.
  106139. */
  106140. private _modifierHeightOffset;
  106141. /**
  106142. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106143. * allow modification of the rotationOffset value.
  106144. */
  106145. private _modifierRotationOffset;
  106146. /**
  106147. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106148. * allow modification of the radius value.
  106149. */
  106150. private _modifierRadius;
  106151. }
  106152. }
  106153. declare module BABYLON {
  106154. interface FreeCameraInputsManager {
  106155. /**
  106156. * @hidden
  106157. */
  106158. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  106159. /**
  106160. * Add orientation input support to the input manager.
  106161. * @returns the current input manager
  106162. */
  106163. addDeviceOrientation(): FreeCameraInputsManager;
  106164. }
  106165. /**
  106166. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106167. * Screen rotation is taken into account.
  106168. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106169. */
  106170. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  106171. private _camera;
  106172. private _screenOrientationAngle;
  106173. private _constantTranform;
  106174. private _screenQuaternion;
  106175. private _alpha;
  106176. private _beta;
  106177. private _gamma;
  106178. /**
  106179. * Can be used to detect if a device orientation sensor is availible on a device
  106180. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  106181. * @returns a promise that will resolve on orientation change
  106182. */
  106183. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  106184. /**
  106185. * @hidden
  106186. */
  106187. _onDeviceOrientationChangedObservable: Observable<void>;
  106188. /**
  106189. * Instantiates a new input
  106190. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106191. */
  106192. constructor();
  106193. /**
  106194. * Define the camera controlled by the input.
  106195. */
  106196. camera: FreeCamera;
  106197. /**
  106198. * Attach the input controls to a specific dom element to get the input from.
  106199. * @param element Defines the element the controls should be listened from
  106200. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106201. */
  106202. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106203. private _orientationChanged;
  106204. private _deviceOrientation;
  106205. /**
  106206. * Detach the current controls from the specified dom element.
  106207. * @param element Defines the element to stop listening the inputs from
  106208. */
  106209. detachControl(element: Nullable<HTMLElement>): void;
  106210. /**
  106211. * Update the current camera state depending on the inputs that have been used this frame.
  106212. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106213. */
  106214. checkInputs(): void;
  106215. /**
  106216. * Gets the class name of the current intput.
  106217. * @returns the class name
  106218. */
  106219. getClassName(): string;
  106220. /**
  106221. * Get the friendly name associated with the input class.
  106222. * @returns the input friendly name
  106223. */
  106224. getSimpleName(): string;
  106225. }
  106226. }
  106227. declare module BABYLON {
  106228. /**
  106229. * Manage the gamepad inputs to control a free camera.
  106230. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106231. */
  106232. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  106233. /**
  106234. * Define the camera the input is attached to.
  106235. */
  106236. camera: FreeCamera;
  106237. /**
  106238. * Define the Gamepad controlling the input
  106239. */
  106240. gamepad: Nullable<Gamepad>;
  106241. /**
  106242. * Defines the gamepad rotation sensiblity.
  106243. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106244. */
  106245. gamepadAngularSensibility: number;
  106246. /**
  106247. * Defines the gamepad move sensiblity.
  106248. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106249. */
  106250. gamepadMoveSensibility: number;
  106251. private _yAxisScale;
  106252. /**
  106253. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106254. */
  106255. invertYAxis: boolean;
  106256. private _onGamepadConnectedObserver;
  106257. private _onGamepadDisconnectedObserver;
  106258. private _cameraTransform;
  106259. private _deltaTransform;
  106260. private _vector3;
  106261. private _vector2;
  106262. /**
  106263. * Attach the input controls to a specific dom element to get the input from.
  106264. * @param element Defines the element the controls should be listened from
  106265. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106266. */
  106267. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106268. /**
  106269. * Detach the current controls from the specified dom element.
  106270. * @param element Defines the element to stop listening the inputs from
  106271. */
  106272. detachControl(element: Nullable<HTMLElement>): void;
  106273. /**
  106274. * Update the current camera state depending on the inputs that have been used this frame.
  106275. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106276. */
  106277. checkInputs(): void;
  106278. /**
  106279. * Gets the class name of the current intput.
  106280. * @returns the class name
  106281. */
  106282. getClassName(): string;
  106283. /**
  106284. * Get the friendly name associated with the input class.
  106285. * @returns the input friendly name
  106286. */
  106287. getSimpleName(): string;
  106288. }
  106289. }
  106290. declare module BABYLON {
  106291. /**
  106292. * Defines the potential axis of a Joystick
  106293. */
  106294. export enum JoystickAxis {
  106295. /** X axis */
  106296. X = 0,
  106297. /** Y axis */
  106298. Y = 1,
  106299. /** Z axis */
  106300. Z = 2
  106301. }
  106302. /**
  106303. * Class used to define virtual joystick (used in touch mode)
  106304. */
  106305. export class VirtualJoystick {
  106306. /**
  106307. * Gets or sets a boolean indicating that left and right values must be inverted
  106308. */
  106309. reverseLeftRight: boolean;
  106310. /**
  106311. * Gets or sets a boolean indicating that up and down values must be inverted
  106312. */
  106313. reverseUpDown: boolean;
  106314. /**
  106315. * Gets the offset value for the position (ie. the change of the position value)
  106316. */
  106317. deltaPosition: Vector3;
  106318. /**
  106319. * Gets a boolean indicating if the virtual joystick was pressed
  106320. */
  106321. pressed: boolean;
  106322. /**
  106323. * Canvas the virtual joystick will render onto, default z-index of this is 5
  106324. */
  106325. static Canvas: Nullable<HTMLCanvasElement>;
  106326. private static _globalJoystickIndex;
  106327. private static vjCanvasContext;
  106328. private static vjCanvasWidth;
  106329. private static vjCanvasHeight;
  106330. private static halfWidth;
  106331. private _action;
  106332. private _axisTargetedByLeftAndRight;
  106333. private _axisTargetedByUpAndDown;
  106334. private _joystickSensibility;
  106335. private _inversedSensibility;
  106336. private _joystickPointerID;
  106337. private _joystickColor;
  106338. private _joystickPointerPos;
  106339. private _joystickPreviousPointerPos;
  106340. private _joystickPointerStartPos;
  106341. private _deltaJoystickVector;
  106342. private _leftJoystick;
  106343. private _touches;
  106344. private _onPointerDownHandlerRef;
  106345. private _onPointerMoveHandlerRef;
  106346. private _onPointerUpHandlerRef;
  106347. private _onResize;
  106348. /**
  106349. * Creates a new virtual joystick
  106350. * @param leftJoystick defines that the joystick is for left hand (false by default)
  106351. */
  106352. constructor(leftJoystick?: boolean);
  106353. /**
  106354. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  106355. * @param newJoystickSensibility defines the new sensibility
  106356. */
  106357. setJoystickSensibility(newJoystickSensibility: number): void;
  106358. private _onPointerDown;
  106359. private _onPointerMove;
  106360. private _onPointerUp;
  106361. /**
  106362. * Change the color of the virtual joystick
  106363. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  106364. */
  106365. setJoystickColor(newColor: string): void;
  106366. /**
  106367. * Defines a callback to call when the joystick is touched
  106368. * @param action defines the callback
  106369. */
  106370. setActionOnTouch(action: () => any): void;
  106371. /**
  106372. * Defines which axis you'd like to control for left & right
  106373. * @param axis defines the axis to use
  106374. */
  106375. setAxisForLeftRight(axis: JoystickAxis): void;
  106376. /**
  106377. * Defines which axis you'd like to control for up & down
  106378. * @param axis defines the axis to use
  106379. */
  106380. setAxisForUpDown(axis: JoystickAxis): void;
  106381. private _drawVirtualJoystick;
  106382. /**
  106383. * Release internal HTML canvas
  106384. */
  106385. releaseCanvas(): void;
  106386. }
  106387. }
  106388. declare module BABYLON {
  106389. interface FreeCameraInputsManager {
  106390. /**
  106391. * Add virtual joystick input support to the input manager.
  106392. * @returns the current input manager
  106393. */
  106394. addVirtualJoystick(): FreeCameraInputsManager;
  106395. }
  106396. /**
  106397. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  106398. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106399. */
  106400. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  106401. /**
  106402. * Defines the camera the input is attached to.
  106403. */
  106404. camera: FreeCamera;
  106405. private _leftjoystick;
  106406. private _rightjoystick;
  106407. /**
  106408. * Gets the left stick of the virtual joystick.
  106409. * @returns The virtual Joystick
  106410. */
  106411. getLeftJoystick(): VirtualJoystick;
  106412. /**
  106413. * Gets the right stick of the virtual joystick.
  106414. * @returns The virtual Joystick
  106415. */
  106416. getRightJoystick(): VirtualJoystick;
  106417. /**
  106418. * Update the current camera state depending on the inputs that have been used this frame.
  106419. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106420. */
  106421. checkInputs(): void;
  106422. /**
  106423. * Attach the input controls to a specific dom element to get the input from.
  106424. * @param element Defines the element the controls should be listened from
  106425. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106426. */
  106427. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106428. /**
  106429. * Detach the current controls from the specified dom element.
  106430. * @param element Defines the element to stop listening the inputs from
  106431. */
  106432. detachControl(element: Nullable<HTMLElement>): void;
  106433. /**
  106434. * Gets the class name of the current intput.
  106435. * @returns the class name
  106436. */
  106437. getClassName(): string;
  106438. /**
  106439. * Get the friendly name associated with the input class.
  106440. * @returns the input friendly name
  106441. */
  106442. getSimpleName(): string;
  106443. }
  106444. }
  106445. declare module BABYLON {
  106446. /**
  106447. * This represents a FPS type of camera controlled by touch.
  106448. * This is like a universal camera minus the Gamepad controls.
  106449. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106450. */
  106451. export class TouchCamera extends FreeCamera {
  106452. /**
  106453. * Defines the touch sensibility for rotation.
  106454. * The higher the faster.
  106455. */
  106456. touchAngularSensibility: number;
  106457. /**
  106458. * Defines the touch sensibility for move.
  106459. * The higher the faster.
  106460. */
  106461. touchMoveSensibility: number;
  106462. /**
  106463. * Instantiates a new touch camera.
  106464. * This represents a FPS type of camera controlled by touch.
  106465. * This is like a universal camera minus the Gamepad controls.
  106466. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  106467. * @param name Define the name of the camera in the scene
  106468. * @param position Define the start position of the camera in the scene
  106469. * @param scene Define the scene the camera belongs to
  106470. */
  106471. constructor(name: string, position: Vector3, scene: Scene);
  106472. /**
  106473. * Gets the current object class name.
  106474. * @return the class name
  106475. */
  106476. getClassName(): string;
  106477. /** @hidden */
  106478. _setupInputs(): void;
  106479. }
  106480. }
  106481. declare module BABYLON {
  106482. /**
  106483. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106484. * being tilted forward or back and left or right.
  106485. */
  106486. export class DeviceOrientationCamera extends FreeCamera {
  106487. private _initialQuaternion;
  106488. private _quaternionCache;
  106489. private _tmpDragQuaternion;
  106490. private _disablePointerInputWhenUsingDeviceOrientation;
  106491. /**
  106492. * Creates a new device orientation camera
  106493. * @param name The name of the camera
  106494. * @param position The start position camera
  106495. * @param scene The scene the camera belongs to
  106496. */
  106497. constructor(name: string, position: Vector3, scene: Scene);
  106498. /**
  106499. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  106500. */
  106501. disablePointerInputWhenUsingDeviceOrientation: boolean;
  106502. private _dragFactor;
  106503. /**
  106504. * Enabled turning on the y axis when the orientation sensor is active
  106505. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  106506. */
  106507. enableHorizontalDragging(dragFactor?: number): void;
  106508. /**
  106509. * Gets the current instance class name ("DeviceOrientationCamera").
  106510. * This helps avoiding instanceof at run time.
  106511. * @returns the class name
  106512. */
  106513. getClassName(): string;
  106514. /**
  106515. * @hidden
  106516. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106517. */
  106518. _checkInputs(): void;
  106519. /**
  106520. * Reset the camera to its default orientation on the specified axis only.
  106521. * @param axis The axis to reset
  106522. */
  106523. resetToCurrentRotation(axis?: Axis): void;
  106524. }
  106525. }
  106526. declare module BABYLON {
  106527. /**
  106528. * Defines supported buttons for XBox360 compatible gamepads
  106529. */
  106530. export enum Xbox360Button {
  106531. /** A */
  106532. A = 0,
  106533. /** B */
  106534. B = 1,
  106535. /** X */
  106536. X = 2,
  106537. /** Y */
  106538. Y = 3,
  106539. /** Start */
  106540. Start = 4,
  106541. /** Back */
  106542. Back = 5,
  106543. /** Left button */
  106544. LB = 6,
  106545. /** Right button */
  106546. RB = 7,
  106547. /** Left stick */
  106548. LeftStick = 8,
  106549. /** Right stick */
  106550. RightStick = 9
  106551. }
  106552. /** Defines values for XBox360 DPad */
  106553. export enum Xbox360Dpad {
  106554. /** Up */
  106555. Up = 0,
  106556. /** Down */
  106557. Down = 1,
  106558. /** Left */
  106559. Left = 2,
  106560. /** Right */
  106561. Right = 3
  106562. }
  106563. /**
  106564. * Defines a XBox360 gamepad
  106565. */
  106566. export class Xbox360Pad extends Gamepad {
  106567. private _leftTrigger;
  106568. private _rightTrigger;
  106569. private _onlefttriggerchanged;
  106570. private _onrighttriggerchanged;
  106571. private _onbuttondown;
  106572. private _onbuttonup;
  106573. private _ondpaddown;
  106574. private _ondpadup;
  106575. /** Observable raised when a button is pressed */
  106576. onButtonDownObservable: Observable<Xbox360Button>;
  106577. /** Observable raised when a button is released */
  106578. onButtonUpObservable: Observable<Xbox360Button>;
  106579. /** Observable raised when a pad is pressed */
  106580. onPadDownObservable: Observable<Xbox360Dpad>;
  106581. /** Observable raised when a pad is released */
  106582. onPadUpObservable: Observable<Xbox360Dpad>;
  106583. private _buttonA;
  106584. private _buttonB;
  106585. private _buttonX;
  106586. private _buttonY;
  106587. private _buttonBack;
  106588. private _buttonStart;
  106589. private _buttonLB;
  106590. private _buttonRB;
  106591. private _buttonLeftStick;
  106592. private _buttonRightStick;
  106593. private _dPadUp;
  106594. private _dPadDown;
  106595. private _dPadLeft;
  106596. private _dPadRight;
  106597. private _isXboxOnePad;
  106598. /**
  106599. * Creates a new XBox360 gamepad object
  106600. * @param id defines the id of this gamepad
  106601. * @param index defines its index
  106602. * @param gamepad defines the internal HTML gamepad object
  106603. * @param xboxOne defines if it is a XBox One gamepad
  106604. */
  106605. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  106606. /**
  106607. * Defines the callback to call when left trigger is pressed
  106608. * @param callback defines the callback to use
  106609. */
  106610. onlefttriggerchanged(callback: (value: number) => void): void;
  106611. /**
  106612. * Defines the callback to call when right trigger is pressed
  106613. * @param callback defines the callback to use
  106614. */
  106615. onrighttriggerchanged(callback: (value: number) => void): void;
  106616. /**
  106617. * Gets the left trigger value
  106618. */
  106619. /**
  106620. * Sets the left trigger value
  106621. */
  106622. leftTrigger: number;
  106623. /**
  106624. * Gets the right trigger value
  106625. */
  106626. /**
  106627. * Sets the right trigger value
  106628. */
  106629. rightTrigger: number;
  106630. /**
  106631. * Defines the callback to call when a button is pressed
  106632. * @param callback defines the callback to use
  106633. */
  106634. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  106635. /**
  106636. * Defines the callback to call when a button is released
  106637. * @param callback defines the callback to use
  106638. */
  106639. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  106640. /**
  106641. * Defines the callback to call when a pad is pressed
  106642. * @param callback defines the callback to use
  106643. */
  106644. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  106645. /**
  106646. * Defines the callback to call when a pad is released
  106647. * @param callback defines the callback to use
  106648. */
  106649. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  106650. private _setButtonValue;
  106651. private _setDPadValue;
  106652. /**
  106653. * Gets the value of the `A` button
  106654. */
  106655. /**
  106656. * Sets the value of the `A` button
  106657. */
  106658. buttonA: number;
  106659. /**
  106660. * Gets the value of the `B` button
  106661. */
  106662. /**
  106663. * Sets the value of the `B` button
  106664. */
  106665. buttonB: number;
  106666. /**
  106667. * Gets the value of the `X` button
  106668. */
  106669. /**
  106670. * Sets the value of the `X` button
  106671. */
  106672. buttonX: number;
  106673. /**
  106674. * Gets the value of the `Y` button
  106675. */
  106676. /**
  106677. * Sets the value of the `Y` button
  106678. */
  106679. buttonY: number;
  106680. /**
  106681. * Gets the value of the `Start` button
  106682. */
  106683. /**
  106684. * Sets the value of the `Start` button
  106685. */
  106686. buttonStart: number;
  106687. /**
  106688. * Gets the value of the `Back` button
  106689. */
  106690. /**
  106691. * Sets the value of the `Back` button
  106692. */
  106693. buttonBack: number;
  106694. /**
  106695. * Gets the value of the `Left` button
  106696. */
  106697. /**
  106698. * Sets the value of the `Left` button
  106699. */
  106700. buttonLB: number;
  106701. /**
  106702. * Gets the value of the `Right` button
  106703. */
  106704. /**
  106705. * Sets the value of the `Right` button
  106706. */
  106707. buttonRB: number;
  106708. /**
  106709. * Gets the value of the Left joystick
  106710. */
  106711. /**
  106712. * Sets the value of the Left joystick
  106713. */
  106714. buttonLeftStick: number;
  106715. /**
  106716. * Gets the value of the Right joystick
  106717. */
  106718. /**
  106719. * Sets the value of the Right joystick
  106720. */
  106721. buttonRightStick: number;
  106722. /**
  106723. * Gets the value of D-pad up
  106724. */
  106725. /**
  106726. * Sets the value of D-pad up
  106727. */
  106728. dPadUp: number;
  106729. /**
  106730. * Gets the value of D-pad down
  106731. */
  106732. /**
  106733. * Sets the value of D-pad down
  106734. */
  106735. dPadDown: number;
  106736. /**
  106737. * Gets the value of D-pad left
  106738. */
  106739. /**
  106740. * Sets the value of D-pad left
  106741. */
  106742. dPadLeft: number;
  106743. /**
  106744. * Gets the value of D-pad right
  106745. */
  106746. /**
  106747. * Sets the value of D-pad right
  106748. */
  106749. dPadRight: number;
  106750. /**
  106751. * Force the gamepad to synchronize with device values
  106752. */
  106753. update(): void;
  106754. /**
  106755. * Disposes the gamepad
  106756. */
  106757. dispose(): void;
  106758. }
  106759. }
  106760. declare module BABYLON {
  106761. /**
  106762. * Defines supported buttons for DualShock compatible gamepads
  106763. */
  106764. export enum DualShockButton {
  106765. /** Cross */
  106766. Cross = 0,
  106767. /** Circle */
  106768. Circle = 1,
  106769. /** Square */
  106770. Square = 2,
  106771. /** Triangle */
  106772. Triangle = 3,
  106773. /** Options */
  106774. Options = 4,
  106775. /** Share */
  106776. Share = 5,
  106777. /** L1 */
  106778. L1 = 6,
  106779. /** R1 */
  106780. R1 = 7,
  106781. /** Left stick */
  106782. LeftStick = 8,
  106783. /** Right stick */
  106784. RightStick = 9
  106785. }
  106786. /** Defines values for DualShock DPad */
  106787. export enum DualShockDpad {
  106788. /** Up */
  106789. Up = 0,
  106790. /** Down */
  106791. Down = 1,
  106792. /** Left */
  106793. Left = 2,
  106794. /** Right */
  106795. Right = 3
  106796. }
  106797. /**
  106798. * Defines a DualShock gamepad
  106799. */
  106800. export class DualShockPad extends Gamepad {
  106801. private _leftTrigger;
  106802. private _rightTrigger;
  106803. private _onlefttriggerchanged;
  106804. private _onrighttriggerchanged;
  106805. private _onbuttondown;
  106806. private _onbuttonup;
  106807. private _ondpaddown;
  106808. private _ondpadup;
  106809. /** Observable raised when a button is pressed */
  106810. onButtonDownObservable: Observable<DualShockButton>;
  106811. /** Observable raised when a button is released */
  106812. onButtonUpObservable: Observable<DualShockButton>;
  106813. /** Observable raised when a pad is pressed */
  106814. onPadDownObservable: Observable<DualShockDpad>;
  106815. /** Observable raised when a pad is released */
  106816. onPadUpObservable: Observable<DualShockDpad>;
  106817. private _buttonCross;
  106818. private _buttonCircle;
  106819. private _buttonSquare;
  106820. private _buttonTriangle;
  106821. private _buttonShare;
  106822. private _buttonOptions;
  106823. private _buttonL1;
  106824. private _buttonR1;
  106825. private _buttonLeftStick;
  106826. private _buttonRightStick;
  106827. private _dPadUp;
  106828. private _dPadDown;
  106829. private _dPadLeft;
  106830. private _dPadRight;
  106831. /**
  106832. * Creates a new DualShock gamepad object
  106833. * @param id defines the id of this gamepad
  106834. * @param index defines its index
  106835. * @param gamepad defines the internal HTML gamepad object
  106836. */
  106837. constructor(id: string, index: number, gamepad: any);
  106838. /**
  106839. * Defines the callback to call when left trigger is pressed
  106840. * @param callback defines the callback to use
  106841. */
  106842. onlefttriggerchanged(callback: (value: number) => void): void;
  106843. /**
  106844. * Defines the callback to call when right trigger is pressed
  106845. * @param callback defines the callback to use
  106846. */
  106847. onrighttriggerchanged(callback: (value: number) => void): void;
  106848. /**
  106849. * Gets the left trigger value
  106850. */
  106851. /**
  106852. * Sets the left trigger value
  106853. */
  106854. leftTrigger: number;
  106855. /**
  106856. * Gets the right trigger value
  106857. */
  106858. /**
  106859. * Sets the right trigger value
  106860. */
  106861. rightTrigger: number;
  106862. /**
  106863. * Defines the callback to call when a button is pressed
  106864. * @param callback defines the callback to use
  106865. */
  106866. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  106867. /**
  106868. * Defines the callback to call when a button is released
  106869. * @param callback defines the callback to use
  106870. */
  106871. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  106872. /**
  106873. * Defines the callback to call when a pad is pressed
  106874. * @param callback defines the callback to use
  106875. */
  106876. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  106877. /**
  106878. * Defines the callback to call when a pad is released
  106879. * @param callback defines the callback to use
  106880. */
  106881. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  106882. private _setButtonValue;
  106883. private _setDPadValue;
  106884. /**
  106885. * Gets the value of the `Cross` button
  106886. */
  106887. /**
  106888. * Sets the value of the `Cross` button
  106889. */
  106890. buttonCross: number;
  106891. /**
  106892. * Gets the value of the `Circle` button
  106893. */
  106894. /**
  106895. * Sets the value of the `Circle` button
  106896. */
  106897. buttonCircle: number;
  106898. /**
  106899. * Gets the value of the `Square` button
  106900. */
  106901. /**
  106902. * Sets the value of the `Square` button
  106903. */
  106904. buttonSquare: number;
  106905. /**
  106906. * Gets the value of the `Triangle` button
  106907. */
  106908. /**
  106909. * Sets the value of the `Triangle` button
  106910. */
  106911. buttonTriangle: number;
  106912. /**
  106913. * Gets the value of the `Options` button
  106914. */
  106915. /**
  106916. * Sets the value of the `Options` button
  106917. */
  106918. buttonOptions: number;
  106919. /**
  106920. * Gets the value of the `Share` button
  106921. */
  106922. /**
  106923. * Sets the value of the `Share` button
  106924. */
  106925. buttonShare: number;
  106926. /**
  106927. * Gets the value of the `L1` button
  106928. */
  106929. /**
  106930. * Sets the value of the `L1` button
  106931. */
  106932. buttonL1: number;
  106933. /**
  106934. * Gets the value of the `R1` button
  106935. */
  106936. /**
  106937. * Sets the value of the `R1` button
  106938. */
  106939. buttonR1: number;
  106940. /**
  106941. * Gets the value of the Left joystick
  106942. */
  106943. /**
  106944. * Sets the value of the Left joystick
  106945. */
  106946. buttonLeftStick: number;
  106947. /**
  106948. * Gets the value of the Right joystick
  106949. */
  106950. /**
  106951. * Sets the value of the Right joystick
  106952. */
  106953. buttonRightStick: number;
  106954. /**
  106955. * Gets the value of D-pad up
  106956. */
  106957. /**
  106958. * Sets the value of D-pad up
  106959. */
  106960. dPadUp: number;
  106961. /**
  106962. * Gets the value of D-pad down
  106963. */
  106964. /**
  106965. * Sets the value of D-pad down
  106966. */
  106967. dPadDown: number;
  106968. /**
  106969. * Gets the value of D-pad left
  106970. */
  106971. /**
  106972. * Sets the value of D-pad left
  106973. */
  106974. dPadLeft: number;
  106975. /**
  106976. * Gets the value of D-pad right
  106977. */
  106978. /**
  106979. * Sets the value of D-pad right
  106980. */
  106981. dPadRight: number;
  106982. /**
  106983. * Force the gamepad to synchronize with device values
  106984. */
  106985. update(): void;
  106986. /**
  106987. * Disposes the gamepad
  106988. */
  106989. dispose(): void;
  106990. }
  106991. }
  106992. declare module BABYLON {
  106993. /**
  106994. * Manager for handling gamepads
  106995. */
  106996. export class GamepadManager {
  106997. private _scene?;
  106998. private _babylonGamepads;
  106999. private _oneGamepadConnected;
  107000. /** @hidden */
  107001. _isMonitoring: boolean;
  107002. private _gamepadEventSupported;
  107003. private _gamepadSupport;
  107004. /**
  107005. * observable to be triggered when the gamepad controller has been connected
  107006. */
  107007. onGamepadConnectedObservable: Observable<Gamepad>;
  107008. /**
  107009. * observable to be triggered when the gamepad controller has been disconnected
  107010. */
  107011. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107012. private _onGamepadConnectedEvent;
  107013. private _onGamepadDisconnectedEvent;
  107014. /**
  107015. * Initializes the gamepad manager
  107016. * @param _scene BabylonJS scene
  107017. */
  107018. constructor(_scene?: Scene | undefined);
  107019. /**
  107020. * The gamepads in the game pad manager
  107021. */
  107022. readonly gamepads: Gamepad[];
  107023. /**
  107024. * Get the gamepad controllers based on type
  107025. * @param type The type of gamepad controller
  107026. * @returns Nullable gamepad
  107027. */
  107028. getGamepadByType(type?: number): Nullable<Gamepad>;
  107029. /**
  107030. * Disposes the gamepad manager
  107031. */
  107032. dispose(): void;
  107033. private _addNewGamepad;
  107034. private _startMonitoringGamepads;
  107035. private _stopMonitoringGamepads;
  107036. /** @hidden */
  107037. _checkGamepadsStatus(): void;
  107038. private _updateGamepadObjects;
  107039. }
  107040. }
  107041. declare module BABYLON {
  107042. interface Scene {
  107043. /** @hidden */
  107044. _gamepadManager: Nullable<GamepadManager>;
  107045. /**
  107046. * Gets the gamepad manager associated with the scene
  107047. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  107048. */
  107049. gamepadManager: GamepadManager;
  107050. }
  107051. /**
  107052. * Interface representing a free camera inputs manager
  107053. */
  107054. interface FreeCameraInputsManager {
  107055. /**
  107056. * Adds gamepad input support to the FreeCameraInputsManager.
  107057. * @returns the FreeCameraInputsManager
  107058. */
  107059. addGamepad(): FreeCameraInputsManager;
  107060. }
  107061. /**
  107062. * Interface representing an arc rotate camera inputs manager
  107063. */
  107064. interface ArcRotateCameraInputsManager {
  107065. /**
  107066. * Adds gamepad input support to the ArcRotateCamera InputManager.
  107067. * @returns the camera inputs manager
  107068. */
  107069. addGamepad(): ArcRotateCameraInputsManager;
  107070. }
  107071. /**
  107072. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  107073. */
  107074. export class GamepadSystemSceneComponent implements ISceneComponent {
  107075. /**
  107076. * The component name helpfull to identify the component in the list of scene components.
  107077. */
  107078. readonly name: string;
  107079. /**
  107080. * The scene the component belongs to.
  107081. */
  107082. scene: Scene;
  107083. /**
  107084. * Creates a new instance of the component for the given scene
  107085. * @param scene Defines the scene to register the component in
  107086. */
  107087. constructor(scene: Scene);
  107088. /**
  107089. * Registers the component in a given scene
  107090. */
  107091. register(): void;
  107092. /**
  107093. * Rebuilds the elements related to this component in case of
  107094. * context lost for instance.
  107095. */
  107096. rebuild(): void;
  107097. /**
  107098. * Disposes the component and the associated ressources
  107099. */
  107100. dispose(): void;
  107101. private _beforeCameraUpdate;
  107102. }
  107103. }
  107104. declare module BABYLON {
  107105. /**
  107106. * 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,
  107107. * which still works and will still be found in many Playgrounds.
  107108. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107109. */
  107110. export class UniversalCamera extends TouchCamera {
  107111. /**
  107112. * Defines the gamepad rotation sensiblity.
  107113. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107114. */
  107115. gamepadAngularSensibility: number;
  107116. /**
  107117. * Defines the gamepad move sensiblity.
  107118. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107119. */
  107120. gamepadMoveSensibility: number;
  107121. /**
  107122. * 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,
  107123. * which still works and will still be found in many Playgrounds.
  107124. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107125. * @param name Define the name of the camera in the scene
  107126. * @param position Define the start position of the camera in the scene
  107127. * @param scene Define the scene the camera belongs to
  107128. */
  107129. constructor(name: string, position: Vector3, scene: Scene);
  107130. /**
  107131. * Gets the current object class name.
  107132. * @return the class name
  107133. */
  107134. getClassName(): string;
  107135. }
  107136. }
  107137. declare module BABYLON {
  107138. /**
  107139. * This represents a FPS type of camera. This is only here for back compat purpose.
  107140. * Please use the UniversalCamera instead as both are identical.
  107141. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107142. */
  107143. export class GamepadCamera extends UniversalCamera {
  107144. /**
  107145. * Instantiates a new Gamepad Camera
  107146. * This represents a FPS type of camera. This is only here for back compat purpose.
  107147. * Please use the UniversalCamera instead as both are identical.
  107148. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107149. * @param name Define the name of the camera in the scene
  107150. * @param position Define the start position of the camera in the scene
  107151. * @param scene Define the scene the camera belongs to
  107152. */
  107153. constructor(name: string, position: Vector3, scene: Scene);
  107154. /**
  107155. * Gets the current object class name.
  107156. * @return the class name
  107157. */
  107158. getClassName(): string;
  107159. }
  107160. }
  107161. declare module BABYLON {
  107162. /** @hidden */
  107163. export var passPixelShader: {
  107164. name: string;
  107165. shader: string;
  107166. };
  107167. }
  107168. declare module BABYLON {
  107169. /** @hidden */
  107170. export var passCubePixelShader: {
  107171. name: string;
  107172. shader: string;
  107173. };
  107174. }
  107175. declare module BABYLON {
  107176. /**
  107177. * PassPostProcess which produces an output the same as it's input
  107178. */
  107179. export class PassPostProcess extends PostProcess {
  107180. /**
  107181. * Creates the PassPostProcess
  107182. * @param name The name of the effect.
  107183. * @param options The required width/height ratio to downsize to before computing the render pass.
  107184. * @param camera The camera to apply the render pass to.
  107185. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107186. * @param engine The engine which the post process will be applied. (default: current engine)
  107187. * @param reusable If the post process can be reused on the same frame. (default: false)
  107188. * @param textureType The type of texture to be used when performing the post processing.
  107189. * @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)
  107190. */
  107191. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107192. }
  107193. /**
  107194. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  107195. */
  107196. export class PassCubePostProcess extends PostProcess {
  107197. private _face;
  107198. /**
  107199. * Gets or sets the cube face to display.
  107200. * * 0 is +X
  107201. * * 1 is -X
  107202. * * 2 is +Y
  107203. * * 3 is -Y
  107204. * * 4 is +Z
  107205. * * 5 is -Z
  107206. */
  107207. face: number;
  107208. /**
  107209. * Creates the PassCubePostProcess
  107210. * @param name The name of the effect.
  107211. * @param options The required width/height ratio to downsize to before computing the render pass.
  107212. * @param camera The camera to apply the render pass to.
  107213. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107214. * @param engine The engine which the post process will be applied. (default: current engine)
  107215. * @param reusable If the post process can be reused on the same frame. (default: false)
  107216. * @param textureType The type of texture to be used when performing the post processing.
  107217. * @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)
  107218. */
  107219. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107220. }
  107221. }
  107222. declare module BABYLON {
  107223. /** @hidden */
  107224. export var anaglyphPixelShader: {
  107225. name: string;
  107226. shader: string;
  107227. };
  107228. }
  107229. declare module BABYLON {
  107230. /**
  107231. * Postprocess used to generate anaglyphic rendering
  107232. */
  107233. export class AnaglyphPostProcess extends PostProcess {
  107234. private _passedProcess;
  107235. /**
  107236. * Creates a new AnaglyphPostProcess
  107237. * @param name defines postprocess name
  107238. * @param options defines creation options or target ratio scale
  107239. * @param rigCameras defines cameras using this postprocess
  107240. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  107241. * @param engine defines hosting engine
  107242. * @param reusable defines if the postprocess will be reused multiple times per frame
  107243. */
  107244. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  107245. }
  107246. }
  107247. declare module BABYLON {
  107248. /**
  107249. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  107250. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107251. */
  107252. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  107253. /**
  107254. * Creates a new AnaglyphArcRotateCamera
  107255. * @param name defines camera name
  107256. * @param alpha defines alpha angle (in radians)
  107257. * @param beta defines beta angle (in radians)
  107258. * @param radius defines radius
  107259. * @param target defines camera target
  107260. * @param interaxialDistance defines distance between each color axis
  107261. * @param scene defines the hosting scene
  107262. */
  107263. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  107264. /**
  107265. * Gets camera class name
  107266. * @returns AnaglyphArcRotateCamera
  107267. */
  107268. getClassName(): string;
  107269. }
  107270. }
  107271. declare module BABYLON {
  107272. /**
  107273. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  107274. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107275. */
  107276. export class AnaglyphFreeCamera extends FreeCamera {
  107277. /**
  107278. * Creates a new AnaglyphFreeCamera
  107279. * @param name defines camera name
  107280. * @param position defines initial position
  107281. * @param interaxialDistance defines distance between each color axis
  107282. * @param scene defines the hosting scene
  107283. */
  107284. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107285. /**
  107286. * Gets camera class name
  107287. * @returns AnaglyphFreeCamera
  107288. */
  107289. getClassName(): string;
  107290. }
  107291. }
  107292. declare module BABYLON {
  107293. /**
  107294. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  107295. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107296. */
  107297. export class AnaglyphGamepadCamera extends GamepadCamera {
  107298. /**
  107299. * Creates a new AnaglyphGamepadCamera
  107300. * @param name defines camera name
  107301. * @param position defines initial position
  107302. * @param interaxialDistance defines distance between each color axis
  107303. * @param scene defines the hosting scene
  107304. */
  107305. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107306. /**
  107307. * Gets camera class name
  107308. * @returns AnaglyphGamepadCamera
  107309. */
  107310. getClassName(): string;
  107311. }
  107312. }
  107313. declare module BABYLON {
  107314. /**
  107315. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  107316. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107317. */
  107318. export class AnaglyphUniversalCamera extends UniversalCamera {
  107319. /**
  107320. * Creates a new AnaglyphUniversalCamera
  107321. * @param name defines camera name
  107322. * @param position defines initial position
  107323. * @param interaxialDistance defines distance between each color axis
  107324. * @param scene defines the hosting scene
  107325. */
  107326. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107327. /**
  107328. * Gets camera class name
  107329. * @returns AnaglyphUniversalCamera
  107330. */
  107331. getClassName(): string;
  107332. }
  107333. }
  107334. declare module BABYLON {
  107335. /** @hidden */
  107336. export var stereoscopicInterlacePixelShader: {
  107337. name: string;
  107338. shader: string;
  107339. };
  107340. }
  107341. declare module BABYLON {
  107342. /**
  107343. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  107344. */
  107345. export class StereoscopicInterlacePostProcess extends PostProcess {
  107346. private _stepSize;
  107347. private _passedProcess;
  107348. /**
  107349. * Initializes a StereoscopicInterlacePostProcess
  107350. * @param name The name of the effect.
  107351. * @param rigCameras The rig cameras to be appled to the post process
  107352. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  107353. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107354. * @param engine The engine which the post process will be applied. (default: current engine)
  107355. * @param reusable If the post process can be reused on the same frame. (default: false)
  107356. */
  107357. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  107358. }
  107359. }
  107360. declare module BABYLON {
  107361. /**
  107362. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  107363. * @see http://doc.babylonjs.com/features/cameras
  107364. */
  107365. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  107366. /**
  107367. * Creates a new StereoscopicArcRotateCamera
  107368. * @param name defines camera name
  107369. * @param alpha defines alpha angle (in radians)
  107370. * @param beta defines beta angle (in radians)
  107371. * @param radius defines radius
  107372. * @param target defines camera target
  107373. * @param interaxialDistance defines distance between each color axis
  107374. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107375. * @param scene defines the hosting scene
  107376. */
  107377. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107378. /**
  107379. * Gets camera class name
  107380. * @returns StereoscopicArcRotateCamera
  107381. */
  107382. getClassName(): string;
  107383. }
  107384. }
  107385. declare module BABYLON {
  107386. /**
  107387. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  107388. * @see http://doc.babylonjs.com/features/cameras
  107389. */
  107390. export class StereoscopicFreeCamera extends FreeCamera {
  107391. /**
  107392. * Creates a new StereoscopicFreeCamera
  107393. * @param name defines camera name
  107394. * @param position defines initial position
  107395. * @param interaxialDistance defines distance between each color axis
  107396. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107397. * @param scene defines the hosting scene
  107398. */
  107399. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107400. /**
  107401. * Gets camera class name
  107402. * @returns StereoscopicFreeCamera
  107403. */
  107404. getClassName(): string;
  107405. }
  107406. }
  107407. declare module BABYLON {
  107408. /**
  107409. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  107410. * @see http://doc.babylonjs.com/features/cameras
  107411. */
  107412. export class StereoscopicGamepadCamera extends GamepadCamera {
  107413. /**
  107414. * Creates a new StereoscopicGamepadCamera
  107415. * @param name defines camera name
  107416. * @param position defines initial position
  107417. * @param interaxialDistance defines distance between each color axis
  107418. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107419. * @param scene defines the hosting scene
  107420. */
  107421. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107422. /**
  107423. * Gets camera class name
  107424. * @returns StereoscopicGamepadCamera
  107425. */
  107426. getClassName(): string;
  107427. }
  107428. }
  107429. declare module BABYLON {
  107430. /**
  107431. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  107432. * @see http://doc.babylonjs.com/features/cameras
  107433. */
  107434. export class StereoscopicUniversalCamera extends UniversalCamera {
  107435. /**
  107436. * Creates a new StereoscopicUniversalCamera
  107437. * @param name defines camera name
  107438. * @param position defines initial position
  107439. * @param interaxialDistance defines distance between each color axis
  107440. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107441. * @param scene defines the hosting scene
  107442. */
  107443. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107444. /**
  107445. * Gets camera class name
  107446. * @returns StereoscopicUniversalCamera
  107447. */
  107448. getClassName(): string;
  107449. }
  107450. }
  107451. declare module BABYLON {
  107452. /**
  107453. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  107454. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107455. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107456. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107457. */
  107458. export class VirtualJoysticksCamera extends FreeCamera {
  107459. /**
  107460. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  107461. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107462. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107463. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107464. * @param name Define the name of the camera in the scene
  107465. * @param position Define the start position of the camera in the scene
  107466. * @param scene Define the scene the camera belongs to
  107467. */
  107468. constructor(name: string, position: Vector3, scene: Scene);
  107469. /**
  107470. * Gets the current object class name.
  107471. * @return the class name
  107472. */
  107473. getClassName(): string;
  107474. }
  107475. }
  107476. declare module BABYLON {
  107477. /**
  107478. * This represents all the required metrics to create a VR camera.
  107479. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  107480. */
  107481. export class VRCameraMetrics {
  107482. /**
  107483. * Define the horizontal resolution off the screen.
  107484. */
  107485. hResolution: number;
  107486. /**
  107487. * Define the vertical resolution off the screen.
  107488. */
  107489. vResolution: number;
  107490. /**
  107491. * Define the horizontal screen size.
  107492. */
  107493. hScreenSize: number;
  107494. /**
  107495. * Define the vertical screen size.
  107496. */
  107497. vScreenSize: number;
  107498. /**
  107499. * Define the vertical screen center position.
  107500. */
  107501. vScreenCenter: number;
  107502. /**
  107503. * Define the distance of the eyes to the screen.
  107504. */
  107505. eyeToScreenDistance: number;
  107506. /**
  107507. * Define the distance between both lenses
  107508. */
  107509. lensSeparationDistance: number;
  107510. /**
  107511. * Define the distance between both viewer's eyes.
  107512. */
  107513. interpupillaryDistance: number;
  107514. /**
  107515. * Define the distortion factor of the VR postprocess.
  107516. * Please, touch with care.
  107517. */
  107518. distortionK: number[];
  107519. /**
  107520. * Define the chromatic aberration correction factors for the VR post process.
  107521. */
  107522. chromaAbCorrection: number[];
  107523. /**
  107524. * Define the scale factor of the post process.
  107525. * The smaller the better but the slower.
  107526. */
  107527. postProcessScaleFactor: number;
  107528. /**
  107529. * Define an offset for the lens center.
  107530. */
  107531. lensCenterOffset: number;
  107532. /**
  107533. * Define if the current vr camera should compensate the distortion of the lense or not.
  107534. */
  107535. compensateDistortion: boolean;
  107536. /**
  107537. * Defines if multiview should be enabled when rendering (Default: false)
  107538. */
  107539. multiviewEnabled: boolean;
  107540. /**
  107541. * Gets the rendering aspect ratio based on the provided resolutions.
  107542. */
  107543. readonly aspectRatio: number;
  107544. /**
  107545. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  107546. */
  107547. readonly aspectRatioFov: number;
  107548. /**
  107549. * @hidden
  107550. */
  107551. readonly leftHMatrix: Matrix;
  107552. /**
  107553. * @hidden
  107554. */
  107555. readonly rightHMatrix: Matrix;
  107556. /**
  107557. * @hidden
  107558. */
  107559. readonly leftPreViewMatrix: Matrix;
  107560. /**
  107561. * @hidden
  107562. */
  107563. readonly rightPreViewMatrix: Matrix;
  107564. /**
  107565. * Get the default VRMetrics based on the most generic setup.
  107566. * @returns the default vr metrics
  107567. */
  107568. static GetDefault(): VRCameraMetrics;
  107569. }
  107570. }
  107571. declare module BABYLON {
  107572. /** @hidden */
  107573. export var vrDistortionCorrectionPixelShader: {
  107574. name: string;
  107575. shader: string;
  107576. };
  107577. }
  107578. declare module BABYLON {
  107579. /**
  107580. * VRDistortionCorrectionPostProcess used for mobile VR
  107581. */
  107582. export class VRDistortionCorrectionPostProcess extends PostProcess {
  107583. private _isRightEye;
  107584. private _distortionFactors;
  107585. private _postProcessScaleFactor;
  107586. private _lensCenterOffset;
  107587. private _scaleIn;
  107588. private _scaleFactor;
  107589. private _lensCenter;
  107590. /**
  107591. * Initializes the VRDistortionCorrectionPostProcess
  107592. * @param name The name of the effect.
  107593. * @param camera The camera to apply the render pass to.
  107594. * @param isRightEye If this is for the right eye distortion
  107595. * @param vrMetrics All the required metrics for the VR camera
  107596. */
  107597. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  107598. }
  107599. }
  107600. declare module BABYLON {
  107601. /**
  107602. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107603. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107604. */
  107605. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  107606. /**
  107607. * Creates a new VRDeviceOrientationArcRotateCamera
  107608. * @param name defines camera name
  107609. * @param alpha defines the camera rotation along the logitudinal axis
  107610. * @param beta defines the camera rotation along the latitudinal axis
  107611. * @param radius defines the camera distance from its target
  107612. * @param target defines the camera target
  107613. * @param scene defines the scene the camera belongs to
  107614. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107615. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107616. */
  107617. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107618. /**
  107619. * Gets camera class name
  107620. * @returns VRDeviceOrientationArcRotateCamera
  107621. */
  107622. getClassName(): string;
  107623. }
  107624. }
  107625. declare module BABYLON {
  107626. /**
  107627. * Camera used to simulate VR rendering (based on FreeCamera)
  107628. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107629. */
  107630. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  107631. /**
  107632. * Creates a new VRDeviceOrientationFreeCamera
  107633. * @param name defines camera name
  107634. * @param position defines the start position of the camera
  107635. * @param scene defines the scene the camera belongs to
  107636. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107637. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107638. */
  107639. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107640. /**
  107641. * Gets camera class name
  107642. * @returns VRDeviceOrientationFreeCamera
  107643. */
  107644. getClassName(): string;
  107645. }
  107646. }
  107647. declare module BABYLON {
  107648. /**
  107649. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107650. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107651. */
  107652. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  107653. /**
  107654. * Creates a new VRDeviceOrientationGamepadCamera
  107655. * @param name defines camera name
  107656. * @param position defines the start position of the camera
  107657. * @param scene defines the scene the camera belongs to
  107658. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107659. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107660. */
  107661. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  107662. /**
  107663. * Gets camera class name
  107664. * @returns VRDeviceOrientationGamepadCamera
  107665. */
  107666. getClassName(): string;
  107667. }
  107668. }
  107669. declare module BABYLON {
  107670. /**
  107671. * Base class of materials working in push mode in babylon JS
  107672. * @hidden
  107673. */
  107674. export class PushMaterial extends Material {
  107675. protected _activeEffect: Effect;
  107676. protected _normalMatrix: Matrix;
  107677. /**
  107678. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  107679. * This means that the material can keep using a previous shader while a new one is being compiled.
  107680. * This is mostly used when shader parallel compilation is supported (true by default)
  107681. */
  107682. allowShaderHotSwapping: boolean;
  107683. constructor(name: string, scene: Scene);
  107684. getEffect(): Effect;
  107685. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  107686. /**
  107687. * Binds the given world matrix to the active effect
  107688. *
  107689. * @param world the matrix to bind
  107690. */
  107691. bindOnlyWorldMatrix(world: Matrix): void;
  107692. /**
  107693. * Binds the given normal matrix to the active effect
  107694. *
  107695. * @param normalMatrix the matrix to bind
  107696. */
  107697. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  107698. bind(world: Matrix, mesh?: Mesh): void;
  107699. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  107700. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  107701. }
  107702. }
  107703. declare module BABYLON {
  107704. /**
  107705. * This groups all the flags used to control the materials channel.
  107706. */
  107707. export class MaterialFlags {
  107708. private static _DiffuseTextureEnabled;
  107709. /**
  107710. * Are diffuse textures enabled in the application.
  107711. */
  107712. static DiffuseTextureEnabled: boolean;
  107713. private static _AmbientTextureEnabled;
  107714. /**
  107715. * Are ambient textures enabled in the application.
  107716. */
  107717. static AmbientTextureEnabled: boolean;
  107718. private static _OpacityTextureEnabled;
  107719. /**
  107720. * Are opacity textures enabled in the application.
  107721. */
  107722. static OpacityTextureEnabled: boolean;
  107723. private static _ReflectionTextureEnabled;
  107724. /**
  107725. * Are reflection textures enabled in the application.
  107726. */
  107727. static ReflectionTextureEnabled: boolean;
  107728. private static _EmissiveTextureEnabled;
  107729. /**
  107730. * Are emissive textures enabled in the application.
  107731. */
  107732. static EmissiveTextureEnabled: boolean;
  107733. private static _SpecularTextureEnabled;
  107734. /**
  107735. * Are specular textures enabled in the application.
  107736. */
  107737. static SpecularTextureEnabled: boolean;
  107738. private static _BumpTextureEnabled;
  107739. /**
  107740. * Are bump textures enabled in the application.
  107741. */
  107742. static BumpTextureEnabled: boolean;
  107743. private static _LightmapTextureEnabled;
  107744. /**
  107745. * Are lightmap textures enabled in the application.
  107746. */
  107747. static LightmapTextureEnabled: boolean;
  107748. private static _RefractionTextureEnabled;
  107749. /**
  107750. * Are refraction textures enabled in the application.
  107751. */
  107752. static RefractionTextureEnabled: boolean;
  107753. private static _ColorGradingTextureEnabled;
  107754. /**
  107755. * Are color grading textures enabled in the application.
  107756. */
  107757. static ColorGradingTextureEnabled: boolean;
  107758. private static _FresnelEnabled;
  107759. /**
  107760. * Are fresnels enabled in the application.
  107761. */
  107762. static FresnelEnabled: boolean;
  107763. private static _ClearCoatTextureEnabled;
  107764. /**
  107765. * Are clear coat textures enabled in the application.
  107766. */
  107767. static ClearCoatTextureEnabled: boolean;
  107768. private static _ClearCoatBumpTextureEnabled;
  107769. /**
  107770. * Are clear coat bump textures enabled in the application.
  107771. */
  107772. static ClearCoatBumpTextureEnabled: boolean;
  107773. private static _ClearCoatTintTextureEnabled;
  107774. /**
  107775. * Are clear coat tint textures enabled in the application.
  107776. */
  107777. static ClearCoatTintTextureEnabled: boolean;
  107778. private static _SheenTextureEnabled;
  107779. /**
  107780. * Are sheen textures enabled in the application.
  107781. */
  107782. static SheenTextureEnabled: boolean;
  107783. private static _AnisotropicTextureEnabled;
  107784. /**
  107785. * Are anisotropic textures enabled in the application.
  107786. */
  107787. static AnisotropicTextureEnabled: boolean;
  107788. private static _ThicknessTextureEnabled;
  107789. /**
  107790. * Are thickness textures enabled in the application.
  107791. */
  107792. static ThicknessTextureEnabled: boolean;
  107793. }
  107794. }
  107795. declare module BABYLON {
  107796. /** @hidden */
  107797. export var defaultFragmentDeclaration: {
  107798. name: string;
  107799. shader: string;
  107800. };
  107801. }
  107802. declare module BABYLON {
  107803. /** @hidden */
  107804. export var defaultUboDeclaration: {
  107805. name: string;
  107806. shader: string;
  107807. };
  107808. }
  107809. declare module BABYLON {
  107810. /** @hidden */
  107811. export var lightFragmentDeclaration: {
  107812. name: string;
  107813. shader: string;
  107814. };
  107815. }
  107816. declare module BABYLON {
  107817. /** @hidden */
  107818. export var lightUboDeclaration: {
  107819. name: string;
  107820. shader: string;
  107821. };
  107822. }
  107823. declare module BABYLON {
  107824. /** @hidden */
  107825. export var lightsFragmentFunctions: {
  107826. name: string;
  107827. shader: string;
  107828. };
  107829. }
  107830. declare module BABYLON {
  107831. /** @hidden */
  107832. export var shadowsFragmentFunctions: {
  107833. name: string;
  107834. shader: string;
  107835. };
  107836. }
  107837. declare module BABYLON {
  107838. /** @hidden */
  107839. export var fresnelFunction: {
  107840. name: string;
  107841. shader: string;
  107842. };
  107843. }
  107844. declare module BABYLON {
  107845. /** @hidden */
  107846. export var reflectionFunction: {
  107847. name: string;
  107848. shader: string;
  107849. };
  107850. }
  107851. declare module BABYLON {
  107852. /** @hidden */
  107853. export var bumpFragmentFunctions: {
  107854. name: string;
  107855. shader: string;
  107856. };
  107857. }
  107858. declare module BABYLON {
  107859. /** @hidden */
  107860. export var logDepthDeclaration: {
  107861. name: string;
  107862. shader: string;
  107863. };
  107864. }
  107865. declare module BABYLON {
  107866. /** @hidden */
  107867. export var bumpFragment: {
  107868. name: string;
  107869. shader: string;
  107870. };
  107871. }
  107872. declare module BABYLON {
  107873. /** @hidden */
  107874. export var depthPrePass: {
  107875. name: string;
  107876. shader: string;
  107877. };
  107878. }
  107879. declare module BABYLON {
  107880. /** @hidden */
  107881. export var lightFragment: {
  107882. name: string;
  107883. shader: string;
  107884. };
  107885. }
  107886. declare module BABYLON {
  107887. /** @hidden */
  107888. export var logDepthFragment: {
  107889. name: string;
  107890. shader: string;
  107891. };
  107892. }
  107893. declare module BABYLON {
  107894. /** @hidden */
  107895. export var defaultPixelShader: {
  107896. name: string;
  107897. shader: string;
  107898. };
  107899. }
  107900. declare module BABYLON {
  107901. /** @hidden */
  107902. export var defaultVertexDeclaration: {
  107903. name: string;
  107904. shader: string;
  107905. };
  107906. }
  107907. declare module BABYLON {
  107908. /** @hidden */
  107909. export var bumpVertexDeclaration: {
  107910. name: string;
  107911. shader: string;
  107912. };
  107913. }
  107914. declare module BABYLON {
  107915. /** @hidden */
  107916. export var bumpVertex: {
  107917. name: string;
  107918. shader: string;
  107919. };
  107920. }
  107921. declare module BABYLON {
  107922. /** @hidden */
  107923. export var fogVertex: {
  107924. name: string;
  107925. shader: string;
  107926. };
  107927. }
  107928. declare module BABYLON {
  107929. /** @hidden */
  107930. export var shadowsVertex: {
  107931. name: string;
  107932. shader: string;
  107933. };
  107934. }
  107935. declare module BABYLON {
  107936. /** @hidden */
  107937. export var pointCloudVertex: {
  107938. name: string;
  107939. shader: string;
  107940. };
  107941. }
  107942. declare module BABYLON {
  107943. /** @hidden */
  107944. export var logDepthVertex: {
  107945. name: string;
  107946. shader: string;
  107947. };
  107948. }
  107949. declare module BABYLON {
  107950. /** @hidden */
  107951. export var defaultVertexShader: {
  107952. name: string;
  107953. shader: string;
  107954. };
  107955. }
  107956. declare module BABYLON {
  107957. /** @hidden */
  107958. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  107959. MAINUV1: boolean;
  107960. MAINUV2: boolean;
  107961. DIFFUSE: boolean;
  107962. DIFFUSEDIRECTUV: number;
  107963. AMBIENT: boolean;
  107964. AMBIENTDIRECTUV: number;
  107965. OPACITY: boolean;
  107966. OPACITYDIRECTUV: number;
  107967. OPACITYRGB: boolean;
  107968. REFLECTION: boolean;
  107969. EMISSIVE: boolean;
  107970. EMISSIVEDIRECTUV: number;
  107971. SPECULAR: boolean;
  107972. SPECULARDIRECTUV: number;
  107973. BUMP: boolean;
  107974. BUMPDIRECTUV: number;
  107975. PARALLAX: boolean;
  107976. PARALLAXOCCLUSION: boolean;
  107977. SPECULAROVERALPHA: boolean;
  107978. CLIPPLANE: boolean;
  107979. CLIPPLANE2: boolean;
  107980. CLIPPLANE3: boolean;
  107981. CLIPPLANE4: boolean;
  107982. ALPHATEST: boolean;
  107983. DEPTHPREPASS: boolean;
  107984. ALPHAFROMDIFFUSE: boolean;
  107985. POINTSIZE: boolean;
  107986. FOG: boolean;
  107987. SPECULARTERM: boolean;
  107988. DIFFUSEFRESNEL: boolean;
  107989. OPACITYFRESNEL: boolean;
  107990. REFLECTIONFRESNEL: boolean;
  107991. REFRACTIONFRESNEL: boolean;
  107992. EMISSIVEFRESNEL: boolean;
  107993. FRESNEL: boolean;
  107994. NORMAL: boolean;
  107995. UV1: boolean;
  107996. UV2: boolean;
  107997. VERTEXCOLOR: boolean;
  107998. VERTEXALPHA: boolean;
  107999. NUM_BONE_INFLUENCERS: number;
  108000. BonesPerMesh: number;
  108001. BONETEXTURE: boolean;
  108002. INSTANCES: boolean;
  108003. GLOSSINESS: boolean;
  108004. ROUGHNESS: boolean;
  108005. EMISSIVEASILLUMINATION: boolean;
  108006. LINKEMISSIVEWITHDIFFUSE: boolean;
  108007. REFLECTIONFRESNELFROMSPECULAR: boolean;
  108008. LIGHTMAP: boolean;
  108009. LIGHTMAPDIRECTUV: number;
  108010. OBJECTSPACE_NORMALMAP: boolean;
  108011. USELIGHTMAPASSHADOWMAP: boolean;
  108012. REFLECTIONMAP_3D: boolean;
  108013. REFLECTIONMAP_SPHERICAL: boolean;
  108014. REFLECTIONMAP_PLANAR: boolean;
  108015. REFLECTIONMAP_CUBIC: boolean;
  108016. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108017. REFLECTIONMAP_PROJECTION: boolean;
  108018. REFLECTIONMAP_SKYBOX: boolean;
  108019. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108020. REFLECTIONMAP_EXPLICIT: boolean;
  108021. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108022. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108023. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108024. INVERTCUBICMAP: boolean;
  108025. LOGARITHMICDEPTH: boolean;
  108026. REFRACTION: boolean;
  108027. REFRACTIONMAP_3D: boolean;
  108028. REFLECTIONOVERALPHA: boolean;
  108029. TWOSIDEDLIGHTING: boolean;
  108030. SHADOWFLOAT: boolean;
  108031. MORPHTARGETS: boolean;
  108032. MORPHTARGETS_NORMAL: boolean;
  108033. MORPHTARGETS_TANGENT: boolean;
  108034. MORPHTARGETS_UV: boolean;
  108035. NUM_MORPH_INFLUENCERS: number;
  108036. NONUNIFORMSCALING: boolean;
  108037. PREMULTIPLYALPHA: boolean;
  108038. IMAGEPROCESSING: boolean;
  108039. VIGNETTE: boolean;
  108040. VIGNETTEBLENDMODEMULTIPLY: boolean;
  108041. VIGNETTEBLENDMODEOPAQUE: boolean;
  108042. TONEMAPPING: boolean;
  108043. TONEMAPPING_ACES: boolean;
  108044. CONTRAST: boolean;
  108045. COLORCURVES: boolean;
  108046. COLORGRADING: boolean;
  108047. COLORGRADING3D: boolean;
  108048. SAMPLER3DGREENDEPTH: boolean;
  108049. SAMPLER3DBGRMAP: boolean;
  108050. IMAGEPROCESSINGPOSTPROCESS: boolean;
  108051. MULTIVIEW: boolean;
  108052. /**
  108053. * If the reflection texture on this material is in linear color space
  108054. * @hidden
  108055. */
  108056. IS_REFLECTION_LINEAR: boolean;
  108057. /**
  108058. * If the refraction texture on this material is in linear color space
  108059. * @hidden
  108060. */
  108061. IS_REFRACTION_LINEAR: boolean;
  108062. EXPOSURE: boolean;
  108063. constructor();
  108064. setReflectionMode(modeToEnable: string): void;
  108065. }
  108066. /**
  108067. * This is the default material used in Babylon. It is the best trade off between quality
  108068. * and performances.
  108069. * @see http://doc.babylonjs.com/babylon101/materials
  108070. */
  108071. export class StandardMaterial extends PushMaterial {
  108072. private _diffuseTexture;
  108073. /**
  108074. * The basic texture of the material as viewed under a light.
  108075. */
  108076. diffuseTexture: Nullable<BaseTexture>;
  108077. private _ambientTexture;
  108078. /**
  108079. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  108080. */
  108081. ambientTexture: Nullable<BaseTexture>;
  108082. private _opacityTexture;
  108083. /**
  108084. * Define the transparency of the material from a texture.
  108085. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  108086. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  108087. */
  108088. opacityTexture: Nullable<BaseTexture>;
  108089. private _reflectionTexture;
  108090. /**
  108091. * Define the texture used to display the reflection.
  108092. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108093. */
  108094. reflectionTexture: Nullable<BaseTexture>;
  108095. private _emissiveTexture;
  108096. /**
  108097. * Define texture of the material as if self lit.
  108098. * This will be mixed in the final result even in the absence of light.
  108099. */
  108100. emissiveTexture: Nullable<BaseTexture>;
  108101. private _specularTexture;
  108102. /**
  108103. * Define how the color and intensity of the highlight given by the light in the material.
  108104. */
  108105. specularTexture: Nullable<BaseTexture>;
  108106. private _bumpTexture;
  108107. /**
  108108. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  108109. * 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.
  108110. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  108111. */
  108112. bumpTexture: Nullable<BaseTexture>;
  108113. private _lightmapTexture;
  108114. /**
  108115. * Complex lighting can be computationally expensive to compute at runtime.
  108116. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  108117. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  108118. */
  108119. lightmapTexture: Nullable<BaseTexture>;
  108120. private _refractionTexture;
  108121. /**
  108122. * Define the texture used to display the refraction.
  108123. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108124. */
  108125. refractionTexture: Nullable<BaseTexture>;
  108126. /**
  108127. * The color of the material lit by the environmental background lighting.
  108128. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  108129. */
  108130. ambientColor: Color3;
  108131. /**
  108132. * The basic color of the material as viewed under a light.
  108133. */
  108134. diffuseColor: Color3;
  108135. /**
  108136. * Define how the color and intensity of the highlight given by the light in the material.
  108137. */
  108138. specularColor: Color3;
  108139. /**
  108140. * Define the color of the material as if self lit.
  108141. * This will be mixed in the final result even in the absence of light.
  108142. */
  108143. emissiveColor: Color3;
  108144. /**
  108145. * Defines how sharp are the highlights in the material.
  108146. * The bigger the value the sharper giving a more glossy feeling to the result.
  108147. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  108148. */
  108149. specularPower: number;
  108150. private _useAlphaFromDiffuseTexture;
  108151. /**
  108152. * Does the transparency come from the diffuse texture alpha channel.
  108153. */
  108154. useAlphaFromDiffuseTexture: boolean;
  108155. private _useEmissiveAsIllumination;
  108156. /**
  108157. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  108158. */
  108159. useEmissiveAsIllumination: boolean;
  108160. private _linkEmissiveWithDiffuse;
  108161. /**
  108162. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  108163. * the emissive level when the final color is close to one.
  108164. */
  108165. linkEmissiveWithDiffuse: boolean;
  108166. private _useSpecularOverAlpha;
  108167. /**
  108168. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  108169. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  108170. */
  108171. useSpecularOverAlpha: boolean;
  108172. private _useReflectionOverAlpha;
  108173. /**
  108174. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  108175. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  108176. */
  108177. useReflectionOverAlpha: boolean;
  108178. private _disableLighting;
  108179. /**
  108180. * Does lights from the scene impacts this material.
  108181. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  108182. */
  108183. disableLighting: boolean;
  108184. private _useObjectSpaceNormalMap;
  108185. /**
  108186. * Allows using an object space normal map (instead of tangent space).
  108187. */
  108188. useObjectSpaceNormalMap: boolean;
  108189. private _useParallax;
  108190. /**
  108191. * Is parallax enabled or not.
  108192. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108193. */
  108194. useParallax: boolean;
  108195. private _useParallaxOcclusion;
  108196. /**
  108197. * Is parallax occlusion enabled or not.
  108198. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  108199. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108200. */
  108201. useParallaxOcclusion: boolean;
  108202. /**
  108203. * 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.
  108204. */
  108205. parallaxScaleBias: number;
  108206. private _roughness;
  108207. /**
  108208. * Helps to define how blurry the reflections should appears in the material.
  108209. */
  108210. roughness: number;
  108211. /**
  108212. * In case of refraction, define the value of the index of refraction.
  108213. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108214. */
  108215. indexOfRefraction: number;
  108216. /**
  108217. * Invert the refraction texture alongside the y axis.
  108218. * It can be useful with procedural textures or probe for instance.
  108219. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108220. */
  108221. invertRefractionY: boolean;
  108222. /**
  108223. * Defines the alpha limits in alpha test mode.
  108224. */
  108225. alphaCutOff: number;
  108226. private _useLightmapAsShadowmap;
  108227. /**
  108228. * In case of light mapping, define whether the map contains light or shadow informations.
  108229. */
  108230. useLightmapAsShadowmap: boolean;
  108231. private _diffuseFresnelParameters;
  108232. /**
  108233. * Define the diffuse fresnel parameters of the material.
  108234. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108235. */
  108236. diffuseFresnelParameters: FresnelParameters;
  108237. private _opacityFresnelParameters;
  108238. /**
  108239. * Define the opacity fresnel parameters of the material.
  108240. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108241. */
  108242. opacityFresnelParameters: FresnelParameters;
  108243. private _reflectionFresnelParameters;
  108244. /**
  108245. * Define the reflection fresnel parameters of the material.
  108246. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108247. */
  108248. reflectionFresnelParameters: FresnelParameters;
  108249. private _refractionFresnelParameters;
  108250. /**
  108251. * Define the refraction fresnel parameters of the material.
  108252. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108253. */
  108254. refractionFresnelParameters: FresnelParameters;
  108255. private _emissiveFresnelParameters;
  108256. /**
  108257. * Define the emissive fresnel parameters of the material.
  108258. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108259. */
  108260. emissiveFresnelParameters: FresnelParameters;
  108261. private _useReflectionFresnelFromSpecular;
  108262. /**
  108263. * If true automatically deducts the fresnels values from the material specularity.
  108264. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108265. */
  108266. useReflectionFresnelFromSpecular: boolean;
  108267. private _useGlossinessFromSpecularMapAlpha;
  108268. /**
  108269. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  108270. */
  108271. useGlossinessFromSpecularMapAlpha: boolean;
  108272. private _maxSimultaneousLights;
  108273. /**
  108274. * Defines the maximum number of lights that can be used in the material
  108275. */
  108276. maxSimultaneousLights: number;
  108277. private _invertNormalMapX;
  108278. /**
  108279. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  108280. */
  108281. invertNormalMapX: boolean;
  108282. private _invertNormalMapY;
  108283. /**
  108284. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  108285. */
  108286. invertNormalMapY: boolean;
  108287. private _twoSidedLighting;
  108288. /**
  108289. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  108290. */
  108291. twoSidedLighting: boolean;
  108292. /**
  108293. * Default configuration related to image processing available in the standard Material.
  108294. */
  108295. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108296. /**
  108297. * Gets the image processing configuration used either in this material.
  108298. */
  108299. /**
  108300. * Sets the Default image processing configuration used either in the this material.
  108301. *
  108302. * If sets to null, the scene one is in use.
  108303. */
  108304. imageProcessingConfiguration: ImageProcessingConfiguration;
  108305. /**
  108306. * Keep track of the image processing observer to allow dispose and replace.
  108307. */
  108308. private _imageProcessingObserver;
  108309. /**
  108310. * Attaches a new image processing configuration to the Standard Material.
  108311. * @param configuration
  108312. */
  108313. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108314. /**
  108315. * Gets wether the color curves effect is enabled.
  108316. */
  108317. /**
  108318. * Sets wether the color curves effect is enabled.
  108319. */
  108320. cameraColorCurvesEnabled: boolean;
  108321. /**
  108322. * Gets wether the color grading effect is enabled.
  108323. */
  108324. /**
  108325. * Gets wether the color grading effect is enabled.
  108326. */
  108327. cameraColorGradingEnabled: boolean;
  108328. /**
  108329. * Gets wether tonemapping is enabled or not.
  108330. */
  108331. /**
  108332. * Sets wether tonemapping is enabled or not
  108333. */
  108334. cameraToneMappingEnabled: boolean;
  108335. /**
  108336. * The camera exposure used on this material.
  108337. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108338. * This corresponds to a photographic exposure.
  108339. */
  108340. /**
  108341. * The camera exposure used on this material.
  108342. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108343. * This corresponds to a photographic exposure.
  108344. */
  108345. cameraExposure: number;
  108346. /**
  108347. * Gets The camera contrast used on this material.
  108348. */
  108349. /**
  108350. * Sets The camera contrast used on this material.
  108351. */
  108352. cameraContrast: number;
  108353. /**
  108354. * Gets the Color Grading 2D Lookup Texture.
  108355. */
  108356. /**
  108357. * Sets the Color Grading 2D Lookup Texture.
  108358. */
  108359. cameraColorGradingTexture: Nullable<BaseTexture>;
  108360. /**
  108361. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108362. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108363. * 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;
  108364. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108365. */
  108366. /**
  108367. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108368. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108369. * 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;
  108370. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108371. */
  108372. cameraColorCurves: Nullable<ColorCurves>;
  108373. /**
  108374. * Custom callback helping to override the default shader used in the material.
  108375. */
  108376. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  108377. protected _renderTargets: SmartArray<RenderTargetTexture>;
  108378. protected _worldViewProjectionMatrix: Matrix;
  108379. protected _globalAmbientColor: Color3;
  108380. protected _useLogarithmicDepth: boolean;
  108381. protected _rebuildInParallel: boolean;
  108382. /**
  108383. * Instantiates a new standard material.
  108384. * This is the default material used in Babylon. It is the best trade off between quality
  108385. * and performances.
  108386. * @see http://doc.babylonjs.com/babylon101/materials
  108387. * @param name Define the name of the material in the scene
  108388. * @param scene Define the scene the material belong to
  108389. */
  108390. constructor(name: string, scene: Scene);
  108391. /**
  108392. * Gets a boolean indicating that current material needs to register RTT
  108393. */
  108394. readonly hasRenderTargetTextures: boolean;
  108395. /**
  108396. * Gets the current class name of the material e.g. "StandardMaterial"
  108397. * Mainly use in serialization.
  108398. * @returns the class name
  108399. */
  108400. getClassName(): string;
  108401. /**
  108402. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  108403. * You can try switching to logarithmic depth.
  108404. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  108405. */
  108406. useLogarithmicDepth: boolean;
  108407. /**
  108408. * Specifies if the material will require alpha blending
  108409. * @returns a boolean specifying if alpha blending is needed
  108410. */
  108411. needAlphaBlending(): boolean;
  108412. /**
  108413. * Specifies if this material should be rendered in alpha test mode
  108414. * @returns a boolean specifying if an alpha test is needed.
  108415. */
  108416. needAlphaTesting(): boolean;
  108417. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  108418. /**
  108419. * Get the texture used for alpha test purpose.
  108420. * @returns the diffuse texture in case of the standard material.
  108421. */
  108422. getAlphaTestTexture(): Nullable<BaseTexture>;
  108423. /**
  108424. * Get if the submesh is ready to be used and all its information available.
  108425. * Child classes can use it to update shaders
  108426. * @param mesh defines the mesh to check
  108427. * @param subMesh defines which submesh to check
  108428. * @param useInstances specifies that instances should be used
  108429. * @returns a boolean indicating that the submesh is ready or not
  108430. */
  108431. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108432. /**
  108433. * Builds the material UBO layouts.
  108434. * Used internally during the effect preparation.
  108435. */
  108436. buildUniformLayout(): void;
  108437. /**
  108438. * Unbinds the material from the mesh
  108439. */
  108440. unbind(): void;
  108441. /**
  108442. * Binds the submesh to this material by preparing the effect and shader to draw
  108443. * @param world defines the world transformation matrix
  108444. * @param mesh defines the mesh containing the submesh
  108445. * @param subMesh defines the submesh to bind the material to
  108446. */
  108447. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108448. /**
  108449. * Get the list of animatables in the material.
  108450. * @returns the list of animatables object used in the material
  108451. */
  108452. getAnimatables(): IAnimatable[];
  108453. /**
  108454. * Gets the active textures from the material
  108455. * @returns an array of textures
  108456. */
  108457. getActiveTextures(): BaseTexture[];
  108458. /**
  108459. * Specifies if the material uses a texture
  108460. * @param texture defines the texture to check against the material
  108461. * @returns a boolean specifying if the material uses the texture
  108462. */
  108463. hasTexture(texture: BaseTexture): boolean;
  108464. /**
  108465. * Disposes the material
  108466. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  108467. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  108468. */
  108469. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108470. /**
  108471. * Makes a duplicate of the material, and gives it a new name
  108472. * @param name defines the new name for the duplicated material
  108473. * @returns the cloned material
  108474. */
  108475. clone(name: string): StandardMaterial;
  108476. /**
  108477. * Serializes this material in a JSON representation
  108478. * @returns the serialized material object
  108479. */
  108480. serialize(): any;
  108481. /**
  108482. * Creates a standard material from parsed material data
  108483. * @param source defines the JSON representation of the material
  108484. * @param scene defines the hosting scene
  108485. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  108486. * @returns a new standard material
  108487. */
  108488. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  108489. /**
  108490. * Are diffuse textures enabled in the application.
  108491. */
  108492. static DiffuseTextureEnabled: boolean;
  108493. /**
  108494. * Are ambient textures enabled in the application.
  108495. */
  108496. static AmbientTextureEnabled: boolean;
  108497. /**
  108498. * Are opacity textures enabled in the application.
  108499. */
  108500. static OpacityTextureEnabled: boolean;
  108501. /**
  108502. * Are reflection textures enabled in the application.
  108503. */
  108504. static ReflectionTextureEnabled: boolean;
  108505. /**
  108506. * Are emissive textures enabled in the application.
  108507. */
  108508. static EmissiveTextureEnabled: boolean;
  108509. /**
  108510. * Are specular textures enabled in the application.
  108511. */
  108512. static SpecularTextureEnabled: boolean;
  108513. /**
  108514. * Are bump textures enabled in the application.
  108515. */
  108516. static BumpTextureEnabled: boolean;
  108517. /**
  108518. * Are lightmap textures enabled in the application.
  108519. */
  108520. static LightmapTextureEnabled: boolean;
  108521. /**
  108522. * Are refraction textures enabled in the application.
  108523. */
  108524. static RefractionTextureEnabled: boolean;
  108525. /**
  108526. * Are color grading textures enabled in the application.
  108527. */
  108528. static ColorGradingTextureEnabled: boolean;
  108529. /**
  108530. * Are fresnels enabled in the application.
  108531. */
  108532. static FresnelEnabled: boolean;
  108533. }
  108534. }
  108535. declare module BABYLON {
  108536. /** @hidden */
  108537. export var imageProcessingPixelShader: {
  108538. name: string;
  108539. shader: string;
  108540. };
  108541. }
  108542. declare module BABYLON {
  108543. /**
  108544. * ImageProcessingPostProcess
  108545. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  108546. */
  108547. export class ImageProcessingPostProcess extends PostProcess {
  108548. /**
  108549. * Default configuration related to image processing available in the PBR Material.
  108550. */
  108551. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108552. /**
  108553. * Gets the image processing configuration used either in this material.
  108554. */
  108555. /**
  108556. * Sets the Default image processing configuration used either in the this material.
  108557. *
  108558. * If sets to null, the scene one is in use.
  108559. */
  108560. imageProcessingConfiguration: ImageProcessingConfiguration;
  108561. /**
  108562. * Keep track of the image processing observer to allow dispose and replace.
  108563. */
  108564. private _imageProcessingObserver;
  108565. /**
  108566. * Attaches a new image processing configuration to the PBR Material.
  108567. * @param configuration
  108568. */
  108569. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  108570. /**
  108571. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108572. */
  108573. /**
  108574. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  108575. */
  108576. colorCurves: Nullable<ColorCurves>;
  108577. /**
  108578. * Gets wether the color curves effect is enabled.
  108579. */
  108580. /**
  108581. * Sets wether the color curves effect is enabled.
  108582. */
  108583. colorCurvesEnabled: boolean;
  108584. /**
  108585. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108586. */
  108587. /**
  108588. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  108589. */
  108590. colorGradingTexture: Nullable<BaseTexture>;
  108591. /**
  108592. * Gets wether the color grading effect is enabled.
  108593. */
  108594. /**
  108595. * Gets wether the color grading effect is enabled.
  108596. */
  108597. colorGradingEnabled: boolean;
  108598. /**
  108599. * Gets exposure used in the effect.
  108600. */
  108601. /**
  108602. * Sets exposure used in the effect.
  108603. */
  108604. exposure: number;
  108605. /**
  108606. * Gets wether tonemapping is enabled or not.
  108607. */
  108608. /**
  108609. * Sets wether tonemapping is enabled or not
  108610. */
  108611. toneMappingEnabled: boolean;
  108612. /**
  108613. * Gets the type of tone mapping effect.
  108614. */
  108615. /**
  108616. * Sets the type of tone mapping effect.
  108617. */
  108618. toneMappingType: number;
  108619. /**
  108620. * Gets contrast used in the effect.
  108621. */
  108622. /**
  108623. * Sets contrast used in the effect.
  108624. */
  108625. contrast: number;
  108626. /**
  108627. * Gets Vignette stretch size.
  108628. */
  108629. /**
  108630. * Sets Vignette stretch size.
  108631. */
  108632. vignetteStretch: number;
  108633. /**
  108634. * Gets Vignette centre X Offset.
  108635. */
  108636. /**
  108637. * Sets Vignette centre X Offset.
  108638. */
  108639. vignetteCentreX: number;
  108640. /**
  108641. * Gets Vignette centre Y Offset.
  108642. */
  108643. /**
  108644. * Sets Vignette centre Y Offset.
  108645. */
  108646. vignetteCentreY: number;
  108647. /**
  108648. * Gets Vignette weight or intensity of the vignette effect.
  108649. */
  108650. /**
  108651. * Sets Vignette weight or intensity of the vignette effect.
  108652. */
  108653. vignetteWeight: number;
  108654. /**
  108655. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108656. * if vignetteEnabled is set to true.
  108657. */
  108658. /**
  108659. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  108660. * if vignetteEnabled is set to true.
  108661. */
  108662. vignetteColor: Color4;
  108663. /**
  108664. * Gets Camera field of view used by the Vignette effect.
  108665. */
  108666. /**
  108667. * Sets Camera field of view used by the Vignette effect.
  108668. */
  108669. vignetteCameraFov: number;
  108670. /**
  108671. * Gets the vignette blend mode allowing different kind of effect.
  108672. */
  108673. /**
  108674. * Sets the vignette blend mode allowing different kind of effect.
  108675. */
  108676. vignetteBlendMode: number;
  108677. /**
  108678. * Gets wether the vignette effect is enabled.
  108679. */
  108680. /**
  108681. * Sets wether the vignette effect is enabled.
  108682. */
  108683. vignetteEnabled: boolean;
  108684. private _fromLinearSpace;
  108685. /**
  108686. * Gets wether the input of the processing is in Gamma or Linear Space.
  108687. */
  108688. /**
  108689. * Sets wether the input of the processing is in Gamma or Linear Space.
  108690. */
  108691. fromLinearSpace: boolean;
  108692. /**
  108693. * Defines cache preventing GC.
  108694. */
  108695. private _defines;
  108696. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  108697. /**
  108698. * "ImageProcessingPostProcess"
  108699. * @returns "ImageProcessingPostProcess"
  108700. */
  108701. getClassName(): string;
  108702. protected _updateParameters(): void;
  108703. dispose(camera?: Camera): void;
  108704. }
  108705. }
  108706. declare module BABYLON {
  108707. /**
  108708. * Class containing static functions to help procedurally build meshes
  108709. */
  108710. export class GroundBuilder {
  108711. /**
  108712. * Creates a ground mesh
  108713. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  108714. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  108715. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108716. * @param name defines the name of the mesh
  108717. * @param options defines the options used to create the mesh
  108718. * @param scene defines the hosting scene
  108719. * @returns the ground mesh
  108720. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  108721. */
  108722. static CreateGround(name: string, options: {
  108723. width?: number;
  108724. height?: number;
  108725. subdivisions?: number;
  108726. subdivisionsX?: number;
  108727. subdivisionsY?: number;
  108728. updatable?: boolean;
  108729. }, scene: any): Mesh;
  108730. /**
  108731. * Creates a tiled ground mesh
  108732. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  108733. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  108734. * * 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
  108735. * * 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
  108736. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108737. * @param name defines the name of the mesh
  108738. * @param options defines the options used to create the mesh
  108739. * @param scene defines the hosting scene
  108740. * @returns the tiled ground mesh
  108741. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  108742. */
  108743. static CreateTiledGround(name: string, options: {
  108744. xmin: number;
  108745. zmin: number;
  108746. xmax: number;
  108747. zmax: number;
  108748. subdivisions?: {
  108749. w: number;
  108750. h: number;
  108751. };
  108752. precision?: {
  108753. w: number;
  108754. h: number;
  108755. };
  108756. updatable?: boolean;
  108757. }, scene?: Nullable<Scene>): Mesh;
  108758. /**
  108759. * Creates a ground mesh from a height map
  108760. * * The parameter `url` sets the URL of the height map image resource.
  108761. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  108762. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  108763. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  108764. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  108765. * * 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.
  108766. * * 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).
  108767. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  108768. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108769. * @param name defines the name of the mesh
  108770. * @param url defines the url to the height map
  108771. * @param options defines the options used to create the mesh
  108772. * @param scene defines the hosting scene
  108773. * @returns the ground mesh
  108774. * @see https://doc.babylonjs.com/babylon101/height_map
  108775. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  108776. */
  108777. static CreateGroundFromHeightMap(name: string, url: string, options: {
  108778. width?: number;
  108779. height?: number;
  108780. subdivisions?: number;
  108781. minHeight?: number;
  108782. maxHeight?: number;
  108783. colorFilter?: Color3;
  108784. alphaFilter?: number;
  108785. updatable?: boolean;
  108786. onReady?: (mesh: GroundMesh) => void;
  108787. }, scene?: Nullable<Scene>): GroundMesh;
  108788. }
  108789. }
  108790. declare module BABYLON {
  108791. /**
  108792. * Class containing static functions to help procedurally build meshes
  108793. */
  108794. export class TorusBuilder {
  108795. /**
  108796. * Creates a torus mesh
  108797. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  108798. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  108799. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  108800. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108801. * * If you create a double-sided mesh, you can choose what parts of 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
  108802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108803. * @param name defines the name of the mesh
  108804. * @param options defines the options used to create the mesh
  108805. * @param scene defines the hosting scene
  108806. * @returns the torus mesh
  108807. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  108808. */
  108809. static CreateTorus(name: string, options: {
  108810. diameter?: number;
  108811. thickness?: number;
  108812. tessellation?: number;
  108813. updatable?: boolean;
  108814. sideOrientation?: number;
  108815. frontUVs?: Vector4;
  108816. backUVs?: Vector4;
  108817. }, scene: any): Mesh;
  108818. }
  108819. }
  108820. declare module BABYLON {
  108821. /**
  108822. * Class containing static functions to help procedurally build meshes
  108823. */
  108824. export class CylinderBuilder {
  108825. /**
  108826. * Creates a cylinder or a cone mesh
  108827. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  108828. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  108829. * * 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.
  108830. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  108831. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  108832. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  108833. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  108834. * * 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).
  108835. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  108836. * * 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).
  108837. * * 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
  108838. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  108839. * * 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
  108840. * * 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.
  108841. * * If `enclose` is false, a ring surface is one element.
  108842. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  108843. * * 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
  108844. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108845. * * If you create a double-sided mesh, you can choose what parts of 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
  108846. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  108847. * @param name defines the name of the mesh
  108848. * @param options defines the options used to create the mesh
  108849. * @param scene defines the hosting scene
  108850. * @returns the cylinder mesh
  108851. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  108852. */
  108853. static CreateCylinder(name: string, options: {
  108854. height?: number;
  108855. diameterTop?: number;
  108856. diameterBottom?: number;
  108857. diameter?: number;
  108858. tessellation?: number;
  108859. subdivisions?: number;
  108860. arc?: number;
  108861. faceColors?: Color4[];
  108862. faceUV?: Vector4[];
  108863. updatable?: boolean;
  108864. hasRings?: boolean;
  108865. enclose?: boolean;
  108866. cap?: number;
  108867. sideOrientation?: number;
  108868. frontUVs?: Vector4;
  108869. backUVs?: Vector4;
  108870. }, scene: any): Mesh;
  108871. }
  108872. }
  108873. declare module BABYLON {
  108874. /**
  108875. * Options to modify the vr teleportation behavior.
  108876. */
  108877. export interface VRTeleportationOptions {
  108878. /**
  108879. * The name of the mesh which should be used as the teleportation floor. (default: null)
  108880. */
  108881. floorMeshName?: string;
  108882. /**
  108883. * A list of meshes to be used as the teleportation floor. (default: empty)
  108884. */
  108885. floorMeshes?: Mesh[];
  108886. }
  108887. /**
  108888. * Options to modify the vr experience helper's behavior.
  108889. */
  108890. export interface VRExperienceHelperOptions extends WebVROptions {
  108891. /**
  108892. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  108893. */
  108894. createDeviceOrientationCamera?: boolean;
  108895. /**
  108896. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  108897. */
  108898. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  108899. /**
  108900. * Uses the main button on the controller to toggle the laser casted. (default: true)
  108901. */
  108902. laserToggle?: boolean;
  108903. /**
  108904. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  108905. */
  108906. floorMeshes?: Mesh[];
  108907. /**
  108908. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  108909. */
  108910. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  108911. }
  108912. /**
  108913. * Event containing information after VR has been entered
  108914. */
  108915. export class OnAfterEnteringVRObservableEvent {
  108916. /**
  108917. * If entering vr was successful
  108918. */
  108919. success: boolean;
  108920. }
  108921. /**
  108922. * Helps to quickly add VR support to an existing scene.
  108923. * See http://doc.babylonjs.com/how_to/webvr_helper
  108924. */
  108925. export class VRExperienceHelper {
  108926. /** Options to modify the vr experience helper's behavior. */
  108927. webVROptions: VRExperienceHelperOptions;
  108928. private _scene;
  108929. private _position;
  108930. private _btnVR;
  108931. private _btnVRDisplayed;
  108932. private _webVRsupported;
  108933. private _webVRready;
  108934. private _webVRrequesting;
  108935. private _webVRpresenting;
  108936. private _hasEnteredVR;
  108937. private _fullscreenVRpresenting;
  108938. private _canvas;
  108939. private _webVRCamera;
  108940. private _vrDeviceOrientationCamera;
  108941. private _deviceOrientationCamera;
  108942. private _existingCamera;
  108943. private _onKeyDown;
  108944. private _onVrDisplayPresentChange;
  108945. private _onVRDisplayChanged;
  108946. private _onVRRequestPresentStart;
  108947. private _onVRRequestPresentComplete;
  108948. /**
  108949. * 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)
  108950. */
  108951. enableGazeEvenWhenNoPointerLock: boolean;
  108952. /**
  108953. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  108954. */
  108955. exitVROnDoubleTap: boolean;
  108956. /**
  108957. * Observable raised right before entering VR.
  108958. */
  108959. onEnteringVRObservable: Observable<VRExperienceHelper>;
  108960. /**
  108961. * Observable raised when entering VR has completed.
  108962. */
  108963. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  108964. /**
  108965. * Observable raised when exiting VR.
  108966. */
  108967. onExitingVRObservable: Observable<VRExperienceHelper>;
  108968. /**
  108969. * Observable raised when controller mesh is loaded.
  108970. */
  108971. onControllerMeshLoadedObservable: Observable<WebVRController>;
  108972. /** Return this.onEnteringVRObservable
  108973. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108974. */
  108975. readonly onEnteringVR: Observable<VRExperienceHelper>;
  108976. /** Return this.onExitingVRObservable
  108977. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108978. */
  108979. readonly onExitingVR: Observable<VRExperienceHelper>;
  108980. /** Return this.onControllerMeshLoadedObservable
  108981. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108982. */
  108983. readonly onControllerMeshLoaded: Observable<WebVRController>;
  108984. private _rayLength;
  108985. private _useCustomVRButton;
  108986. private _teleportationRequested;
  108987. private _teleportActive;
  108988. private _floorMeshName;
  108989. private _floorMeshesCollection;
  108990. private _rotationAllowed;
  108991. private _teleportBackwardsVector;
  108992. private _teleportationTarget;
  108993. private _isDefaultTeleportationTarget;
  108994. private _postProcessMove;
  108995. private _teleportationFillColor;
  108996. private _teleportationBorderColor;
  108997. private _rotationAngle;
  108998. private _haloCenter;
  108999. private _cameraGazer;
  109000. private _padSensibilityUp;
  109001. private _padSensibilityDown;
  109002. private _leftController;
  109003. private _rightController;
  109004. /**
  109005. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  109006. */
  109007. onNewMeshSelected: Observable<AbstractMesh>;
  109008. /**
  109009. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  109010. * This observable will provide the mesh and the controller used to select the mesh
  109011. */
  109012. onMeshSelectedWithController: Observable<{
  109013. mesh: AbstractMesh;
  109014. controller: WebVRController;
  109015. }>;
  109016. /**
  109017. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109018. */
  109019. onNewMeshPicked: Observable<PickingInfo>;
  109020. private _circleEase;
  109021. /**
  109022. * Observable raised before camera teleportation
  109023. */
  109024. onBeforeCameraTeleport: Observable<Vector3>;
  109025. /**
  109026. * Observable raised after camera teleportation
  109027. */
  109028. onAfterCameraTeleport: Observable<Vector3>;
  109029. /**
  109030. * Observable raised when current selected mesh gets unselected
  109031. */
  109032. onSelectedMeshUnselected: Observable<AbstractMesh>;
  109033. private _raySelectionPredicate;
  109034. /**
  109035. * To be optionaly changed by user to define custom ray selection
  109036. */
  109037. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  109038. /**
  109039. * To be optionaly changed by user to define custom selection logic (after ray selection)
  109040. */
  109041. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  109042. /**
  109043. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  109044. */
  109045. teleportationEnabled: boolean;
  109046. private _defaultHeight;
  109047. private _teleportationInitialized;
  109048. private _interactionsEnabled;
  109049. private _interactionsRequested;
  109050. private _displayGaze;
  109051. private _displayLaserPointer;
  109052. /**
  109053. * The mesh used to display where the user is going to teleport.
  109054. */
  109055. /**
  109056. * Sets the mesh to be used to display where the user is going to teleport.
  109057. */
  109058. teleportationTarget: Mesh;
  109059. /**
  109060. * 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
  109061. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  109062. * See http://doc.babylonjs.com/resources/baking_transformations
  109063. */
  109064. gazeTrackerMesh: Mesh;
  109065. /**
  109066. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  109067. */
  109068. updateGazeTrackerScale: boolean;
  109069. /**
  109070. * If the gaze trackers color should be updated when selecting meshes
  109071. */
  109072. updateGazeTrackerColor: boolean;
  109073. /**
  109074. * If the controller laser color should be updated when selecting meshes
  109075. */
  109076. updateControllerLaserColor: boolean;
  109077. /**
  109078. * The gaze tracking mesh corresponding to the left controller
  109079. */
  109080. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  109081. /**
  109082. * The gaze tracking mesh corresponding to the right controller
  109083. */
  109084. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  109085. /**
  109086. * If the ray of the gaze should be displayed.
  109087. */
  109088. /**
  109089. * Sets if the ray of the gaze should be displayed.
  109090. */
  109091. displayGaze: boolean;
  109092. /**
  109093. * If the ray of the LaserPointer should be displayed.
  109094. */
  109095. /**
  109096. * Sets if the ray of the LaserPointer should be displayed.
  109097. */
  109098. displayLaserPointer: boolean;
  109099. /**
  109100. * The deviceOrientationCamera used as the camera when not in VR.
  109101. */
  109102. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  109103. /**
  109104. * Based on the current WebVR support, returns the current VR camera used.
  109105. */
  109106. readonly currentVRCamera: Nullable<Camera>;
  109107. /**
  109108. * The webVRCamera which is used when in VR.
  109109. */
  109110. readonly webVRCamera: WebVRFreeCamera;
  109111. /**
  109112. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  109113. */
  109114. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  109115. /**
  109116. * The html button that is used to trigger entering into VR.
  109117. */
  109118. readonly vrButton: Nullable<HTMLButtonElement>;
  109119. private readonly _teleportationRequestInitiated;
  109120. /**
  109121. * Defines wether or not Pointer lock should be requested when switching to
  109122. * full screen.
  109123. */
  109124. requestPointerLockOnFullScreen: boolean;
  109125. /**
  109126. * Instantiates a VRExperienceHelper.
  109127. * Helps to quickly add VR support to an existing scene.
  109128. * @param scene The scene the VRExperienceHelper belongs to.
  109129. * @param webVROptions Options to modify the vr experience helper's behavior.
  109130. */
  109131. constructor(scene: Scene,
  109132. /** Options to modify the vr experience helper's behavior. */
  109133. webVROptions?: VRExperienceHelperOptions);
  109134. private _onDefaultMeshLoaded;
  109135. private _onResize;
  109136. private _onFullscreenChange;
  109137. /**
  109138. * Gets a value indicating if we are currently in VR mode.
  109139. */
  109140. readonly isInVRMode: boolean;
  109141. private onVrDisplayPresentChange;
  109142. private onVRDisplayChanged;
  109143. private moveButtonToBottomRight;
  109144. private displayVRButton;
  109145. private updateButtonVisibility;
  109146. private _cachedAngularSensibility;
  109147. /**
  109148. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  109149. * Otherwise, will use the fullscreen API.
  109150. */
  109151. enterVR(): void;
  109152. /**
  109153. * Attempt to exit VR, or fullscreen.
  109154. */
  109155. exitVR(): void;
  109156. /**
  109157. * The position of the vr experience helper.
  109158. */
  109159. /**
  109160. * Sets the position of the vr experience helper.
  109161. */
  109162. position: Vector3;
  109163. /**
  109164. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  109165. */
  109166. enableInteractions(): void;
  109167. private readonly _noControllerIsActive;
  109168. private beforeRender;
  109169. private _isTeleportationFloor;
  109170. /**
  109171. * Adds a floor mesh to be used for teleportation.
  109172. * @param floorMesh the mesh to be used for teleportation.
  109173. */
  109174. addFloorMesh(floorMesh: Mesh): void;
  109175. /**
  109176. * Removes a floor mesh from being used for teleportation.
  109177. * @param floorMesh the mesh to be removed.
  109178. */
  109179. removeFloorMesh(floorMesh: Mesh): void;
  109180. /**
  109181. * Enables interactions and teleportation using the VR controllers and gaze.
  109182. * @param vrTeleportationOptions options to modify teleportation behavior.
  109183. */
  109184. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  109185. private _onNewGamepadConnected;
  109186. private _tryEnableInteractionOnController;
  109187. private _onNewGamepadDisconnected;
  109188. private _enableInteractionOnController;
  109189. private _checkTeleportWithRay;
  109190. private _checkRotate;
  109191. private _checkTeleportBackwards;
  109192. private _enableTeleportationOnController;
  109193. private _createTeleportationCircles;
  109194. private _displayTeleportationTarget;
  109195. private _hideTeleportationTarget;
  109196. private _rotateCamera;
  109197. private _moveTeleportationSelectorTo;
  109198. private _workingVector;
  109199. private _workingQuaternion;
  109200. private _workingMatrix;
  109201. /**
  109202. * Teleports the users feet to the desired location
  109203. * @param location The location where the user's feet should be placed
  109204. */
  109205. teleportCamera(location: Vector3): void;
  109206. private _convertNormalToDirectionOfRay;
  109207. private _castRayAndSelectObject;
  109208. private _notifySelectedMeshUnselected;
  109209. /**
  109210. * Sets the color of the laser ray from the vr controllers.
  109211. * @param color new color for the ray.
  109212. */
  109213. changeLaserColor(color: Color3): void;
  109214. /**
  109215. * Sets the color of the ray from the vr headsets gaze.
  109216. * @param color new color for the ray.
  109217. */
  109218. changeGazeColor(color: Color3): void;
  109219. /**
  109220. * Exits VR and disposes of the vr experience helper
  109221. */
  109222. dispose(): void;
  109223. /**
  109224. * Gets the name of the VRExperienceHelper class
  109225. * @returns "VRExperienceHelper"
  109226. */
  109227. getClassName(): string;
  109228. }
  109229. }
  109230. declare module BABYLON {
  109231. /**
  109232. * States of the webXR experience
  109233. */
  109234. export enum WebXRState {
  109235. /**
  109236. * Transitioning to being in XR mode
  109237. */
  109238. ENTERING_XR = 0,
  109239. /**
  109240. * Transitioning to non XR mode
  109241. */
  109242. EXITING_XR = 1,
  109243. /**
  109244. * In XR mode and presenting
  109245. */
  109246. IN_XR = 2,
  109247. /**
  109248. * Not entered XR mode
  109249. */
  109250. NOT_IN_XR = 3
  109251. }
  109252. /**
  109253. * Abstraction of the XR render target
  109254. */
  109255. export interface WebXRRenderTarget extends IDisposable {
  109256. /**
  109257. * xrpresent context of the canvas which can be used to display/mirror xr content
  109258. */
  109259. canvasContext: WebGLRenderingContext;
  109260. /**
  109261. * xr layer for the canvas
  109262. */
  109263. xrLayer: Nullable<XRWebGLLayer>;
  109264. /**
  109265. * Initializes the xr layer for the session
  109266. * @param xrSession xr session
  109267. * @returns a promise that will resolve once the XR Layer has been created
  109268. */
  109269. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  109270. }
  109271. }
  109272. declare module BABYLON {
  109273. /**
  109274. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109275. */
  109276. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  109277. private _engine;
  109278. private _canvas;
  109279. /**
  109280. * xrpresent context of the canvas which can be used to display/mirror xr content
  109281. */
  109282. canvasContext: WebGLRenderingContext;
  109283. /**
  109284. * xr layer for the canvas
  109285. */
  109286. xrLayer: Nullable<XRWebGLLayer>;
  109287. /**
  109288. * Initializes the xr layer for the session
  109289. * @param xrSession xr session
  109290. * @returns a promise that will resolve once the XR Layer has been created
  109291. */
  109292. initializeXRLayerAsync(xrSession: any): any;
  109293. /**
  109294. * Initializes the canvas to be added/removed upon entering/exiting xr
  109295. * @param engine the Babylon engine
  109296. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109297. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  109298. */
  109299. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  109300. /**
  109301. * Disposes of the object
  109302. */
  109303. dispose(): void;
  109304. private _setManagedOutputCanvas;
  109305. private _addCanvas;
  109306. private _removeCanvas;
  109307. }
  109308. }
  109309. declare module BABYLON {
  109310. /**
  109311. * Manages an XRSession to work with Babylon's engine
  109312. * @see https://doc.babylonjs.com/how_to/webxr
  109313. */
  109314. export class WebXRSessionManager implements IDisposable {
  109315. private scene;
  109316. /**
  109317. * Fires every time a new xrFrame arrives which can be used to update the camera
  109318. */
  109319. onXRFrameObservable: Observable<any>;
  109320. /**
  109321. * Fires when the xr session is ended either by the device or manually done
  109322. */
  109323. onXRSessionEnded: Observable<any>;
  109324. /**
  109325. * Underlying xr session
  109326. */
  109327. session: XRSession;
  109328. /**
  109329. * Type of reference space used when creating the session
  109330. */
  109331. referenceSpace: XRReferenceSpace;
  109332. /**
  109333. * Current XR frame
  109334. */
  109335. currentFrame: Nullable<XRFrame>;
  109336. private _xrNavigator;
  109337. private baseLayer;
  109338. private _rttProvider;
  109339. private _sessionEnded;
  109340. /**
  109341. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109342. * @param scene The scene which the session should be created for
  109343. */
  109344. constructor(scene: Scene);
  109345. /**
  109346. * Initializes the manager
  109347. * After initialization enterXR can be called to start an XR session
  109348. * @returns Promise which resolves after it is initialized
  109349. */
  109350. initializeAsync(): Promise<void>;
  109351. /**
  109352. * Initializes an xr session
  109353. * @param xrSessionMode mode to initialize
  109354. * @param optionalFeatures defines optional values to pass to the session builder
  109355. * @returns a promise which will resolve once the session has been initialized
  109356. */
  109357. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  109358. /**
  109359. * Sets the reference space on the xr session
  109360. * @param referenceSpace space to set
  109361. * @returns a promise that will resolve once the reference space has been set
  109362. */
  109363. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  109364. /**
  109365. * Updates the render state of the session
  109366. * @param state state to set
  109367. * @returns a promise that resolves once the render state has been updated
  109368. */
  109369. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  109370. /**
  109371. * Starts rendering to the xr layer
  109372. * @returns a promise that will resolve once rendering has started
  109373. */
  109374. startRenderingToXRAsync(): Promise<void>;
  109375. /**
  109376. * Gets the correct render target texture to be rendered this frame for this eye
  109377. * @param eye the eye for which to get the render target
  109378. * @returns the render target for the specified eye
  109379. */
  109380. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  109381. /**
  109382. * Stops the xrSession and restores the renderloop
  109383. * @returns Promise which resolves after it exits XR
  109384. */
  109385. exitXRAsync(): Promise<void>;
  109386. /**
  109387. * Checks if a session would be supported for the creation options specified
  109388. * @param sessionMode session mode to check if supported eg. immersive-vr
  109389. * @returns true if supported
  109390. */
  109391. supportsSessionAsync(sessionMode: XRSessionMode): any;
  109392. /**
  109393. * Creates a WebXRRenderTarget object for the XR session
  109394. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  109395. * @returns a WebXR render target to which the session can render
  109396. */
  109397. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  109398. /**
  109399. * @hidden
  109400. * Converts the render layer of xrSession to a render target
  109401. * @param session session to create render target for
  109402. * @param scene scene the new render target should be created for
  109403. */
  109404. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  109405. /**
  109406. * Disposes of the session manager
  109407. */
  109408. dispose(): void;
  109409. }
  109410. }
  109411. declare module BABYLON {
  109412. /**
  109413. * WebXR Camera which holds the views for the xrSession
  109414. * @see https://doc.babylonjs.com/how_to/webxr
  109415. */
  109416. export class WebXRCamera extends FreeCamera {
  109417. private static _TmpMatrix;
  109418. /**
  109419. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109420. * @param name the name of the camera
  109421. * @param scene the scene to add the camera to
  109422. */
  109423. constructor(name: string, scene: Scene);
  109424. private _updateNumberOfRigCameras;
  109425. /** @hidden */
  109426. _updateForDualEyeDebugging(): void;
  109427. /**
  109428. * Updates the cameras position from the current pose information of the XR session
  109429. * @param xrSessionManager the session containing pose information
  109430. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109431. */
  109432. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  109433. }
  109434. }
  109435. declare module BABYLON {
  109436. /**
  109437. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  109438. * @see https://doc.babylonjs.com/how_to/webxr
  109439. */
  109440. export class WebXRExperienceHelper implements IDisposable {
  109441. private scene;
  109442. /**
  109443. * 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
  109444. */
  109445. container: AbstractMesh;
  109446. /**
  109447. * Camera used to render xr content
  109448. */
  109449. camera: WebXRCamera;
  109450. /**
  109451. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109452. */
  109453. state: WebXRState;
  109454. private _setState;
  109455. private static _TmpVector;
  109456. /**
  109457. * Fires when the state of the experience helper has changed
  109458. */
  109459. onStateChangedObservable: Observable<WebXRState>;
  109460. /** Session manager used to keep track of xr session */
  109461. sessionManager: WebXRSessionManager;
  109462. private _nonVRCamera;
  109463. private _originalSceneAutoClear;
  109464. private _supported;
  109465. /**
  109466. * Creates the experience helper
  109467. * @param scene the scene to attach the experience helper to
  109468. * @returns a promise for the experience helper
  109469. */
  109470. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  109471. /**
  109472. * Creates a WebXRExperienceHelper
  109473. * @param scene The scene the helper should be created in
  109474. */
  109475. private constructor();
  109476. /**
  109477. * Exits XR mode and returns the scene to its original state
  109478. * @returns promise that resolves after xr mode has exited
  109479. */
  109480. exitXRAsync(): Promise<void>;
  109481. /**
  109482. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109483. * @param sessionMode options for the XR session
  109484. * @param referenceSpaceType frame of reference of the XR session
  109485. * @param renderTarget the output canvas that will be used to enter XR mode
  109486. * @returns promise that resolves after xr mode has entered
  109487. */
  109488. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  109489. /**
  109490. * Updates the global position of the camera by moving the camera's container
  109491. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109492. * @param position The desired global position of the camera
  109493. */
  109494. setPositionOfCameraUsingContainer(position: Vector3): void;
  109495. /**
  109496. * Rotates the xr camera by rotating the camera's container around the camera's position
  109497. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109498. * @param rotation the desired quaternion rotation to apply to the camera
  109499. */
  109500. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  109501. /**
  109502. * Disposes of the experience helper
  109503. */
  109504. dispose(): void;
  109505. }
  109506. }
  109507. declare module BABYLON {
  109508. /**
  109509. * Button which can be used to enter a different mode of XR
  109510. */
  109511. export class WebXREnterExitUIButton {
  109512. /** button element */
  109513. element: HTMLElement;
  109514. /** XR initialization options for the button */
  109515. sessionMode: XRSessionMode;
  109516. /** Reference space type */
  109517. referenceSpaceType: XRReferenceSpaceType;
  109518. /**
  109519. * Creates a WebXREnterExitUIButton
  109520. * @param element button element
  109521. * @param sessionMode XR initialization session mode
  109522. * @param referenceSpaceType the type of reference space to be used
  109523. */
  109524. constructor(
  109525. /** button element */
  109526. element: HTMLElement,
  109527. /** XR initialization options for the button */
  109528. sessionMode: XRSessionMode,
  109529. /** Reference space type */
  109530. referenceSpaceType: XRReferenceSpaceType);
  109531. /**
  109532. * Overwritable function which can be used to update the button's visuals when the state changes
  109533. * @param activeButton the current active button in the UI
  109534. */
  109535. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  109536. }
  109537. /**
  109538. * Options to create the webXR UI
  109539. */
  109540. export class WebXREnterExitUIOptions {
  109541. /**
  109542. * Context to enter xr with
  109543. */
  109544. renderTarget?: Nullable<WebXRRenderTarget>;
  109545. /**
  109546. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  109547. */
  109548. customButtons?: Array<WebXREnterExitUIButton>;
  109549. }
  109550. /**
  109551. * UI to allow the user to enter/exit XR mode
  109552. */
  109553. export class WebXREnterExitUI implements IDisposable {
  109554. private scene;
  109555. private _overlay;
  109556. private _buttons;
  109557. private _activeButton;
  109558. /**
  109559. * Fired every time the active button is changed.
  109560. *
  109561. * When xr is entered via a button that launches xr that button will be the callback parameter
  109562. *
  109563. * When exiting xr the callback parameter will be null)
  109564. */
  109565. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  109566. /**
  109567. * Creates UI to allow the user to enter/exit XR mode
  109568. * @param scene the scene to add the ui to
  109569. * @param helper the xr experience helper to enter/exit xr with
  109570. * @param options options to configure the UI
  109571. * @returns the created ui
  109572. */
  109573. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  109574. private constructor();
  109575. private _updateButtons;
  109576. /**
  109577. * Disposes of the object
  109578. */
  109579. dispose(): void;
  109580. }
  109581. }
  109582. declare module BABYLON {
  109583. /**
  109584. * Represents an XR input
  109585. */
  109586. export class WebXRController {
  109587. private scene;
  109588. /** The underlying input source for the controller */
  109589. inputSource: XRInputSource;
  109590. private parentContainer;
  109591. /**
  109592. * 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
  109593. */
  109594. grip?: AbstractMesh;
  109595. /**
  109596. * Pointer which can be used to select objects or attach a visible laser to
  109597. */
  109598. pointer: AbstractMesh;
  109599. private _gamepadMode;
  109600. /**
  109601. * If available, this is the gamepad object related to this controller.
  109602. * Using this object it is possible to get click events and trackpad changes of the
  109603. * webxr controller that is currently being used.
  109604. */
  109605. gamepadController?: WebVRController;
  109606. /**
  109607. * Event that fires when the controller is removed/disposed
  109608. */
  109609. onDisposeObservable: Observable<{}>;
  109610. private _tmpMatrix;
  109611. private _tmpQuaternion;
  109612. private _tmpVector;
  109613. /**
  109614. * Creates the controller
  109615. * @see https://doc.babylonjs.com/how_to/webxr
  109616. * @param scene the scene which the controller should be associated to
  109617. * @param inputSource the underlying input source for the controller
  109618. * @param parentContainer parent that the controller meshes should be children of
  109619. */
  109620. constructor(scene: Scene,
  109621. /** The underlying input source for the controller */
  109622. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  109623. /**
  109624. * Updates the controller pose based on the given XRFrame
  109625. * @param xrFrame xr frame to update the pose with
  109626. * @param referenceSpace reference space to use
  109627. */
  109628. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  109629. /**
  109630. * Gets a world space ray coming from the controller
  109631. * @param result the resulting ray
  109632. */
  109633. getWorldPointerRayToRef(result: Ray): void;
  109634. /**
  109635. * Get the scene associated with this controller
  109636. * @returns the scene object
  109637. */
  109638. getScene(): Scene;
  109639. /**
  109640. * Disposes of the object
  109641. */
  109642. dispose(): void;
  109643. }
  109644. }
  109645. declare module BABYLON {
  109646. /**
  109647. * XR input used to track XR inputs such as controllers/rays
  109648. */
  109649. export class WebXRInput implements IDisposable {
  109650. /**
  109651. * Base experience the input listens to
  109652. */
  109653. baseExperience: WebXRExperienceHelper;
  109654. /**
  109655. * XR controllers being tracked
  109656. */
  109657. controllers: Array<WebXRController>;
  109658. private _frameObserver;
  109659. private _stateObserver;
  109660. /**
  109661. * Event when a controller has been connected/added
  109662. */
  109663. onControllerAddedObservable: Observable<WebXRController>;
  109664. /**
  109665. * Event when a controller has been removed/disconnected
  109666. */
  109667. onControllerRemovedObservable: Observable<WebXRController>;
  109668. /**
  109669. * Initializes the WebXRInput
  109670. * @param baseExperience experience helper which the input should be created for
  109671. */
  109672. constructor(
  109673. /**
  109674. * Base experience the input listens to
  109675. */
  109676. baseExperience: WebXRExperienceHelper);
  109677. private _onInputSourcesChange;
  109678. private _addAndRemoveControllers;
  109679. /**
  109680. * Disposes of the object
  109681. */
  109682. dispose(): void;
  109683. }
  109684. }
  109685. declare module BABYLON {
  109686. /**
  109687. * Enables teleportation
  109688. */
  109689. export class WebXRControllerTeleportation {
  109690. private _teleportationFillColor;
  109691. private _teleportationBorderColor;
  109692. private _tmpRay;
  109693. private _tmpVector;
  109694. /**
  109695. * Creates a WebXRControllerTeleportation
  109696. * @param input input manager to add teleportation to
  109697. * @param floorMeshes floormeshes which can be teleported to
  109698. */
  109699. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  109700. }
  109701. }
  109702. declare module BABYLON {
  109703. /**
  109704. * Handles pointer input automatically for the pointer of XR controllers
  109705. */
  109706. export class WebXRControllerPointerSelection {
  109707. private static _idCounter;
  109708. private _tmpRay;
  109709. /**
  109710. * Creates a WebXRControllerPointerSelection
  109711. * @param input input manager to setup pointer selection
  109712. */
  109713. constructor(input: WebXRInput);
  109714. private _convertNormalToDirectionOfRay;
  109715. private _updatePointerDistance;
  109716. }
  109717. }
  109718. declare module BABYLON {
  109719. /**
  109720. * Class used to represent data loading progression
  109721. */
  109722. export class SceneLoaderProgressEvent {
  109723. /** defines if data length to load can be evaluated */
  109724. readonly lengthComputable: boolean;
  109725. /** defines the loaded data length */
  109726. readonly loaded: number;
  109727. /** defines the data length to load */
  109728. readonly total: number;
  109729. /**
  109730. * Create a new progress event
  109731. * @param lengthComputable defines if data length to load can be evaluated
  109732. * @param loaded defines the loaded data length
  109733. * @param total defines the data length to load
  109734. */
  109735. constructor(
  109736. /** defines if data length to load can be evaluated */
  109737. lengthComputable: boolean,
  109738. /** defines the loaded data length */
  109739. loaded: number,
  109740. /** defines the data length to load */
  109741. total: number);
  109742. /**
  109743. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  109744. * @param event defines the source event
  109745. * @returns a new SceneLoaderProgressEvent
  109746. */
  109747. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  109748. }
  109749. /**
  109750. * Interface used by SceneLoader plugins to define supported file extensions
  109751. */
  109752. export interface ISceneLoaderPluginExtensions {
  109753. /**
  109754. * Defines the list of supported extensions
  109755. */
  109756. [extension: string]: {
  109757. isBinary: boolean;
  109758. };
  109759. }
  109760. /**
  109761. * Interface used by SceneLoader plugin factory
  109762. */
  109763. export interface ISceneLoaderPluginFactory {
  109764. /**
  109765. * Defines the name of the factory
  109766. */
  109767. name: string;
  109768. /**
  109769. * Function called to create a new plugin
  109770. * @return the new plugin
  109771. */
  109772. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  109773. /**
  109774. * The callback that returns true if the data can be directly loaded.
  109775. * @param data string containing the file data
  109776. * @returns if the data can be loaded directly
  109777. */
  109778. canDirectLoad?(data: string): boolean;
  109779. }
  109780. /**
  109781. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  109782. */
  109783. export interface ISceneLoaderPluginBase {
  109784. /**
  109785. * The friendly name of this plugin.
  109786. */
  109787. name: string;
  109788. /**
  109789. * The file extensions supported by this plugin.
  109790. */
  109791. extensions: string | ISceneLoaderPluginExtensions;
  109792. /**
  109793. * The callback called when loading from a url.
  109794. * @param scene scene loading this url
  109795. * @param url url to load
  109796. * @param onSuccess callback called when the file successfully loads
  109797. * @param onProgress callback called while file is loading (if the server supports this mode)
  109798. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  109799. * @param onError callback called when the file fails to load
  109800. * @returns a file request object
  109801. */
  109802. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109803. /**
  109804. * The callback called when loading from a file object.
  109805. * @param scene scene loading this file
  109806. * @param file defines the file to load
  109807. * @param onSuccess defines the callback to call when data is loaded
  109808. * @param onProgress defines the callback to call during loading process
  109809. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  109810. * @param onError defines the callback to call when an error occurs
  109811. * @returns a file request object
  109812. */
  109813. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  109814. /**
  109815. * The callback that returns true if the data can be directly loaded.
  109816. * @param data string containing the file data
  109817. * @returns if the data can be loaded directly
  109818. */
  109819. canDirectLoad?(data: string): boolean;
  109820. /**
  109821. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  109822. * @param scene scene loading this data
  109823. * @param data string containing the data
  109824. * @returns data to pass to the plugin
  109825. */
  109826. directLoad?(scene: Scene, data: string): any;
  109827. /**
  109828. * The callback that allows custom handling of the root url based on the response url.
  109829. * @param rootUrl the original root url
  109830. * @param responseURL the response url if available
  109831. * @returns the new root url
  109832. */
  109833. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  109834. }
  109835. /**
  109836. * Interface used to define a SceneLoader plugin
  109837. */
  109838. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  109839. /**
  109840. * Import meshes into a scene.
  109841. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109842. * @param scene The scene to import into
  109843. * @param data The data to import
  109844. * @param rootUrl The root url for scene and resources
  109845. * @param meshes The meshes array to import into
  109846. * @param particleSystems The particle systems array to import into
  109847. * @param skeletons The skeletons array to import into
  109848. * @param onError The callback when import fails
  109849. * @returns True if successful or false otherwise
  109850. */
  109851. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  109852. /**
  109853. * Load into a scene.
  109854. * @param scene The scene to load into
  109855. * @param data The data to import
  109856. * @param rootUrl The root url for scene and resources
  109857. * @param onError The callback when import fails
  109858. * @returns True if successful or false otherwise
  109859. */
  109860. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  109861. /**
  109862. * Load into an asset container.
  109863. * @param scene The scene to load into
  109864. * @param data The data to import
  109865. * @param rootUrl The root url for scene and resources
  109866. * @param onError The callback when import fails
  109867. * @returns The loaded asset container
  109868. */
  109869. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  109870. }
  109871. /**
  109872. * Interface used to define an async SceneLoader plugin
  109873. */
  109874. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  109875. /**
  109876. * Import meshes into a scene.
  109877. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109878. * @param scene The scene to import into
  109879. * @param data The data to import
  109880. * @param rootUrl The root url for scene and resources
  109881. * @param onProgress The callback when the load progresses
  109882. * @param fileName Defines the name of the file to load
  109883. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  109884. */
  109885. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  109886. meshes: AbstractMesh[];
  109887. particleSystems: IParticleSystem[];
  109888. skeletons: Skeleton[];
  109889. animationGroups: AnimationGroup[];
  109890. }>;
  109891. /**
  109892. * Load into a scene.
  109893. * @param scene The scene to load into
  109894. * @param data The data to import
  109895. * @param rootUrl The root url for scene and resources
  109896. * @param onProgress The callback when the load progresses
  109897. * @param fileName Defines the name of the file to load
  109898. * @returns Nothing
  109899. */
  109900. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  109901. /**
  109902. * Load into an asset container.
  109903. * @param scene The scene to load into
  109904. * @param data The data to import
  109905. * @param rootUrl The root url for scene and resources
  109906. * @param onProgress The callback when the load progresses
  109907. * @param fileName Defines the name of the file to load
  109908. * @returns The loaded asset container
  109909. */
  109910. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  109911. }
  109912. /**
  109913. * Class used to load scene from various file formats using registered plugins
  109914. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  109915. */
  109916. export class SceneLoader {
  109917. /**
  109918. * No logging while loading
  109919. */
  109920. static readonly NO_LOGGING: number;
  109921. /**
  109922. * Minimal logging while loading
  109923. */
  109924. static readonly MINIMAL_LOGGING: number;
  109925. /**
  109926. * Summary logging while loading
  109927. */
  109928. static readonly SUMMARY_LOGGING: number;
  109929. /**
  109930. * Detailled logging while loading
  109931. */
  109932. static readonly DETAILED_LOGGING: number;
  109933. /**
  109934. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  109935. */
  109936. static ForceFullSceneLoadingForIncremental: boolean;
  109937. /**
  109938. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  109939. */
  109940. static ShowLoadingScreen: boolean;
  109941. /**
  109942. * Defines the current logging level (while loading the scene)
  109943. * @ignorenaming
  109944. */
  109945. static loggingLevel: number;
  109946. /**
  109947. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  109948. */
  109949. static CleanBoneMatrixWeights: boolean;
  109950. /**
  109951. * Event raised when a plugin is used to load a scene
  109952. */
  109953. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  109954. private static _registeredPlugins;
  109955. private static _getDefaultPlugin;
  109956. private static _getPluginForExtension;
  109957. private static _getPluginForDirectLoad;
  109958. private static _getPluginForFilename;
  109959. private static _getDirectLoad;
  109960. private static _loadData;
  109961. private static _getFileInfo;
  109962. /**
  109963. * Gets a plugin that can load the given extension
  109964. * @param extension defines the extension to load
  109965. * @returns a plugin or null if none works
  109966. */
  109967. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  109968. /**
  109969. * Gets a boolean indicating that the given extension can be loaded
  109970. * @param extension defines the extension to load
  109971. * @returns true if the extension is supported
  109972. */
  109973. static IsPluginForExtensionAvailable(extension: string): boolean;
  109974. /**
  109975. * Adds a new plugin to the list of registered plugins
  109976. * @param plugin defines the plugin to add
  109977. */
  109978. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  109979. /**
  109980. * Import meshes into a scene
  109981. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109982. * @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)
  109983. * @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)
  109984. * @param scene the instance of BABYLON.Scene to append to
  109985. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  109986. * @param onProgress a callback with a progress event for each file being loaded
  109987. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  109988. * @param pluginExtension the extension used to determine the plugin
  109989. * @returns The loaded plugin
  109990. */
  109991. 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>;
  109992. /**
  109993. * Import meshes into a scene
  109994. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  109995. * @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)
  109996. * @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)
  109997. * @param scene the instance of BABYLON.Scene to append to
  109998. * @param onProgress a callback with a progress event for each file being loaded
  109999. * @param pluginExtension the extension used to determine the plugin
  110000. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  110001. */
  110002. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  110003. meshes: AbstractMesh[];
  110004. particleSystems: IParticleSystem[];
  110005. skeletons: Skeleton[];
  110006. animationGroups: AnimationGroup[];
  110007. }>;
  110008. /**
  110009. * Load a scene
  110010. * @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)
  110011. * @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)
  110012. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110013. * @param onSuccess a callback with the scene when import succeeds
  110014. * @param onProgress a callback with a progress event for each file being loaded
  110015. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110016. * @param pluginExtension the extension used to determine the plugin
  110017. * @returns The loaded plugin
  110018. */
  110019. 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>;
  110020. /**
  110021. * Load a scene
  110022. * @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)
  110023. * @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)
  110024. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110025. * @param onProgress a callback with a progress event for each file being loaded
  110026. * @param pluginExtension the extension used to determine the plugin
  110027. * @returns The loaded scene
  110028. */
  110029. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110030. /**
  110031. * Append a scene
  110032. * @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)
  110033. * @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)
  110034. * @param scene is the instance of BABYLON.Scene to append to
  110035. * @param onSuccess a callback with the scene when import succeeds
  110036. * @param onProgress a callback with a progress event for each file being loaded
  110037. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110038. * @param pluginExtension the extension used to determine the plugin
  110039. * @returns The loaded plugin
  110040. */
  110041. 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>;
  110042. /**
  110043. * Append a scene
  110044. * @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)
  110045. * @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)
  110046. * @param scene is the instance of BABYLON.Scene to append to
  110047. * @param onProgress a callback with a progress event for each file being loaded
  110048. * @param pluginExtension the extension used to determine the plugin
  110049. * @returns The given scene
  110050. */
  110051. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110052. /**
  110053. * Load a scene into an asset container
  110054. * @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)
  110055. * @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)
  110056. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  110057. * @param onSuccess a callback with the scene when import succeeds
  110058. * @param onProgress a callback with a progress event for each file being loaded
  110059. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110060. * @param pluginExtension the extension used to determine the plugin
  110061. * @returns The loaded plugin
  110062. */
  110063. 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>;
  110064. /**
  110065. * Load a scene into an asset container
  110066. * @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)
  110067. * @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)
  110068. * @param scene is the instance of Scene to append to
  110069. * @param onProgress a callback with a progress event for each file being loaded
  110070. * @param pluginExtension the extension used to determine the plugin
  110071. * @returns The loaded asset container
  110072. */
  110073. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  110074. }
  110075. }
  110076. declare module BABYLON {
  110077. /**
  110078. * Generic Controller
  110079. */
  110080. export class GenericController extends WebVRController {
  110081. /**
  110082. * Base Url for the controller model.
  110083. */
  110084. static readonly MODEL_BASE_URL: string;
  110085. /**
  110086. * File name for the controller model.
  110087. */
  110088. static readonly MODEL_FILENAME: string;
  110089. /**
  110090. * Creates a new GenericController from a gamepad
  110091. * @param vrGamepad the gamepad that the controller should be created from
  110092. */
  110093. constructor(vrGamepad: any);
  110094. /**
  110095. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110096. * @param scene scene in which to add meshes
  110097. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110098. */
  110099. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110100. /**
  110101. * Called once for each button that changed state since the last frame
  110102. * @param buttonIdx Which button index changed
  110103. * @param state New state of the button
  110104. * @param changes Which properties on the state changed since last frame
  110105. */
  110106. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110107. }
  110108. }
  110109. declare module BABYLON {
  110110. /**
  110111. * Defines the WindowsMotionController object that the state of the windows motion controller
  110112. */
  110113. export class WindowsMotionController extends WebVRController {
  110114. /**
  110115. * The base url used to load the left and right controller models
  110116. */
  110117. static MODEL_BASE_URL: string;
  110118. /**
  110119. * The name of the left controller model file
  110120. */
  110121. static MODEL_LEFT_FILENAME: string;
  110122. /**
  110123. * The name of the right controller model file
  110124. */
  110125. static MODEL_RIGHT_FILENAME: string;
  110126. /**
  110127. * The controller name prefix for this controller type
  110128. */
  110129. static readonly GAMEPAD_ID_PREFIX: string;
  110130. /**
  110131. * The controller id pattern for this controller type
  110132. */
  110133. private static readonly GAMEPAD_ID_PATTERN;
  110134. private _loadedMeshInfo;
  110135. private readonly _mapping;
  110136. /**
  110137. * Fired when the trackpad on this controller is clicked
  110138. */
  110139. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  110140. /**
  110141. * Fired when the trackpad on this controller is modified
  110142. */
  110143. onTrackpadValuesChangedObservable: Observable<StickValues>;
  110144. /**
  110145. * The current x and y values of this controller's trackpad
  110146. */
  110147. trackpad: StickValues;
  110148. /**
  110149. * Creates a new WindowsMotionController from a gamepad
  110150. * @param vrGamepad the gamepad that the controller should be created from
  110151. */
  110152. constructor(vrGamepad: any);
  110153. /**
  110154. * Fired when the trigger on this controller is modified
  110155. */
  110156. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110157. /**
  110158. * Fired when the menu button on this controller is modified
  110159. */
  110160. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110161. /**
  110162. * Fired when the grip button on this controller is modified
  110163. */
  110164. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110165. /**
  110166. * Fired when the thumbstick button on this controller is modified
  110167. */
  110168. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110169. /**
  110170. * Fired when the touchpad button on this controller is modified
  110171. */
  110172. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110173. /**
  110174. * Fired when the touchpad values on this controller are modified
  110175. */
  110176. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  110177. private _updateTrackpad;
  110178. /**
  110179. * Called once per frame by the engine.
  110180. */
  110181. update(): void;
  110182. /**
  110183. * Called once for each button that changed state since the last frame
  110184. * @param buttonIdx Which button index changed
  110185. * @param state New state of the button
  110186. * @param changes Which properties on the state changed since last frame
  110187. */
  110188. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110189. /**
  110190. * Moves the buttons on the controller mesh based on their current state
  110191. * @param buttonName the name of the button to move
  110192. * @param buttonValue the value of the button which determines the buttons new position
  110193. */
  110194. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  110195. /**
  110196. * Moves the axis on the controller mesh based on its current state
  110197. * @param axis the index of the axis
  110198. * @param axisValue the value of the axis which determines the meshes new position
  110199. * @hidden
  110200. */
  110201. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  110202. /**
  110203. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110204. * @param scene scene in which to add meshes
  110205. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110206. */
  110207. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  110208. /**
  110209. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  110210. * can be transformed by button presses and axes values, based on this._mapping.
  110211. *
  110212. * @param scene scene in which the meshes exist
  110213. * @param meshes list of meshes that make up the controller model to process
  110214. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  110215. */
  110216. private processModel;
  110217. private createMeshInfo;
  110218. /**
  110219. * Gets the ray of the controller in the direction the controller is pointing
  110220. * @param length the length the resulting ray should be
  110221. * @returns a ray in the direction the controller is pointing
  110222. */
  110223. getForwardRay(length?: number): Ray;
  110224. /**
  110225. * Disposes of the controller
  110226. */
  110227. dispose(): void;
  110228. }
  110229. }
  110230. declare module BABYLON {
  110231. /**
  110232. * Oculus Touch Controller
  110233. */
  110234. export class OculusTouchController extends WebVRController {
  110235. /**
  110236. * Base Url for the controller model.
  110237. */
  110238. static MODEL_BASE_URL: string;
  110239. /**
  110240. * File name for the left controller model.
  110241. */
  110242. static MODEL_LEFT_FILENAME: string;
  110243. /**
  110244. * File name for the right controller model.
  110245. */
  110246. static MODEL_RIGHT_FILENAME: string;
  110247. /**
  110248. * Base Url for the Quest controller model.
  110249. */
  110250. static QUEST_MODEL_BASE_URL: string;
  110251. /**
  110252. * @hidden
  110253. * If the controllers are running on a device that needs the updated Quest controller models
  110254. */
  110255. static _IsQuest: boolean;
  110256. /**
  110257. * Fired when the secondary trigger on this controller is modified
  110258. */
  110259. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  110260. /**
  110261. * Fired when the thumb rest on this controller is modified
  110262. */
  110263. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  110264. /**
  110265. * Creates a new OculusTouchController from a gamepad
  110266. * @param vrGamepad the gamepad that the controller should be created from
  110267. */
  110268. constructor(vrGamepad: any);
  110269. /**
  110270. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110271. * @param scene scene in which to add meshes
  110272. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110273. */
  110274. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110275. /**
  110276. * Fired when the A button on this controller is modified
  110277. */
  110278. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110279. /**
  110280. * Fired when the B button on this controller is modified
  110281. */
  110282. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110283. /**
  110284. * Fired when the X button on this controller is modified
  110285. */
  110286. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110287. /**
  110288. * Fired when the Y button on this controller is modified
  110289. */
  110290. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110291. /**
  110292. * Called once for each button that changed state since the last frame
  110293. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  110294. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  110295. * 2) secondary trigger (same)
  110296. * 3) A (right) X (left), touch, pressed = value
  110297. * 4) B / Y
  110298. * 5) thumb rest
  110299. * @param buttonIdx Which button index changed
  110300. * @param state New state of the button
  110301. * @param changes Which properties on the state changed since last frame
  110302. */
  110303. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110304. }
  110305. }
  110306. declare module BABYLON {
  110307. /**
  110308. * Vive Controller
  110309. */
  110310. export class ViveController extends WebVRController {
  110311. /**
  110312. * Base Url for the controller model.
  110313. */
  110314. static MODEL_BASE_URL: string;
  110315. /**
  110316. * File name for the controller model.
  110317. */
  110318. static MODEL_FILENAME: string;
  110319. /**
  110320. * Creates a new ViveController from a gamepad
  110321. * @param vrGamepad the gamepad that the controller should be created from
  110322. */
  110323. constructor(vrGamepad: any);
  110324. /**
  110325. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110326. * @param scene scene in which to add meshes
  110327. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110328. */
  110329. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110330. /**
  110331. * Fired when the left button on this controller is modified
  110332. */
  110333. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110334. /**
  110335. * Fired when the right button on this controller is modified
  110336. */
  110337. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110338. /**
  110339. * Fired when the menu button on this controller is modified
  110340. */
  110341. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110342. /**
  110343. * Called once for each button that changed state since the last frame
  110344. * Vive mapping:
  110345. * 0: touchpad
  110346. * 1: trigger
  110347. * 2: left AND right buttons
  110348. * 3: menu button
  110349. * @param buttonIdx Which button index changed
  110350. * @param state New state of the button
  110351. * @param changes Which properties on the state changed since last frame
  110352. */
  110353. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110354. }
  110355. }
  110356. declare module BABYLON {
  110357. /**
  110358. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  110359. */
  110360. export class WebXRControllerModelLoader {
  110361. /**
  110362. * Creates the WebXRControllerModelLoader
  110363. * @param input xr input that creates the controllers
  110364. */
  110365. constructor(input: WebXRInput);
  110366. }
  110367. }
  110368. declare module BABYLON {
  110369. /**
  110370. * Contains an array of blocks representing the octree
  110371. */
  110372. export interface IOctreeContainer<T> {
  110373. /**
  110374. * Blocks within the octree
  110375. */
  110376. blocks: Array<OctreeBlock<T>>;
  110377. }
  110378. /**
  110379. * Class used to store a cell in an octree
  110380. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110381. */
  110382. export class OctreeBlock<T> {
  110383. /**
  110384. * Gets the content of the current block
  110385. */
  110386. entries: T[];
  110387. /**
  110388. * Gets the list of block children
  110389. */
  110390. blocks: Array<OctreeBlock<T>>;
  110391. private _depth;
  110392. private _maxDepth;
  110393. private _capacity;
  110394. private _minPoint;
  110395. private _maxPoint;
  110396. private _boundingVectors;
  110397. private _creationFunc;
  110398. /**
  110399. * Creates a new block
  110400. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  110401. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  110402. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110403. * @param depth defines the current depth of this block in the octree
  110404. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  110405. * @param creationFunc defines a callback to call when an element is added to the block
  110406. */
  110407. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  110408. /**
  110409. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110410. */
  110411. readonly capacity: number;
  110412. /**
  110413. * Gets the minimum vector (in world space) of the block's bounding box
  110414. */
  110415. readonly minPoint: Vector3;
  110416. /**
  110417. * Gets the maximum vector (in world space) of the block's bounding box
  110418. */
  110419. readonly maxPoint: Vector3;
  110420. /**
  110421. * Add a new element to this block
  110422. * @param entry defines the element to add
  110423. */
  110424. addEntry(entry: T): void;
  110425. /**
  110426. * Remove an element from this block
  110427. * @param entry defines the element to remove
  110428. */
  110429. removeEntry(entry: T): void;
  110430. /**
  110431. * Add an array of elements to this block
  110432. * @param entries defines the array of elements to add
  110433. */
  110434. addEntries(entries: T[]): void;
  110435. /**
  110436. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  110437. * @param frustumPlanes defines the frustum planes to test
  110438. * @param selection defines the array to store current content if selection is positive
  110439. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110440. */
  110441. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110442. /**
  110443. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  110444. * @param sphereCenter defines the bounding sphere center
  110445. * @param sphereRadius defines the bounding sphere radius
  110446. * @param selection defines the array to store current content if selection is positive
  110447. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110448. */
  110449. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110450. /**
  110451. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  110452. * @param ray defines the ray to test with
  110453. * @param selection defines the array to store current content if selection is positive
  110454. */
  110455. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  110456. /**
  110457. * Subdivide the content into child blocks (this block will then be empty)
  110458. */
  110459. createInnerBlocks(): void;
  110460. /**
  110461. * @hidden
  110462. */
  110463. 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;
  110464. }
  110465. }
  110466. declare module BABYLON {
  110467. /**
  110468. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  110469. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110470. */
  110471. export class Octree<T> {
  110472. /** 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.) */
  110473. maxDepth: number;
  110474. /**
  110475. * Blocks within the octree containing objects
  110476. */
  110477. blocks: Array<OctreeBlock<T>>;
  110478. /**
  110479. * Content stored in the octree
  110480. */
  110481. dynamicContent: T[];
  110482. private _maxBlockCapacity;
  110483. private _selectionContent;
  110484. private _creationFunc;
  110485. /**
  110486. * Creates a octree
  110487. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110488. * @param creationFunc function to be used to instatiate the octree
  110489. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  110490. * @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.)
  110491. */
  110492. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  110493. /** 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.) */
  110494. maxDepth?: number);
  110495. /**
  110496. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  110497. * @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);
  110498. * @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);
  110499. * @param entries meshes to be added to the octree blocks
  110500. */
  110501. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  110502. /**
  110503. * Adds a mesh to the octree
  110504. * @param entry Mesh to add to the octree
  110505. */
  110506. addMesh(entry: T): void;
  110507. /**
  110508. * Remove an element from the octree
  110509. * @param entry defines the element to remove
  110510. */
  110511. removeMesh(entry: T): void;
  110512. /**
  110513. * Selects an array of meshes within the frustum
  110514. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  110515. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  110516. * @returns array of meshes within the frustum
  110517. */
  110518. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  110519. /**
  110520. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  110521. * @param sphereCenter defines the bounding sphere center
  110522. * @param sphereRadius defines the bounding sphere radius
  110523. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110524. * @returns an array of objects that intersect the sphere
  110525. */
  110526. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  110527. /**
  110528. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  110529. * @param ray defines the ray to test with
  110530. * @returns array of intersected objects
  110531. */
  110532. intersectsRay(ray: Ray): SmartArray<T>;
  110533. /**
  110534. * Adds a mesh into the octree block if it intersects the block
  110535. */
  110536. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  110537. /**
  110538. * Adds a submesh into the octree block if it intersects the block
  110539. */
  110540. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  110541. }
  110542. }
  110543. declare module BABYLON {
  110544. interface Scene {
  110545. /**
  110546. * @hidden
  110547. * Backing Filed
  110548. */
  110549. _selectionOctree: Octree<AbstractMesh>;
  110550. /**
  110551. * Gets the octree used to boost mesh selection (picking)
  110552. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110553. */
  110554. selectionOctree: Octree<AbstractMesh>;
  110555. /**
  110556. * Creates or updates the octree used to boost selection (picking)
  110557. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110558. * @param maxCapacity defines the maximum capacity per leaf
  110559. * @param maxDepth defines the maximum depth of the octree
  110560. * @returns an octree of AbstractMesh
  110561. */
  110562. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  110563. }
  110564. interface AbstractMesh {
  110565. /**
  110566. * @hidden
  110567. * Backing Field
  110568. */
  110569. _submeshesOctree: Octree<SubMesh>;
  110570. /**
  110571. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  110572. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  110573. * @param maxCapacity defines the maximum size of each block (64 by default)
  110574. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  110575. * @returns the new octree
  110576. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  110577. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110578. */
  110579. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  110580. }
  110581. /**
  110582. * Defines the octree scene component responsible to manage any octrees
  110583. * in a given scene.
  110584. */
  110585. export class OctreeSceneComponent {
  110586. /**
  110587. * The component name help to identify the component in the list of scene components.
  110588. */
  110589. readonly name: string;
  110590. /**
  110591. * The scene the component belongs to.
  110592. */
  110593. scene: Scene;
  110594. /**
  110595. * Indicates if the meshes have been checked to make sure they are isEnabled()
  110596. */
  110597. readonly checksIsEnabled: boolean;
  110598. /**
  110599. * Creates a new instance of the component for the given scene
  110600. * @param scene Defines the scene to register the component in
  110601. */
  110602. constructor(scene: Scene);
  110603. /**
  110604. * Registers the component in a given scene
  110605. */
  110606. register(): void;
  110607. /**
  110608. * Return the list of active meshes
  110609. * @returns the list of active meshes
  110610. */
  110611. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  110612. /**
  110613. * Return the list of active sub meshes
  110614. * @param mesh The mesh to get the candidates sub meshes from
  110615. * @returns the list of active sub meshes
  110616. */
  110617. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  110618. private _tempRay;
  110619. /**
  110620. * Return the list of sub meshes intersecting with a given local ray
  110621. * @param mesh defines the mesh to find the submesh for
  110622. * @param localRay defines the ray in local space
  110623. * @returns the list of intersecting sub meshes
  110624. */
  110625. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  110626. /**
  110627. * Return the list of sub meshes colliding with a collider
  110628. * @param mesh defines the mesh to find the submesh for
  110629. * @param collider defines the collider to evaluate the collision against
  110630. * @returns the list of colliding sub meshes
  110631. */
  110632. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  110633. /**
  110634. * Rebuilds the elements related to this component in case of
  110635. * context lost for instance.
  110636. */
  110637. rebuild(): void;
  110638. /**
  110639. * Disposes the component and the associated ressources.
  110640. */
  110641. dispose(): void;
  110642. }
  110643. }
  110644. declare module BABYLON {
  110645. /**
  110646. * Renders a layer on top of an existing scene
  110647. */
  110648. export class UtilityLayerRenderer implements IDisposable {
  110649. /** the original scene that will be rendered on top of */
  110650. originalScene: Scene;
  110651. private _pointerCaptures;
  110652. private _lastPointerEvents;
  110653. private static _DefaultUtilityLayer;
  110654. private static _DefaultKeepDepthUtilityLayer;
  110655. private _sharedGizmoLight;
  110656. private _renderCamera;
  110657. /**
  110658. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  110659. * @returns the camera that is used when rendering the utility layer
  110660. */
  110661. getRenderCamera(): Nullable<Camera>;
  110662. /**
  110663. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  110664. * @param cam the camera that should be used when rendering the utility layer
  110665. */
  110666. setRenderCamera(cam: Nullable<Camera>): void;
  110667. /**
  110668. * @hidden
  110669. * Light which used by gizmos to get light shading
  110670. */
  110671. _getSharedGizmoLight(): HemisphericLight;
  110672. /**
  110673. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  110674. */
  110675. pickUtilitySceneFirst: boolean;
  110676. /**
  110677. * 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)
  110678. */
  110679. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  110680. /**
  110681. * 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)
  110682. */
  110683. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  110684. /**
  110685. * The scene that is rendered on top of the original scene
  110686. */
  110687. utilityLayerScene: Scene;
  110688. /**
  110689. * If the utility layer should automatically be rendered on top of existing scene
  110690. */
  110691. shouldRender: boolean;
  110692. /**
  110693. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  110694. */
  110695. onlyCheckPointerDownEvents: boolean;
  110696. /**
  110697. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  110698. */
  110699. processAllEvents: boolean;
  110700. /**
  110701. * Observable raised when the pointer move from the utility layer scene to the main scene
  110702. */
  110703. onPointerOutObservable: Observable<number>;
  110704. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  110705. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  110706. private _afterRenderObserver;
  110707. private _sceneDisposeObserver;
  110708. private _originalPointerObserver;
  110709. /**
  110710. * Instantiates a UtilityLayerRenderer
  110711. * @param originalScene the original scene that will be rendered on top of
  110712. * @param handleEvents boolean indicating if the utility layer should handle events
  110713. */
  110714. constructor(
  110715. /** the original scene that will be rendered on top of */
  110716. originalScene: Scene, handleEvents?: boolean);
  110717. private _notifyObservers;
  110718. /**
  110719. * Renders the utility layers scene on top of the original scene
  110720. */
  110721. render(): void;
  110722. /**
  110723. * Disposes of the renderer
  110724. */
  110725. dispose(): void;
  110726. private _updateCamera;
  110727. }
  110728. }
  110729. declare module BABYLON {
  110730. /**
  110731. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  110732. */
  110733. export class Gizmo implements IDisposable {
  110734. /** The utility layer the gizmo will be added to */
  110735. gizmoLayer: UtilityLayerRenderer;
  110736. /**
  110737. * The root mesh of the gizmo
  110738. */
  110739. _rootMesh: Mesh;
  110740. private _attachedMesh;
  110741. /**
  110742. * Ratio for the scale of the gizmo (Default: 1)
  110743. */
  110744. scaleRatio: number;
  110745. /**
  110746. * If a custom mesh has been set (Default: false)
  110747. */
  110748. protected _customMeshSet: boolean;
  110749. /**
  110750. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  110751. * * When set, interactions will be enabled
  110752. */
  110753. attachedMesh: Nullable<AbstractMesh>;
  110754. /**
  110755. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110756. * @param mesh The mesh to replace the default mesh of the gizmo
  110757. */
  110758. setCustomMesh(mesh: Mesh): void;
  110759. /**
  110760. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  110761. */
  110762. updateGizmoRotationToMatchAttachedMesh: boolean;
  110763. /**
  110764. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  110765. */
  110766. updateGizmoPositionToMatchAttachedMesh: boolean;
  110767. /**
  110768. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  110769. */
  110770. updateScale: boolean;
  110771. protected _interactionsEnabled: boolean;
  110772. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110773. private _beforeRenderObserver;
  110774. private _tempVector;
  110775. /**
  110776. * Creates a gizmo
  110777. * @param gizmoLayer The utility layer the gizmo will be added to
  110778. */
  110779. constructor(
  110780. /** The utility layer the gizmo will be added to */
  110781. gizmoLayer?: UtilityLayerRenderer);
  110782. /**
  110783. * Updates the gizmo to match the attached mesh's position/rotation
  110784. */
  110785. protected _update(): void;
  110786. /**
  110787. * Disposes of the gizmo
  110788. */
  110789. dispose(): void;
  110790. }
  110791. }
  110792. declare module BABYLON {
  110793. /**
  110794. * Single plane drag gizmo
  110795. */
  110796. export class PlaneDragGizmo extends Gizmo {
  110797. /**
  110798. * Drag behavior responsible for the gizmos dragging interactions
  110799. */
  110800. dragBehavior: PointerDragBehavior;
  110801. private _pointerObserver;
  110802. /**
  110803. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110804. */
  110805. snapDistance: number;
  110806. /**
  110807. * Event that fires each time the gizmo snaps to a new location.
  110808. * * snapDistance is the the change in distance
  110809. */
  110810. onSnapObservable: Observable<{
  110811. snapDistance: number;
  110812. }>;
  110813. private _plane;
  110814. private _coloredMaterial;
  110815. private _hoverMaterial;
  110816. private _isEnabled;
  110817. private _parent;
  110818. /** @hidden */
  110819. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  110820. /** @hidden */
  110821. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110822. /**
  110823. * Creates a PlaneDragGizmo
  110824. * @param gizmoLayer The utility layer the gizmo will be added to
  110825. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  110826. * @param color The color of the gizmo
  110827. */
  110828. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110829. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110830. /**
  110831. * If the gizmo is enabled
  110832. */
  110833. isEnabled: boolean;
  110834. /**
  110835. * Disposes of the gizmo
  110836. */
  110837. dispose(): void;
  110838. }
  110839. }
  110840. declare module BABYLON {
  110841. /**
  110842. * Gizmo that enables dragging a mesh along 3 axis
  110843. */
  110844. export class PositionGizmo extends Gizmo {
  110845. /**
  110846. * Internal gizmo used for interactions on the x axis
  110847. */
  110848. xGizmo: AxisDragGizmo;
  110849. /**
  110850. * Internal gizmo used for interactions on the y axis
  110851. */
  110852. yGizmo: AxisDragGizmo;
  110853. /**
  110854. * Internal gizmo used for interactions on the z axis
  110855. */
  110856. zGizmo: AxisDragGizmo;
  110857. /**
  110858. * Internal gizmo used for interactions on the yz plane
  110859. */
  110860. xPlaneGizmo: PlaneDragGizmo;
  110861. /**
  110862. * Internal gizmo used for interactions on the xz plane
  110863. */
  110864. yPlaneGizmo: PlaneDragGizmo;
  110865. /**
  110866. * Internal gizmo used for interactions on the xy plane
  110867. */
  110868. zPlaneGizmo: PlaneDragGizmo;
  110869. /**
  110870. * private variables
  110871. */
  110872. private _meshAttached;
  110873. private _updateGizmoRotationToMatchAttachedMesh;
  110874. private _snapDistance;
  110875. private _scaleRatio;
  110876. /** Fires an event when any of it's sub gizmos are dragged */
  110877. onDragStartObservable: Observable<unknown>;
  110878. /** Fires an event when any of it's sub gizmos are released from dragging */
  110879. onDragEndObservable: Observable<unknown>;
  110880. /**
  110881. * If set to true, planar drag is enabled
  110882. */
  110883. private _planarGizmoEnabled;
  110884. attachedMesh: Nullable<AbstractMesh>;
  110885. /**
  110886. * Creates a PositionGizmo
  110887. * @param gizmoLayer The utility layer the gizmo will be added to
  110888. */
  110889. constructor(gizmoLayer?: UtilityLayerRenderer);
  110890. /**
  110891. * If the planar drag gizmo is enabled
  110892. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  110893. */
  110894. planarGizmoEnabled: boolean;
  110895. updateGizmoRotationToMatchAttachedMesh: boolean;
  110896. /**
  110897. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110898. */
  110899. snapDistance: number;
  110900. /**
  110901. * Ratio for the scale of the gizmo (Default: 1)
  110902. */
  110903. scaleRatio: number;
  110904. /**
  110905. * Disposes of the gizmo
  110906. */
  110907. dispose(): void;
  110908. /**
  110909. * CustomMeshes are not supported by this gizmo
  110910. * @param mesh The mesh to replace the default mesh of the gizmo
  110911. */
  110912. setCustomMesh(mesh: Mesh): void;
  110913. }
  110914. }
  110915. declare module BABYLON {
  110916. /**
  110917. * Single axis drag gizmo
  110918. */
  110919. export class AxisDragGizmo extends Gizmo {
  110920. /**
  110921. * Drag behavior responsible for the gizmos dragging interactions
  110922. */
  110923. dragBehavior: PointerDragBehavior;
  110924. private _pointerObserver;
  110925. /**
  110926. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110927. */
  110928. snapDistance: number;
  110929. /**
  110930. * Event that fires each time the gizmo snaps to a new location.
  110931. * * snapDistance is the the change in distance
  110932. */
  110933. onSnapObservable: Observable<{
  110934. snapDistance: number;
  110935. }>;
  110936. private _isEnabled;
  110937. private _parent;
  110938. private _arrow;
  110939. private _coloredMaterial;
  110940. private _hoverMaterial;
  110941. /** @hidden */
  110942. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  110943. /** @hidden */
  110944. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  110945. /**
  110946. * Creates an AxisDragGizmo
  110947. * @param gizmoLayer The utility layer the gizmo will be added to
  110948. * @param dragAxis The axis which the gizmo will be able to drag on
  110949. * @param color The color of the gizmo
  110950. */
  110951. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  110952. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110953. /**
  110954. * If the gizmo is enabled
  110955. */
  110956. isEnabled: boolean;
  110957. /**
  110958. * Disposes of the gizmo
  110959. */
  110960. dispose(): void;
  110961. }
  110962. }
  110963. declare module BABYLON.Debug {
  110964. /**
  110965. * The Axes viewer will show 3 axes in a specific point in space
  110966. */
  110967. export class AxesViewer {
  110968. private _xAxis;
  110969. private _yAxis;
  110970. private _zAxis;
  110971. private _scaleLinesFactor;
  110972. private _instanced;
  110973. /**
  110974. * Gets the hosting scene
  110975. */
  110976. scene: Scene;
  110977. /**
  110978. * Gets or sets a number used to scale line length
  110979. */
  110980. scaleLines: number;
  110981. /** Gets the node hierarchy used to render x-axis */
  110982. readonly xAxis: TransformNode;
  110983. /** Gets the node hierarchy used to render y-axis */
  110984. readonly yAxis: TransformNode;
  110985. /** Gets the node hierarchy used to render z-axis */
  110986. readonly zAxis: TransformNode;
  110987. /**
  110988. * Creates a new AxesViewer
  110989. * @param scene defines the hosting scene
  110990. * @param scaleLines defines a number used to scale line length (1 by default)
  110991. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  110992. * @param xAxis defines the node hierarchy used to render the x-axis
  110993. * @param yAxis defines the node hierarchy used to render the y-axis
  110994. * @param zAxis defines the node hierarchy used to render the z-axis
  110995. */
  110996. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  110997. /**
  110998. * Force the viewer to update
  110999. * @param position defines the position of the viewer
  111000. * @param xaxis defines the x axis of the viewer
  111001. * @param yaxis defines the y axis of the viewer
  111002. * @param zaxis defines the z axis of the viewer
  111003. */
  111004. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  111005. /**
  111006. * Creates an instance of this axes viewer.
  111007. * @returns a new axes viewer with instanced meshes
  111008. */
  111009. createInstance(): AxesViewer;
  111010. /** Releases resources */
  111011. dispose(): void;
  111012. private static _SetRenderingGroupId;
  111013. }
  111014. }
  111015. declare module BABYLON.Debug {
  111016. /**
  111017. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  111018. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  111019. */
  111020. export class BoneAxesViewer extends AxesViewer {
  111021. /**
  111022. * Gets or sets the target mesh where to display the axes viewer
  111023. */
  111024. mesh: Nullable<Mesh>;
  111025. /**
  111026. * Gets or sets the target bone where to display the axes viewer
  111027. */
  111028. bone: Nullable<Bone>;
  111029. /** Gets current position */
  111030. pos: Vector3;
  111031. /** Gets direction of X axis */
  111032. xaxis: Vector3;
  111033. /** Gets direction of Y axis */
  111034. yaxis: Vector3;
  111035. /** Gets direction of Z axis */
  111036. zaxis: Vector3;
  111037. /**
  111038. * Creates a new BoneAxesViewer
  111039. * @param scene defines the hosting scene
  111040. * @param bone defines the target bone
  111041. * @param mesh defines the target mesh
  111042. * @param scaleLines defines a scaling factor for line length (1 by default)
  111043. */
  111044. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  111045. /**
  111046. * Force the viewer to update
  111047. */
  111048. update(): void;
  111049. /** Releases resources */
  111050. dispose(): void;
  111051. }
  111052. }
  111053. declare module BABYLON {
  111054. /**
  111055. * Interface used to define scene explorer extensibility option
  111056. */
  111057. export interface IExplorerExtensibilityOption {
  111058. /**
  111059. * Define the option label
  111060. */
  111061. label: string;
  111062. /**
  111063. * Defines the action to execute on click
  111064. */
  111065. action: (entity: any) => void;
  111066. }
  111067. /**
  111068. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  111069. */
  111070. export interface IExplorerExtensibilityGroup {
  111071. /**
  111072. * Defines a predicate to test if a given type mut be extended
  111073. */
  111074. predicate: (entity: any) => boolean;
  111075. /**
  111076. * Gets the list of options added to a type
  111077. */
  111078. entries: IExplorerExtensibilityOption[];
  111079. }
  111080. /**
  111081. * Interface used to define the options to use to create the Inspector
  111082. */
  111083. export interface IInspectorOptions {
  111084. /**
  111085. * Display in overlay mode (default: false)
  111086. */
  111087. overlay?: boolean;
  111088. /**
  111089. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  111090. */
  111091. globalRoot?: HTMLElement;
  111092. /**
  111093. * Display the Scene explorer
  111094. */
  111095. showExplorer?: boolean;
  111096. /**
  111097. * Display the property inspector
  111098. */
  111099. showInspector?: boolean;
  111100. /**
  111101. * Display in embed mode (both panes on the right)
  111102. */
  111103. embedMode?: boolean;
  111104. /**
  111105. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  111106. */
  111107. handleResize?: boolean;
  111108. /**
  111109. * Allow the panes to popup (default: true)
  111110. */
  111111. enablePopup?: boolean;
  111112. /**
  111113. * Allow the panes to be closed by users (default: true)
  111114. */
  111115. enableClose?: boolean;
  111116. /**
  111117. * Optional list of extensibility entries
  111118. */
  111119. explorerExtensibility?: IExplorerExtensibilityGroup[];
  111120. /**
  111121. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  111122. */
  111123. inspectorURL?: string;
  111124. }
  111125. interface Scene {
  111126. /**
  111127. * @hidden
  111128. * Backing field
  111129. */
  111130. _debugLayer: DebugLayer;
  111131. /**
  111132. * Gets the debug layer (aka Inspector) associated with the scene
  111133. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111134. */
  111135. debugLayer: DebugLayer;
  111136. }
  111137. /**
  111138. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111139. * what is happening in your scene
  111140. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111141. */
  111142. export class DebugLayer {
  111143. /**
  111144. * Define the url to get the inspector script from.
  111145. * By default it uses the babylonjs CDN.
  111146. * @ignoreNaming
  111147. */
  111148. static InspectorURL: string;
  111149. private _scene;
  111150. private BJSINSPECTOR;
  111151. private _onPropertyChangedObservable?;
  111152. /**
  111153. * Observable triggered when a property is changed through the inspector.
  111154. */
  111155. readonly onPropertyChangedObservable: any;
  111156. /**
  111157. * Instantiates a new debug layer.
  111158. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111159. * what is happening in your scene
  111160. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111161. * @param scene Defines the scene to inspect
  111162. */
  111163. constructor(scene: Scene);
  111164. /** Creates the inspector window. */
  111165. private _createInspector;
  111166. /**
  111167. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  111168. * @param entity defines the entity to select
  111169. * @param lineContainerTitle defines the specific block to highlight
  111170. */
  111171. select(entity: any, lineContainerTitle?: string): void;
  111172. /** Get the inspector from bundle or global */
  111173. private _getGlobalInspector;
  111174. /**
  111175. * Get if the inspector is visible or not.
  111176. * @returns true if visible otherwise, false
  111177. */
  111178. isVisible(): boolean;
  111179. /**
  111180. * Hide the inspector and close its window.
  111181. */
  111182. hide(): void;
  111183. /**
  111184. * Launch the debugLayer.
  111185. * @param config Define the configuration of the inspector
  111186. * @return a promise fulfilled when the debug layer is visible
  111187. */
  111188. show(config?: IInspectorOptions): Promise<DebugLayer>;
  111189. }
  111190. }
  111191. declare module BABYLON {
  111192. /**
  111193. * Class containing static functions to help procedurally build meshes
  111194. */
  111195. export class BoxBuilder {
  111196. /**
  111197. * Creates a box mesh
  111198. * * The parameter `size` sets the size (float) of each box side (default 1)
  111199. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  111200. * * 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)
  111201. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  111202. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111203. * * If you create a double-sided mesh, you can choose what parts of 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
  111204. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111205. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  111206. * @param name defines the name of the mesh
  111207. * @param options defines the options used to create the mesh
  111208. * @param scene defines the hosting scene
  111209. * @returns the box mesh
  111210. */
  111211. static CreateBox(name: string, options: {
  111212. size?: number;
  111213. width?: number;
  111214. height?: number;
  111215. depth?: number;
  111216. faceUV?: Vector4[];
  111217. faceColors?: Color4[];
  111218. sideOrientation?: number;
  111219. frontUVs?: Vector4;
  111220. backUVs?: Vector4;
  111221. wrap?: boolean;
  111222. topBaseAt?: number;
  111223. bottomBaseAt?: number;
  111224. updatable?: boolean;
  111225. }, scene?: Nullable<Scene>): Mesh;
  111226. }
  111227. }
  111228. declare module BABYLON {
  111229. /**
  111230. * Class containing static functions to help procedurally build meshes
  111231. */
  111232. export class SphereBuilder {
  111233. /**
  111234. * Creates a sphere mesh
  111235. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  111236. * * 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`)
  111237. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  111238. * * 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
  111239. * * 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)
  111240. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111241. * * If you create a double-sided mesh, you can choose what parts of 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
  111242. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111243. * @param name defines the name of the mesh
  111244. * @param options defines the options used to create the mesh
  111245. * @param scene defines the hosting scene
  111246. * @returns the sphere mesh
  111247. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  111248. */
  111249. static CreateSphere(name: string, options: {
  111250. segments?: number;
  111251. diameter?: number;
  111252. diameterX?: number;
  111253. diameterY?: number;
  111254. diameterZ?: number;
  111255. arc?: number;
  111256. slice?: number;
  111257. sideOrientation?: number;
  111258. frontUVs?: Vector4;
  111259. backUVs?: Vector4;
  111260. updatable?: boolean;
  111261. }, scene?: Nullable<Scene>): Mesh;
  111262. }
  111263. }
  111264. declare module BABYLON.Debug {
  111265. /**
  111266. * Used to show the physics impostor around the specific mesh
  111267. */
  111268. export class PhysicsViewer {
  111269. /** @hidden */
  111270. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  111271. /** @hidden */
  111272. protected _meshes: Array<Nullable<AbstractMesh>>;
  111273. /** @hidden */
  111274. protected _scene: Nullable<Scene>;
  111275. /** @hidden */
  111276. protected _numMeshes: number;
  111277. /** @hidden */
  111278. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  111279. private _renderFunction;
  111280. private _utilityLayer;
  111281. private _debugBoxMesh;
  111282. private _debugSphereMesh;
  111283. private _debugCylinderMesh;
  111284. private _debugMaterial;
  111285. private _debugMeshMeshes;
  111286. /**
  111287. * Creates a new PhysicsViewer
  111288. * @param scene defines the hosting scene
  111289. */
  111290. constructor(scene: Scene);
  111291. /** @hidden */
  111292. protected _updateDebugMeshes(): void;
  111293. /**
  111294. * Renders a specified physic impostor
  111295. * @param impostor defines the impostor to render
  111296. * @param targetMesh defines the mesh represented by the impostor
  111297. * @returns the new debug mesh used to render the impostor
  111298. */
  111299. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  111300. /**
  111301. * Hides a specified physic impostor
  111302. * @param impostor defines the impostor to hide
  111303. */
  111304. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  111305. private _getDebugMaterial;
  111306. private _getDebugBoxMesh;
  111307. private _getDebugSphereMesh;
  111308. private _getDebugCylinderMesh;
  111309. private _getDebugMeshMesh;
  111310. private _getDebugMesh;
  111311. /** Releases all resources */
  111312. dispose(): void;
  111313. }
  111314. }
  111315. declare module BABYLON {
  111316. /**
  111317. * Class containing static functions to help procedurally build meshes
  111318. */
  111319. export class LinesBuilder {
  111320. /**
  111321. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  111322. * * 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
  111323. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  111324. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  111325. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  111326. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  111327. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  111328. * * 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
  111329. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  111330. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111331. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  111332. * @param name defines the name of the new line system
  111333. * @param options defines the options used to create the line system
  111334. * @param scene defines the hosting scene
  111335. * @returns a new line system mesh
  111336. */
  111337. static CreateLineSystem(name: string, options: {
  111338. lines: Vector3[][];
  111339. updatable?: boolean;
  111340. instance?: Nullable<LinesMesh>;
  111341. colors?: Nullable<Color4[][]>;
  111342. useVertexAlpha?: boolean;
  111343. }, scene: Nullable<Scene>): LinesMesh;
  111344. /**
  111345. * Creates a line mesh
  111346. * 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
  111347. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111348. * * The parameter `points` is an array successive Vector3
  111349. * * 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
  111350. * * The optional parameter `colors` is an array of successive Color4, one per line point
  111351. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  111352. * * When updating an instance, remember that only point positions can change, not the number of points
  111353. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111354. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  111355. * @param name defines the name of the new line system
  111356. * @param options defines the options used to create the line system
  111357. * @param scene defines the hosting scene
  111358. * @returns a new line mesh
  111359. */
  111360. static CreateLines(name: string, options: {
  111361. points: Vector3[];
  111362. updatable?: boolean;
  111363. instance?: Nullable<LinesMesh>;
  111364. colors?: Color4[];
  111365. useVertexAlpha?: boolean;
  111366. }, scene?: Nullable<Scene>): LinesMesh;
  111367. /**
  111368. * Creates a dashed line mesh
  111369. * * 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
  111370. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111371. * * The parameter `points` is an array successive Vector3
  111372. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  111373. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  111374. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  111375. * * 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
  111376. * * When updating an instance, remember that only point positions can change, not the number of points
  111377. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111378. * @param name defines the name of the mesh
  111379. * @param options defines the options used to create the mesh
  111380. * @param scene defines the hosting scene
  111381. * @returns the dashed line mesh
  111382. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  111383. */
  111384. static CreateDashedLines(name: string, options: {
  111385. points: Vector3[];
  111386. dashSize?: number;
  111387. gapSize?: number;
  111388. dashNb?: number;
  111389. updatable?: boolean;
  111390. instance?: LinesMesh;
  111391. }, scene?: Nullable<Scene>): LinesMesh;
  111392. }
  111393. }
  111394. declare module BABYLON {
  111395. /**
  111396. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111397. * in order to better appreciate the issue one might have.
  111398. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111399. */
  111400. export class RayHelper {
  111401. /**
  111402. * Defines the ray we are currently tryin to visualize.
  111403. */
  111404. ray: Nullable<Ray>;
  111405. private _renderPoints;
  111406. private _renderLine;
  111407. private _renderFunction;
  111408. private _scene;
  111409. private _updateToMeshFunction;
  111410. private _attachedToMesh;
  111411. private _meshSpaceDirection;
  111412. private _meshSpaceOrigin;
  111413. /**
  111414. * Helper function to create a colored helper in a scene in one line.
  111415. * @param ray Defines the ray we are currently tryin to visualize
  111416. * @param scene Defines the scene the ray is used in
  111417. * @param color Defines the color we want to see the ray in
  111418. * @returns The newly created ray helper.
  111419. */
  111420. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  111421. /**
  111422. * Instantiate a new ray helper.
  111423. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111424. * in order to better appreciate the issue one might have.
  111425. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111426. * @param ray Defines the ray we are currently tryin to visualize
  111427. */
  111428. constructor(ray: Ray);
  111429. /**
  111430. * Shows the ray we are willing to debug.
  111431. * @param scene Defines the scene the ray needs to be rendered in
  111432. * @param color Defines the color the ray needs to be rendered in
  111433. */
  111434. show(scene: Scene, color?: Color3): void;
  111435. /**
  111436. * Hides the ray we are debugging.
  111437. */
  111438. hide(): void;
  111439. private _render;
  111440. /**
  111441. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  111442. * @param mesh Defines the mesh we want the helper attached to
  111443. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  111444. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  111445. * @param length Defines the length of the ray
  111446. */
  111447. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  111448. /**
  111449. * Detach the ray helper from the mesh it has previously been attached to.
  111450. */
  111451. detachFromMesh(): void;
  111452. private _updateToMesh;
  111453. /**
  111454. * Dispose the helper and release its associated resources.
  111455. */
  111456. dispose(): void;
  111457. }
  111458. }
  111459. declare module BABYLON.Debug {
  111460. /**
  111461. * Class used to render a debug view of a given skeleton
  111462. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  111463. */
  111464. export class SkeletonViewer {
  111465. /** defines the skeleton to render */
  111466. skeleton: Skeleton;
  111467. /** defines the mesh attached to the skeleton */
  111468. mesh: AbstractMesh;
  111469. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111470. autoUpdateBonesMatrices: boolean;
  111471. /** defines the rendering group id to use with the viewer */
  111472. renderingGroupId: number;
  111473. /** Gets or sets the color used to render the skeleton */
  111474. color: Color3;
  111475. private _scene;
  111476. private _debugLines;
  111477. private _debugMesh;
  111478. private _isEnabled;
  111479. private _renderFunction;
  111480. private _utilityLayer;
  111481. /**
  111482. * Returns the mesh used to render the bones
  111483. */
  111484. readonly debugMesh: Nullable<LinesMesh>;
  111485. /**
  111486. * Creates a new SkeletonViewer
  111487. * @param skeleton defines the skeleton to render
  111488. * @param mesh defines the mesh attached to the skeleton
  111489. * @param scene defines the hosting scene
  111490. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  111491. * @param renderingGroupId defines the rendering group id to use with the viewer
  111492. */
  111493. constructor(
  111494. /** defines the skeleton to render */
  111495. skeleton: Skeleton,
  111496. /** defines the mesh attached to the skeleton */
  111497. mesh: AbstractMesh, scene: Scene,
  111498. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  111499. autoUpdateBonesMatrices?: boolean,
  111500. /** defines the rendering group id to use with the viewer */
  111501. renderingGroupId?: number);
  111502. /** Gets or sets a boolean indicating if the viewer is enabled */
  111503. isEnabled: boolean;
  111504. private _getBonePosition;
  111505. private _getLinesForBonesWithLength;
  111506. private _getLinesForBonesNoLength;
  111507. /** Update the viewer to sync with current skeleton state */
  111508. update(): void;
  111509. /** Release associated resources */
  111510. dispose(): void;
  111511. }
  111512. }
  111513. declare module BABYLON {
  111514. /**
  111515. * Options to create the null engine
  111516. */
  111517. export class NullEngineOptions {
  111518. /**
  111519. * Render width (Default: 512)
  111520. */
  111521. renderWidth: number;
  111522. /**
  111523. * Render height (Default: 256)
  111524. */
  111525. renderHeight: number;
  111526. /**
  111527. * Texture size (Default: 512)
  111528. */
  111529. textureSize: number;
  111530. /**
  111531. * If delta time between frames should be constant
  111532. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111533. */
  111534. deterministicLockstep: boolean;
  111535. /**
  111536. * Maximum about of steps between frames (Default: 4)
  111537. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111538. */
  111539. lockstepMaxSteps: number;
  111540. }
  111541. /**
  111542. * The null engine class provides support for headless version of babylon.js.
  111543. * This can be used in server side scenario or for testing purposes
  111544. */
  111545. export class NullEngine extends Engine {
  111546. private _options;
  111547. /**
  111548. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  111549. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111550. * @returns true if engine is in deterministic lock step mode
  111551. */
  111552. isDeterministicLockStep(): boolean;
  111553. /**
  111554. * Gets the max steps when engine is running in deterministic lock step
  111555. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  111556. * @returns the max steps
  111557. */
  111558. getLockstepMaxSteps(): number;
  111559. /**
  111560. * Gets the current hardware scaling level.
  111561. * By default the hardware scaling level is computed from the window device ratio.
  111562. * 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.
  111563. * @returns a number indicating the current hardware scaling level
  111564. */
  111565. getHardwareScalingLevel(): number;
  111566. constructor(options?: NullEngineOptions);
  111567. /**
  111568. * Creates a vertex buffer
  111569. * @param vertices the data for the vertex buffer
  111570. * @returns the new WebGL static buffer
  111571. */
  111572. createVertexBuffer(vertices: FloatArray): DataBuffer;
  111573. /**
  111574. * Creates a new index buffer
  111575. * @param indices defines the content of the index buffer
  111576. * @param updatable defines if the index buffer must be updatable
  111577. * @returns a new webGL buffer
  111578. */
  111579. createIndexBuffer(indices: IndicesArray): DataBuffer;
  111580. /**
  111581. * Clear the current render buffer or the current render target (if any is set up)
  111582. * @param color defines the color to use
  111583. * @param backBuffer defines if the back buffer must be cleared
  111584. * @param depth defines if the depth buffer must be cleared
  111585. * @param stencil defines if the stencil buffer must be cleared
  111586. */
  111587. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  111588. /**
  111589. * Gets the current render width
  111590. * @param useScreen defines if screen size must be used (or the current render target if any)
  111591. * @returns a number defining the current render width
  111592. */
  111593. getRenderWidth(useScreen?: boolean): number;
  111594. /**
  111595. * Gets the current render height
  111596. * @param useScreen defines if screen size must be used (or the current render target if any)
  111597. * @returns a number defining the current render height
  111598. */
  111599. getRenderHeight(useScreen?: boolean): number;
  111600. /**
  111601. * Set the WebGL's viewport
  111602. * @param viewport defines the viewport element to be used
  111603. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  111604. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  111605. */
  111606. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  111607. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  111608. /**
  111609. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  111610. * @param pipelineContext defines the pipeline context to use
  111611. * @param uniformsNames defines the list of uniform names
  111612. * @returns an array of webGL uniform locations
  111613. */
  111614. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  111615. /**
  111616. * Gets the lsit of active attributes for a given webGL program
  111617. * @param pipelineContext defines the pipeline context to use
  111618. * @param attributesNames defines the list of attribute names to get
  111619. * @returns an array of indices indicating the offset of each attribute
  111620. */
  111621. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  111622. /**
  111623. * Binds an effect to the webGL context
  111624. * @param effect defines the effect to bind
  111625. */
  111626. bindSamplers(effect: Effect): void;
  111627. /**
  111628. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  111629. * @param effect defines the effect to activate
  111630. */
  111631. enableEffect(effect: Effect): void;
  111632. /**
  111633. * Set various states to the webGL context
  111634. * @param culling defines backface culling state
  111635. * @param zOffset defines the value to apply to zOffset (0 by default)
  111636. * @param force defines if states must be applied even if cache is up to date
  111637. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  111638. */
  111639. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  111640. /**
  111641. * Set the value of an uniform to an array of int32
  111642. * @param uniform defines the webGL uniform location where to store the value
  111643. * @param array defines the array of int32 to store
  111644. */
  111645. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  111646. /**
  111647. * Set the value of an uniform to an array of int32 (stored as vec2)
  111648. * @param uniform defines the webGL uniform location where to store the value
  111649. * @param array defines the array of int32 to store
  111650. */
  111651. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  111652. /**
  111653. * Set the value of an uniform to an array of int32 (stored as vec3)
  111654. * @param uniform defines the webGL uniform location where to store the value
  111655. * @param array defines the array of int32 to store
  111656. */
  111657. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  111658. /**
  111659. * Set the value of an uniform to an array of int32 (stored as vec4)
  111660. * @param uniform defines the webGL uniform location where to store the value
  111661. * @param array defines the array of int32 to store
  111662. */
  111663. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  111664. /**
  111665. * Set the value of an uniform to an array of float32
  111666. * @param uniform defines the webGL uniform location where to store the value
  111667. * @param array defines the array of float32 to store
  111668. */
  111669. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  111670. /**
  111671. * Set the value of an uniform to an array of float32 (stored as vec2)
  111672. * @param uniform defines the webGL uniform location where to store the value
  111673. * @param array defines the array of float32 to store
  111674. */
  111675. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  111676. /**
  111677. * Set the value of an uniform to an array of float32 (stored as vec3)
  111678. * @param uniform defines the webGL uniform location where to store the value
  111679. * @param array defines the array of float32 to store
  111680. */
  111681. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  111682. /**
  111683. * Set the value of an uniform to an array of float32 (stored as vec4)
  111684. * @param uniform defines the webGL uniform location where to store the value
  111685. * @param array defines the array of float32 to store
  111686. */
  111687. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  111688. /**
  111689. * Set the value of an uniform to an array of number
  111690. * @param uniform defines the webGL uniform location where to store the value
  111691. * @param array defines the array of number to store
  111692. */
  111693. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  111694. /**
  111695. * Set the value of an uniform to an array of number (stored as vec2)
  111696. * @param uniform defines the webGL uniform location where to store the value
  111697. * @param array defines the array of number to store
  111698. */
  111699. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  111700. /**
  111701. * Set the value of an uniform to an array of number (stored as vec3)
  111702. * @param uniform defines the webGL uniform location where to store the value
  111703. * @param array defines the array of number to store
  111704. */
  111705. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  111706. /**
  111707. * Set the value of an uniform to an array of number (stored as vec4)
  111708. * @param uniform defines the webGL uniform location where to store the value
  111709. * @param array defines the array of number to store
  111710. */
  111711. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  111712. /**
  111713. * Set the value of an uniform to an array of float32 (stored as matrices)
  111714. * @param uniform defines the webGL uniform location where to store the value
  111715. * @param matrices defines the array of float32 to store
  111716. */
  111717. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  111718. /**
  111719. * Set the value of an uniform to a matrix (3x3)
  111720. * @param uniform defines the webGL uniform location where to store the value
  111721. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  111722. */
  111723. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111724. /**
  111725. * Set the value of an uniform to a matrix (2x2)
  111726. * @param uniform defines the webGL uniform location where to store the value
  111727. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  111728. */
  111729. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  111730. /**
  111731. * Set the value of an uniform to a number (float)
  111732. * @param uniform defines the webGL uniform location where to store the value
  111733. * @param value defines the float number to store
  111734. */
  111735. setFloat(uniform: WebGLUniformLocation, value: number): void;
  111736. /**
  111737. * Set the value of an uniform to a vec2
  111738. * @param uniform defines the webGL uniform location where to store the value
  111739. * @param x defines the 1st component of the value
  111740. * @param y defines the 2nd component of the value
  111741. */
  111742. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  111743. /**
  111744. * Set the value of an uniform to a vec3
  111745. * @param uniform defines the webGL uniform location where to store the value
  111746. * @param x defines the 1st component of the value
  111747. * @param y defines the 2nd component of the value
  111748. * @param z defines the 3rd component of the value
  111749. */
  111750. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  111751. /**
  111752. * Set the value of an uniform to a boolean
  111753. * @param uniform defines the webGL uniform location where to store the value
  111754. * @param bool defines the boolean to store
  111755. */
  111756. setBool(uniform: WebGLUniformLocation, bool: number): void;
  111757. /**
  111758. * Set the value of an uniform to a vec4
  111759. * @param uniform defines the webGL uniform location where to store the value
  111760. * @param x defines the 1st component of the value
  111761. * @param y defines the 2nd component of the value
  111762. * @param z defines the 3rd component of the value
  111763. * @param w defines the 4th component of the value
  111764. */
  111765. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  111766. /**
  111767. * Sets the current alpha mode
  111768. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  111769. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  111770. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  111771. */
  111772. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  111773. /**
  111774. * Bind webGl buffers directly to the webGL context
  111775. * @param vertexBuffers defines the vertex buffer to bind
  111776. * @param indexBuffer defines the index buffer to bind
  111777. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  111778. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  111779. * @param effect defines the effect associated with the vertex buffer
  111780. */
  111781. bindBuffers(vertexBuffers: {
  111782. [key: string]: VertexBuffer;
  111783. }, indexBuffer: DataBuffer, effect: Effect): void;
  111784. /**
  111785. * Force the entire cache to be cleared
  111786. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  111787. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  111788. */
  111789. wipeCaches(bruteForce?: boolean): void;
  111790. /**
  111791. * Send a draw order
  111792. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  111793. * @param indexStart defines the starting index
  111794. * @param indexCount defines the number of index to draw
  111795. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111796. */
  111797. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  111798. /**
  111799. * Draw a list of indexed primitives
  111800. * @param fillMode defines the primitive to use
  111801. * @param indexStart defines the starting index
  111802. * @param indexCount defines the number of index to draw
  111803. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111804. */
  111805. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  111806. /**
  111807. * Draw a list of unindexed primitives
  111808. * @param fillMode defines the primitive to use
  111809. * @param verticesStart defines the index of first vertex to draw
  111810. * @param verticesCount defines the count of vertices to draw
  111811. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  111812. */
  111813. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  111814. /** @hidden */
  111815. _createTexture(): WebGLTexture;
  111816. /** @hidden */
  111817. _releaseTexture(texture: InternalTexture): void;
  111818. /**
  111819. * Usually called from Texture.ts.
  111820. * Passed information to create a WebGLTexture
  111821. * @param urlArg defines a value which contains one of the following:
  111822. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  111823. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  111824. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  111825. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  111826. * @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)
  111827. * @param scene needed for loading to the correct scene
  111828. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  111829. * @param onLoad optional callback to be called upon successful completion
  111830. * @param onError optional callback to be called upon failure
  111831. * @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
  111832. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  111833. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  111834. * @param forcedExtension defines the extension to use to pick the right loader
  111835. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  111836. * @returns a InternalTexture for assignment back into BABYLON.Texture
  111837. */
  111838. 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;
  111839. /**
  111840. * Creates a new render target texture
  111841. * @param size defines the size of the texture
  111842. * @param options defines the options used to create the texture
  111843. * @returns a new render target texture stored in an InternalTexture
  111844. */
  111845. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  111846. /**
  111847. * Update the sampling mode of a given texture
  111848. * @param samplingMode defines the required sampling mode
  111849. * @param texture defines the texture to update
  111850. */
  111851. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  111852. /**
  111853. * Binds the frame buffer to the specified texture.
  111854. * @param texture The texture to render to or null for the default canvas
  111855. * @param faceIndex The face of the texture to render to in case of cube texture
  111856. * @param requiredWidth The width of the target to render to
  111857. * @param requiredHeight The height of the target to render to
  111858. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  111859. * @param depthStencilTexture The depth stencil texture to use to render
  111860. * @param lodLevel defines le lod level to bind to the frame buffer
  111861. */
  111862. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  111863. /**
  111864. * Unbind the current render target texture from the webGL context
  111865. * @param texture defines the render target texture to unbind
  111866. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  111867. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  111868. */
  111869. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  111870. /**
  111871. * Creates a dynamic vertex buffer
  111872. * @param vertices the data for the dynamic vertex buffer
  111873. * @returns the new WebGL dynamic buffer
  111874. */
  111875. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  111876. /**
  111877. * Update the content of a dynamic texture
  111878. * @param texture defines the texture to update
  111879. * @param canvas defines the canvas containing the source
  111880. * @param invertY defines if data must be stored with Y axis inverted
  111881. * @param premulAlpha defines if alpha is stored as premultiplied
  111882. * @param format defines the format of the data
  111883. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  111884. */
  111885. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  111886. /**
  111887. * Gets a boolean indicating if all created effects are ready
  111888. * @returns true if all effects are ready
  111889. */
  111890. areAllEffectsReady(): boolean;
  111891. /**
  111892. * @hidden
  111893. * Get the current error code of the webGL context
  111894. * @returns the error code
  111895. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  111896. */
  111897. getError(): number;
  111898. /** @hidden */
  111899. _getUnpackAlignement(): number;
  111900. /** @hidden */
  111901. _unpackFlipY(value: boolean): void;
  111902. /**
  111903. * Update a dynamic index buffer
  111904. * @param indexBuffer defines the target index buffer
  111905. * @param indices defines the data to update
  111906. * @param offset defines the offset in the target index buffer where update should start
  111907. */
  111908. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  111909. /**
  111910. * Updates a dynamic vertex buffer.
  111911. * @param vertexBuffer the vertex buffer to update
  111912. * @param vertices the data used to update the vertex buffer
  111913. * @param byteOffset the byte offset of the data (optional)
  111914. * @param byteLength the byte length of the data (optional)
  111915. */
  111916. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  111917. /** @hidden */
  111918. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  111919. /** @hidden */
  111920. _bindTexture(channel: number, texture: InternalTexture): void;
  111921. protected _deleteBuffer(buffer: WebGLBuffer): void;
  111922. /**
  111923. * 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
  111924. */
  111925. releaseEffects(): void;
  111926. displayLoadingUI(): void;
  111927. hideLoadingUI(): void;
  111928. /** @hidden */
  111929. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111930. /** @hidden */
  111931. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111932. /** @hidden */
  111933. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  111934. /** @hidden */
  111935. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  111936. }
  111937. }
  111938. declare module BABYLON {
  111939. /** @hidden */
  111940. export class _OcclusionDataStorage {
  111941. /** @hidden */
  111942. occlusionInternalRetryCounter: number;
  111943. /** @hidden */
  111944. isOcclusionQueryInProgress: boolean;
  111945. /** @hidden */
  111946. isOccluded: boolean;
  111947. /** @hidden */
  111948. occlusionRetryCount: number;
  111949. /** @hidden */
  111950. occlusionType: number;
  111951. /** @hidden */
  111952. occlusionQueryAlgorithmType: number;
  111953. }
  111954. interface Engine {
  111955. /**
  111956. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  111957. * @return the new query
  111958. */
  111959. createQuery(): WebGLQuery;
  111960. /**
  111961. * Delete and release a webGL query
  111962. * @param query defines the query to delete
  111963. * @return the current engine
  111964. */
  111965. deleteQuery(query: WebGLQuery): Engine;
  111966. /**
  111967. * Check if a given query has resolved and got its value
  111968. * @param query defines the query to check
  111969. * @returns true if the query got its value
  111970. */
  111971. isQueryResultAvailable(query: WebGLQuery): boolean;
  111972. /**
  111973. * Gets the value of a given query
  111974. * @param query defines the query to check
  111975. * @returns the value of the query
  111976. */
  111977. getQueryResult(query: WebGLQuery): number;
  111978. /**
  111979. * Initiates an occlusion query
  111980. * @param algorithmType defines the algorithm to use
  111981. * @param query defines the query to use
  111982. * @returns the current engine
  111983. * @see http://doc.babylonjs.com/features/occlusionquery
  111984. */
  111985. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  111986. /**
  111987. * Ends an occlusion query
  111988. * @see http://doc.babylonjs.com/features/occlusionquery
  111989. * @param algorithmType defines the algorithm to use
  111990. * @returns the current engine
  111991. */
  111992. endOcclusionQuery(algorithmType: number): Engine;
  111993. /**
  111994. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  111995. * Please note that only one query can be issued at a time
  111996. * @returns a time token used to track the time span
  111997. */
  111998. startTimeQuery(): Nullable<_TimeToken>;
  111999. /**
  112000. * Ends a time query
  112001. * @param token defines the token used to measure the time span
  112002. * @returns the time spent (in ns)
  112003. */
  112004. endTimeQuery(token: _TimeToken): int;
  112005. /** @hidden */
  112006. _currentNonTimestampToken: Nullable<_TimeToken>;
  112007. /** @hidden */
  112008. _createTimeQuery(): WebGLQuery;
  112009. /** @hidden */
  112010. _deleteTimeQuery(query: WebGLQuery): void;
  112011. /** @hidden */
  112012. _getGlAlgorithmType(algorithmType: number): number;
  112013. /** @hidden */
  112014. _getTimeQueryResult(query: WebGLQuery): any;
  112015. /** @hidden */
  112016. _getTimeQueryAvailability(query: WebGLQuery): any;
  112017. }
  112018. interface AbstractMesh {
  112019. /**
  112020. * Backing filed
  112021. * @hidden
  112022. */
  112023. __occlusionDataStorage: _OcclusionDataStorage;
  112024. /**
  112025. * Access property
  112026. * @hidden
  112027. */
  112028. _occlusionDataStorage: _OcclusionDataStorage;
  112029. /**
  112030. * 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.
  112031. * The default value is -1 which means don't break the query and wait till the result
  112032. * @see http://doc.babylonjs.com/features/occlusionquery
  112033. */
  112034. occlusionRetryCount: number;
  112035. /**
  112036. * 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:
  112037. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  112038. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  112039. * * 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.
  112040. * @see http://doc.babylonjs.com/features/occlusionquery
  112041. */
  112042. occlusionType: number;
  112043. /**
  112044. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  112045. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  112046. * * 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.
  112047. * @see http://doc.babylonjs.com/features/occlusionquery
  112048. */
  112049. occlusionQueryAlgorithmType: number;
  112050. /**
  112051. * 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
  112052. * @see http://doc.babylonjs.com/features/occlusionquery
  112053. */
  112054. isOccluded: boolean;
  112055. /**
  112056. * Flag to check the progress status of the query
  112057. * @see http://doc.babylonjs.com/features/occlusionquery
  112058. */
  112059. isOcclusionQueryInProgress: boolean;
  112060. }
  112061. }
  112062. declare module BABYLON {
  112063. /** @hidden */
  112064. export var _forceTransformFeedbackToBundle: boolean;
  112065. interface Engine {
  112066. /**
  112067. * Creates a webGL transform feedback object
  112068. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  112069. * @returns the webGL transform feedback object
  112070. */
  112071. createTransformFeedback(): WebGLTransformFeedback;
  112072. /**
  112073. * Delete a webGL transform feedback object
  112074. * @param value defines the webGL transform feedback object to delete
  112075. */
  112076. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  112077. /**
  112078. * Bind a webGL transform feedback object to the webgl context
  112079. * @param value defines the webGL transform feedback object to bind
  112080. */
  112081. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  112082. /**
  112083. * Begins a transform feedback operation
  112084. * @param usePoints defines if points or triangles must be used
  112085. */
  112086. beginTransformFeedback(usePoints: boolean): void;
  112087. /**
  112088. * Ends a transform feedback operation
  112089. */
  112090. endTransformFeedback(): void;
  112091. /**
  112092. * Specify the varyings to use with transform feedback
  112093. * @param program defines the associated webGL program
  112094. * @param value defines the list of strings representing the varying names
  112095. */
  112096. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  112097. /**
  112098. * Bind a webGL buffer for a transform feedback operation
  112099. * @param value defines the webGL buffer to bind
  112100. */
  112101. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  112102. }
  112103. }
  112104. declare module BABYLON {
  112105. /**
  112106. * Creation options of the multi render target texture.
  112107. */
  112108. export interface IMultiRenderTargetOptions {
  112109. /**
  112110. * Define if the texture needs to create mip maps after render.
  112111. */
  112112. generateMipMaps?: boolean;
  112113. /**
  112114. * Define the types of all the draw buffers we want to create
  112115. */
  112116. types?: number[];
  112117. /**
  112118. * Define the sampling modes of all the draw buffers we want to create
  112119. */
  112120. samplingModes?: number[];
  112121. /**
  112122. * Define if a depth buffer is required
  112123. */
  112124. generateDepthBuffer?: boolean;
  112125. /**
  112126. * Define if a stencil buffer is required
  112127. */
  112128. generateStencilBuffer?: boolean;
  112129. /**
  112130. * Define if a depth texture is required instead of a depth buffer
  112131. */
  112132. generateDepthTexture?: boolean;
  112133. /**
  112134. * Define the number of desired draw buffers
  112135. */
  112136. textureCount?: number;
  112137. /**
  112138. * Define if aspect ratio should be adapted to the texture or stay the scene one
  112139. */
  112140. doNotChangeAspectRatio?: boolean;
  112141. /**
  112142. * Define the default type of the buffers we are creating
  112143. */
  112144. defaultType?: number;
  112145. }
  112146. /**
  112147. * A multi render target, like a render target provides the ability to render to a texture.
  112148. * Unlike the render target, it can render to several draw buffers in one draw.
  112149. * This is specially interesting in deferred rendering or for any effects requiring more than
  112150. * just one color from a single pass.
  112151. */
  112152. export class MultiRenderTarget extends RenderTargetTexture {
  112153. private _internalTextures;
  112154. private _textures;
  112155. private _multiRenderTargetOptions;
  112156. /**
  112157. * Get if draw buffers are currently supported by the used hardware and browser.
  112158. */
  112159. readonly isSupported: boolean;
  112160. /**
  112161. * Get the list of textures generated by the multi render target.
  112162. */
  112163. readonly textures: Texture[];
  112164. /**
  112165. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  112166. */
  112167. readonly depthTexture: Texture;
  112168. /**
  112169. * Set the wrapping mode on U of all the textures we are rendering to.
  112170. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112171. */
  112172. wrapU: number;
  112173. /**
  112174. * Set the wrapping mode on V of all the textures we are rendering to.
  112175. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112176. */
  112177. wrapV: number;
  112178. /**
  112179. * Instantiate a new multi render target texture.
  112180. * A multi render target, like a render target provides the ability to render to a texture.
  112181. * Unlike the render target, it can render to several draw buffers in one draw.
  112182. * This is specially interesting in deferred rendering or for any effects requiring more than
  112183. * just one color from a single pass.
  112184. * @param name Define the name of the texture
  112185. * @param size Define the size of the buffers to render to
  112186. * @param count Define the number of target we are rendering into
  112187. * @param scene Define the scene the texture belongs to
  112188. * @param options Define the options used to create the multi render target
  112189. */
  112190. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  112191. /** @hidden */
  112192. _rebuild(): void;
  112193. private _createInternalTextures;
  112194. private _createTextures;
  112195. /**
  112196. * Define the number of samples used if MSAA is enabled.
  112197. */
  112198. samples: number;
  112199. /**
  112200. * Resize all the textures in the multi render target.
  112201. * Be carrefull as it will recreate all the data in the new texture.
  112202. * @param size Define the new size
  112203. */
  112204. resize(size: any): void;
  112205. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  112206. /**
  112207. * Dispose the render targets and their associated resources
  112208. */
  112209. dispose(): void;
  112210. /**
  112211. * Release all the underlying texture used as draw buffers.
  112212. */
  112213. releaseInternalTextures(): void;
  112214. }
  112215. }
  112216. declare module BABYLON {
  112217. interface ThinEngine {
  112218. /**
  112219. * Unbind a list of render target textures from the webGL context
  112220. * This is used only when drawBuffer extension or webGL2 are active
  112221. * @param textures defines the render target textures to unbind
  112222. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112223. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112224. */
  112225. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  112226. /**
  112227. * Create a multi render target texture
  112228. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  112229. * @param size defines the size of the texture
  112230. * @param options defines the creation options
  112231. * @returns the cube texture as an InternalTexture
  112232. */
  112233. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  112234. /**
  112235. * Update the sample count for a given multiple render target texture
  112236. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  112237. * @param textures defines the textures to update
  112238. * @param samples defines the sample count to set
  112239. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  112240. */
  112241. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  112242. }
  112243. }
  112244. declare module BABYLON {
  112245. /**
  112246. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  112247. */
  112248. export interface CubeMapInfo {
  112249. /**
  112250. * The pixel array for the front face.
  112251. * This is stored in format, left to right, up to down format.
  112252. */
  112253. front: Nullable<ArrayBufferView>;
  112254. /**
  112255. * The pixel array for the back face.
  112256. * This is stored in format, left to right, up to down format.
  112257. */
  112258. back: Nullable<ArrayBufferView>;
  112259. /**
  112260. * The pixel array for the left face.
  112261. * This is stored in format, left to right, up to down format.
  112262. */
  112263. left: Nullable<ArrayBufferView>;
  112264. /**
  112265. * The pixel array for the right face.
  112266. * This is stored in format, left to right, up to down format.
  112267. */
  112268. right: Nullable<ArrayBufferView>;
  112269. /**
  112270. * The pixel array for the up face.
  112271. * This is stored in format, left to right, up to down format.
  112272. */
  112273. up: Nullable<ArrayBufferView>;
  112274. /**
  112275. * The pixel array for the down face.
  112276. * This is stored in format, left to right, up to down format.
  112277. */
  112278. down: Nullable<ArrayBufferView>;
  112279. /**
  112280. * The size of the cubemap stored.
  112281. *
  112282. * Each faces will be size * size pixels.
  112283. */
  112284. size: number;
  112285. /**
  112286. * The format of the texture.
  112287. *
  112288. * RGBA, RGB.
  112289. */
  112290. format: number;
  112291. /**
  112292. * The type of the texture data.
  112293. *
  112294. * UNSIGNED_INT, FLOAT.
  112295. */
  112296. type: number;
  112297. /**
  112298. * Specifies whether the texture is in gamma space.
  112299. */
  112300. gammaSpace: boolean;
  112301. }
  112302. /**
  112303. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  112304. */
  112305. export class PanoramaToCubeMapTools {
  112306. private static FACE_FRONT;
  112307. private static FACE_BACK;
  112308. private static FACE_RIGHT;
  112309. private static FACE_LEFT;
  112310. private static FACE_DOWN;
  112311. private static FACE_UP;
  112312. /**
  112313. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  112314. *
  112315. * @param float32Array The source data.
  112316. * @param inputWidth The width of the input panorama.
  112317. * @param inputHeight The height of the input panorama.
  112318. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  112319. * @return The cubemap data
  112320. */
  112321. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  112322. private static CreateCubemapTexture;
  112323. private static CalcProjectionSpherical;
  112324. }
  112325. }
  112326. declare module BABYLON {
  112327. /**
  112328. * Helper class dealing with the extraction of spherical polynomial dataArray
  112329. * from a cube map.
  112330. */
  112331. export class CubeMapToSphericalPolynomialTools {
  112332. private static FileFaces;
  112333. /**
  112334. * Converts a texture to the according Spherical Polynomial data.
  112335. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112336. *
  112337. * @param texture The texture to extract the information from.
  112338. * @return The Spherical Polynomial data.
  112339. */
  112340. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  112341. /**
  112342. * Converts a cubemap to the according Spherical Polynomial data.
  112343. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112344. *
  112345. * @param cubeInfo The Cube map to extract the information from.
  112346. * @return The Spherical Polynomial data.
  112347. */
  112348. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  112349. }
  112350. }
  112351. declare module BABYLON {
  112352. interface BaseTexture {
  112353. /**
  112354. * Get the polynomial representation of the texture data.
  112355. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  112356. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  112357. */
  112358. sphericalPolynomial: Nullable<SphericalPolynomial>;
  112359. }
  112360. }
  112361. declare module BABYLON {
  112362. /** @hidden */
  112363. export var rgbdEncodePixelShader: {
  112364. name: string;
  112365. shader: string;
  112366. };
  112367. }
  112368. declare module BABYLON {
  112369. /** @hidden */
  112370. export var rgbdDecodePixelShader: {
  112371. name: string;
  112372. shader: string;
  112373. };
  112374. }
  112375. declare module BABYLON {
  112376. /**
  112377. * Raw texture data and descriptor sufficient for WebGL texture upload
  112378. */
  112379. export interface EnvironmentTextureInfo {
  112380. /**
  112381. * Version of the environment map
  112382. */
  112383. version: number;
  112384. /**
  112385. * Width of image
  112386. */
  112387. width: number;
  112388. /**
  112389. * Irradiance information stored in the file.
  112390. */
  112391. irradiance: any;
  112392. /**
  112393. * Specular information stored in the file.
  112394. */
  112395. specular: any;
  112396. }
  112397. /**
  112398. * Defines One Image in the file. It requires only the position in the file
  112399. * as well as the length.
  112400. */
  112401. interface BufferImageData {
  112402. /**
  112403. * Length of the image data.
  112404. */
  112405. length: number;
  112406. /**
  112407. * Position of the data from the null terminator delimiting the end of the JSON.
  112408. */
  112409. position: number;
  112410. }
  112411. /**
  112412. * Defines the specular data enclosed in the file.
  112413. * This corresponds to the version 1 of the data.
  112414. */
  112415. export interface EnvironmentTextureSpecularInfoV1 {
  112416. /**
  112417. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  112418. */
  112419. specularDataPosition?: number;
  112420. /**
  112421. * This contains all the images data needed to reconstruct the cubemap.
  112422. */
  112423. mipmaps: Array<BufferImageData>;
  112424. /**
  112425. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  112426. */
  112427. lodGenerationScale: number;
  112428. }
  112429. /**
  112430. * Sets of helpers addressing the serialization and deserialization of environment texture
  112431. * stored in a BabylonJS env file.
  112432. * Those files are usually stored as .env files.
  112433. */
  112434. export class EnvironmentTextureTools {
  112435. /**
  112436. * Magic number identifying the env file.
  112437. */
  112438. private static _MagicBytes;
  112439. /**
  112440. * Gets the environment info from an env file.
  112441. * @param data The array buffer containing the .env bytes.
  112442. * @returns the environment file info (the json header) if successfully parsed.
  112443. */
  112444. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112445. /**
  112446. * Creates an environment texture from a loaded cube texture.
  112447. * @param texture defines the cube texture to convert in env file
  112448. * @return a promise containing the environment data if succesfull.
  112449. */
  112450. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112451. /**
  112452. * Creates a JSON representation of the spherical data.
  112453. * @param texture defines the texture containing the polynomials
  112454. * @return the JSON representation of the spherical info
  112455. */
  112456. private static _CreateEnvTextureIrradiance;
  112457. /**
  112458. * Creates the ArrayBufferViews used for initializing environment texture image data.
  112459. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  112460. * @param info parameters that determine what views will be created for accessing the underlying buffer
  112461. * @return the views described by info providing access to the underlying buffer
  112462. */
  112463. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  112464. /**
  112465. * Uploads the texture info contained in the env file to the GPU.
  112466. * @param texture defines the internal texture to upload to
  112467. * @param arrayBuffer defines the buffer cotaining the data to load
  112468. * @param info defines the texture info retrieved through the GetEnvInfo method
  112469. * @returns a promise
  112470. */
  112471. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112472. private static _OnImageReadyAsync;
  112473. /**
  112474. * Uploads the levels of image data to the GPU.
  112475. * @param texture defines the internal texture to upload to
  112476. * @param imageData defines the array buffer views of image data [mipmap][face]
  112477. * @returns a promise
  112478. */
  112479. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112480. /**
  112481. * Uploads spherical polynomials information to the texture.
  112482. * @param texture defines the texture we are trying to upload the information to
  112483. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112484. */
  112485. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112486. /** @hidden */
  112487. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112488. }
  112489. }
  112490. declare module BABYLON {
  112491. /**
  112492. * Contains position and normal vectors for a vertex
  112493. */
  112494. export class PositionNormalVertex {
  112495. /** the position of the vertex (defaut: 0,0,0) */
  112496. position: Vector3;
  112497. /** the normal of the vertex (defaut: 0,1,0) */
  112498. normal: Vector3;
  112499. /**
  112500. * Creates a PositionNormalVertex
  112501. * @param position the position of the vertex (defaut: 0,0,0)
  112502. * @param normal the normal of the vertex (defaut: 0,1,0)
  112503. */
  112504. constructor(
  112505. /** the position of the vertex (defaut: 0,0,0) */
  112506. position?: Vector3,
  112507. /** the normal of the vertex (defaut: 0,1,0) */
  112508. normal?: Vector3);
  112509. /**
  112510. * Clones the PositionNormalVertex
  112511. * @returns the cloned PositionNormalVertex
  112512. */
  112513. clone(): PositionNormalVertex;
  112514. }
  112515. /**
  112516. * Contains position, normal and uv vectors for a vertex
  112517. */
  112518. export class PositionNormalTextureVertex {
  112519. /** the position of the vertex (defaut: 0,0,0) */
  112520. position: Vector3;
  112521. /** the normal of the vertex (defaut: 0,1,0) */
  112522. normal: Vector3;
  112523. /** the uv of the vertex (default: 0,0) */
  112524. uv: Vector2;
  112525. /**
  112526. * Creates a PositionNormalTextureVertex
  112527. * @param position the position of the vertex (defaut: 0,0,0)
  112528. * @param normal the normal of the vertex (defaut: 0,1,0)
  112529. * @param uv the uv of the vertex (default: 0,0)
  112530. */
  112531. constructor(
  112532. /** the position of the vertex (defaut: 0,0,0) */
  112533. position?: Vector3,
  112534. /** the normal of the vertex (defaut: 0,1,0) */
  112535. normal?: Vector3,
  112536. /** the uv of the vertex (default: 0,0) */
  112537. uv?: Vector2);
  112538. /**
  112539. * Clones the PositionNormalTextureVertex
  112540. * @returns the cloned PositionNormalTextureVertex
  112541. */
  112542. clone(): PositionNormalTextureVertex;
  112543. }
  112544. }
  112545. declare module BABYLON {
  112546. /** @hidden */
  112547. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  112548. private _genericAttributeLocation;
  112549. private _varyingLocationCount;
  112550. private _varyingLocationMap;
  112551. private _replacements;
  112552. private _textureCount;
  112553. private _uniforms;
  112554. lineProcessor(line: string): string;
  112555. attributeProcessor(attribute: string): string;
  112556. varyingProcessor(varying: string, isFragment: boolean): string;
  112557. uniformProcessor(uniform: string): string;
  112558. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  112559. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  112560. }
  112561. }
  112562. declare module BABYLON {
  112563. /**
  112564. * Container for accessors for natively-stored mesh data buffers.
  112565. */
  112566. class NativeDataBuffer extends DataBuffer {
  112567. /**
  112568. * Accessor value used to identify/retrieve a natively-stored index buffer.
  112569. */
  112570. nativeIndexBuffer?: any;
  112571. /**
  112572. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  112573. */
  112574. nativeVertexBuffer?: any;
  112575. }
  112576. /** @hidden */
  112577. class NativeTexture extends InternalTexture {
  112578. getInternalTexture(): InternalTexture;
  112579. getViewCount(): number;
  112580. }
  112581. /** @hidden */
  112582. export class NativeEngine extends Engine {
  112583. private readonly _native;
  112584. getHardwareScalingLevel(): number;
  112585. constructor();
  112586. /**
  112587. * Can be used to override the current requestAnimationFrame requester.
  112588. * @hidden
  112589. */
  112590. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  112591. /**
  112592. * Override default engine behavior.
  112593. * @param color
  112594. * @param backBuffer
  112595. * @param depth
  112596. * @param stencil
  112597. */
  112598. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  112599. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112600. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  112601. createVertexBuffer(data: DataArray): NativeDataBuffer;
  112602. recordVertexArrayObject(vertexBuffers: {
  112603. [key: string]: VertexBuffer;
  112604. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  112605. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112606. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  112607. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112608. /**
  112609. * Draw a list of indexed primitives
  112610. * @param fillMode defines the primitive to use
  112611. * @param indexStart defines the starting index
  112612. * @param indexCount defines the number of index to draw
  112613. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112614. */
  112615. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112616. /**
  112617. * Draw a list of unindexed primitives
  112618. * @param fillMode defines the primitive to use
  112619. * @param verticesStart defines the index of first vertex to draw
  112620. * @param verticesCount defines the count of vertices to draw
  112621. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112622. */
  112623. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112624. createPipelineContext(): IPipelineContext;
  112625. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  112626. /** @hidden */
  112627. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  112628. /** @hidden */
  112629. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  112630. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112631. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  112632. protected _setProgram(program: WebGLProgram): void;
  112633. _releaseEffect(effect: Effect): void;
  112634. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  112635. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  112636. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  112637. bindSamplers(effect: Effect): void;
  112638. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  112639. getRenderWidth(useScreen?: boolean): number;
  112640. getRenderHeight(useScreen?: boolean): number;
  112641. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  112642. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112643. /**
  112644. * Set the z offset to apply to current rendering
  112645. * @param value defines the offset to apply
  112646. */
  112647. setZOffset(value: number): void;
  112648. /**
  112649. * Gets the current value of the zOffset
  112650. * @returns the current zOffset state
  112651. */
  112652. getZOffset(): number;
  112653. /**
  112654. * Enable or disable depth buffering
  112655. * @param enable defines the state to set
  112656. */
  112657. setDepthBuffer(enable: boolean): void;
  112658. /**
  112659. * Gets a boolean indicating if depth writing is enabled
  112660. * @returns the current depth writing state
  112661. */
  112662. getDepthWrite(): boolean;
  112663. /**
  112664. * Enable or disable depth writing
  112665. * @param enable defines the state to set
  112666. */
  112667. setDepthWrite(enable: boolean): void;
  112668. /**
  112669. * Enable or disable color writing
  112670. * @param enable defines the state to set
  112671. */
  112672. setColorWrite(enable: boolean): void;
  112673. /**
  112674. * Gets a boolean indicating if color writing is enabled
  112675. * @returns the current color writing state
  112676. */
  112677. getColorWrite(): boolean;
  112678. /**
  112679. * Sets alpha constants used by some alpha blending modes
  112680. * @param r defines the red component
  112681. * @param g defines the green component
  112682. * @param b defines the blue component
  112683. * @param a defines the alpha component
  112684. */
  112685. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  112686. /**
  112687. * Sets the current alpha mode
  112688. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  112689. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112690. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112691. */
  112692. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112693. /**
  112694. * Gets the current alpha mode
  112695. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112696. * @returns the current alpha mode
  112697. */
  112698. getAlphaMode(): number;
  112699. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112700. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112701. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112702. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112703. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112704. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112705. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112706. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112707. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112708. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112709. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112710. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112711. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112712. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112713. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112714. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112715. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112716. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112717. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112718. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112719. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  112720. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  112721. wipeCaches(bruteForce?: boolean): void;
  112722. _createTexture(): WebGLTexture;
  112723. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  112724. /**
  112725. * Usually called from BABYLON.Texture.ts.
  112726. * Passed information to create a WebGLTexture
  112727. * @param urlArg defines a value which contains one of the following:
  112728. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112729. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112730. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112731. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112732. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  112733. * @param scene needed for loading to the correct scene
  112734. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112735. * @param onLoad optional callback to be called upon successful completion
  112736. * @param onError optional callback to be called upon failure
  112737. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  112738. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112739. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112740. * @param forcedExtension defines the extension to use to pick the right loader
  112741. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112742. */
  112743. 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;
  112744. /**
  112745. * Creates a cube texture
  112746. * @param rootUrl defines the url where the files to load is located
  112747. * @param scene defines the current scene
  112748. * @param files defines the list of files to load (1 per face)
  112749. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  112750. * @param onLoad defines an optional callback raised when the texture is loaded
  112751. * @param onError defines an optional callback raised if there is an issue to load the texture
  112752. * @param format defines the format of the data
  112753. * @param forcedExtension defines the extension to use to pick the right loader
  112754. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  112755. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  112756. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  112757. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  112758. * @returns the cube texture as an InternalTexture
  112759. */
  112760. 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;
  112761. private _getSamplingFilter;
  112762. private static _GetNativeTextureFormat;
  112763. createRenderTargetTexture(size: number | {
  112764. width: number;
  112765. height: number;
  112766. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  112767. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112768. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112769. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112770. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  112771. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  112772. /**
  112773. * Updates a dynamic vertex buffer.
  112774. * @param vertexBuffer the vertex buffer to update
  112775. * @param data the data used to update the vertex buffer
  112776. * @param byteOffset the byte offset of the data (optional)
  112777. * @param byteLength the byte length of the data (optional)
  112778. */
  112779. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  112780. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  112781. private _updateAnisotropicLevel;
  112782. private _getAddressMode;
  112783. /** @hidden */
  112784. _bindTexture(channel: number, texture: InternalTexture): void;
  112785. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  112786. releaseEffects(): void;
  112787. /** @hidden */
  112788. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112789. /** @hidden */
  112790. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112791. /** @hidden */
  112792. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112793. /** @hidden */
  112794. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112795. }
  112796. }
  112797. declare module BABYLON {
  112798. /**
  112799. * Gather the list of clipboard event types as constants.
  112800. */
  112801. export class ClipboardEventTypes {
  112802. /**
  112803. * The clipboard event is fired when a copy command is active (pressed).
  112804. */
  112805. static readonly COPY: number;
  112806. /**
  112807. * The clipboard event is fired when a cut command is active (pressed).
  112808. */
  112809. static readonly CUT: number;
  112810. /**
  112811. * The clipboard event is fired when a paste command is active (pressed).
  112812. */
  112813. static readonly PASTE: number;
  112814. }
  112815. /**
  112816. * This class is used to store clipboard related info for the onClipboardObservable event.
  112817. */
  112818. export class ClipboardInfo {
  112819. /**
  112820. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112821. */
  112822. type: number;
  112823. /**
  112824. * Defines the related dom event
  112825. */
  112826. event: ClipboardEvent;
  112827. /**
  112828. *Creates an instance of ClipboardInfo.
  112829. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  112830. * @param event Defines the related dom event
  112831. */
  112832. constructor(
  112833. /**
  112834. * Defines the type of event (BABYLON.ClipboardEventTypes)
  112835. */
  112836. type: number,
  112837. /**
  112838. * Defines the related dom event
  112839. */
  112840. event: ClipboardEvent);
  112841. /**
  112842. * Get the clipboard event's type from the keycode.
  112843. * @param keyCode Defines the keyCode for the current keyboard event.
  112844. * @return {number}
  112845. */
  112846. static GetTypeFromCharacter(keyCode: number): number;
  112847. }
  112848. }
  112849. declare module BABYLON {
  112850. /**
  112851. * Google Daydream controller
  112852. */
  112853. export class DaydreamController extends WebVRController {
  112854. /**
  112855. * Base Url for the controller model.
  112856. */
  112857. static MODEL_BASE_URL: string;
  112858. /**
  112859. * File name for the controller model.
  112860. */
  112861. static MODEL_FILENAME: string;
  112862. /**
  112863. * Gamepad Id prefix used to identify Daydream Controller.
  112864. */
  112865. static readonly GAMEPAD_ID_PREFIX: string;
  112866. /**
  112867. * Creates a new DaydreamController from a gamepad
  112868. * @param vrGamepad the gamepad that the controller should be created from
  112869. */
  112870. constructor(vrGamepad: any);
  112871. /**
  112872. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112873. * @param scene scene in which to add meshes
  112874. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112875. */
  112876. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112877. /**
  112878. * Called once for each button that changed state since the last frame
  112879. * @param buttonIdx Which button index changed
  112880. * @param state New state of the button
  112881. * @param changes Which properties on the state changed since last frame
  112882. */
  112883. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112884. }
  112885. }
  112886. declare module BABYLON {
  112887. /**
  112888. * Gear VR Controller
  112889. */
  112890. export class GearVRController extends WebVRController {
  112891. /**
  112892. * Base Url for the controller model.
  112893. */
  112894. static MODEL_BASE_URL: string;
  112895. /**
  112896. * File name for the controller model.
  112897. */
  112898. static MODEL_FILENAME: string;
  112899. /**
  112900. * Gamepad Id prefix used to identify this controller.
  112901. */
  112902. static readonly GAMEPAD_ID_PREFIX: string;
  112903. private readonly _buttonIndexToObservableNameMap;
  112904. /**
  112905. * Creates a new GearVRController from a gamepad
  112906. * @param vrGamepad the gamepad that the controller should be created from
  112907. */
  112908. constructor(vrGamepad: any);
  112909. /**
  112910. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  112911. * @param scene scene in which to add meshes
  112912. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  112913. */
  112914. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  112915. /**
  112916. * Called once for each button that changed state since the last frame
  112917. * @param buttonIdx Which button index changed
  112918. * @param state New state of the button
  112919. * @param changes Which properties on the state changed since last frame
  112920. */
  112921. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  112922. }
  112923. }
  112924. declare module BABYLON {
  112925. /**
  112926. * Class containing static functions to help procedurally build meshes
  112927. */
  112928. export class PolyhedronBuilder {
  112929. /**
  112930. * Creates a polyhedron mesh
  112931. * * 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
  112932. * * The parameter `size` (positive float, default 1) sets the polygon size
  112933. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  112934. * * 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`
  112935. * * 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
  112936. * * 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)`)
  112937. * * 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
  112938. * * 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
  112939. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112940. * * If you create a double-sided mesh, you can choose what parts of 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
  112941. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112942. * @param name defines the name of the mesh
  112943. * @param options defines the options used to create the mesh
  112944. * @param scene defines the hosting scene
  112945. * @returns the polyhedron mesh
  112946. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  112947. */
  112948. static CreatePolyhedron(name: string, options: {
  112949. type?: number;
  112950. size?: number;
  112951. sizeX?: number;
  112952. sizeY?: number;
  112953. sizeZ?: number;
  112954. custom?: any;
  112955. faceUV?: Vector4[];
  112956. faceColors?: Color4[];
  112957. flat?: boolean;
  112958. updatable?: boolean;
  112959. sideOrientation?: number;
  112960. frontUVs?: Vector4;
  112961. backUVs?: Vector4;
  112962. }, scene?: Nullable<Scene>): Mesh;
  112963. }
  112964. }
  112965. declare module BABYLON {
  112966. /**
  112967. * Gizmo that enables scaling a mesh along 3 axis
  112968. */
  112969. export class ScaleGizmo extends Gizmo {
  112970. /**
  112971. * Internal gizmo used for interactions on the x axis
  112972. */
  112973. xGizmo: AxisScaleGizmo;
  112974. /**
  112975. * Internal gizmo used for interactions on the y axis
  112976. */
  112977. yGizmo: AxisScaleGizmo;
  112978. /**
  112979. * Internal gizmo used for interactions on the z axis
  112980. */
  112981. zGizmo: AxisScaleGizmo;
  112982. /**
  112983. * Internal gizmo used to scale all axis equally
  112984. */
  112985. uniformScaleGizmo: AxisScaleGizmo;
  112986. private _meshAttached;
  112987. private _updateGizmoRotationToMatchAttachedMesh;
  112988. private _snapDistance;
  112989. private _scaleRatio;
  112990. private _uniformScalingMesh;
  112991. private _octahedron;
  112992. /** Fires an event when any of it's sub gizmos are dragged */
  112993. onDragStartObservable: Observable<unknown>;
  112994. /** Fires an event when any of it's sub gizmos are released from dragging */
  112995. onDragEndObservable: Observable<unknown>;
  112996. attachedMesh: Nullable<AbstractMesh>;
  112997. /**
  112998. * Creates a ScaleGizmo
  112999. * @param gizmoLayer The utility layer the gizmo will be added to
  113000. */
  113001. constructor(gizmoLayer?: UtilityLayerRenderer);
  113002. updateGizmoRotationToMatchAttachedMesh: boolean;
  113003. /**
  113004. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113005. */
  113006. snapDistance: number;
  113007. /**
  113008. * Ratio for the scale of the gizmo (Default: 1)
  113009. */
  113010. scaleRatio: number;
  113011. /**
  113012. * Disposes of the gizmo
  113013. */
  113014. dispose(): void;
  113015. }
  113016. }
  113017. declare module BABYLON {
  113018. /**
  113019. * Single axis scale gizmo
  113020. */
  113021. export class AxisScaleGizmo extends Gizmo {
  113022. /**
  113023. * Drag behavior responsible for the gizmos dragging interactions
  113024. */
  113025. dragBehavior: PointerDragBehavior;
  113026. private _pointerObserver;
  113027. /**
  113028. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113029. */
  113030. snapDistance: number;
  113031. /**
  113032. * Event that fires each time the gizmo snaps to a new location.
  113033. * * snapDistance is the the change in distance
  113034. */
  113035. onSnapObservable: Observable<{
  113036. snapDistance: number;
  113037. }>;
  113038. /**
  113039. * If the scaling operation should be done on all axis (default: false)
  113040. */
  113041. uniformScaling: boolean;
  113042. private _isEnabled;
  113043. private _parent;
  113044. private _arrow;
  113045. private _coloredMaterial;
  113046. private _hoverMaterial;
  113047. /**
  113048. * Creates an AxisScaleGizmo
  113049. * @param gizmoLayer The utility layer the gizmo will be added to
  113050. * @param dragAxis The axis which the gizmo will be able to scale on
  113051. * @param color The color of the gizmo
  113052. */
  113053. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  113054. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113055. /**
  113056. * If the gizmo is enabled
  113057. */
  113058. isEnabled: boolean;
  113059. /**
  113060. * Disposes of the gizmo
  113061. */
  113062. dispose(): void;
  113063. /**
  113064. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  113065. * @param mesh The mesh to replace the default mesh of the gizmo
  113066. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  113067. */
  113068. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  113069. }
  113070. }
  113071. declare module BABYLON {
  113072. /**
  113073. * Bounding box gizmo
  113074. */
  113075. export class BoundingBoxGizmo extends Gizmo {
  113076. private _lineBoundingBox;
  113077. private _rotateSpheresParent;
  113078. private _scaleBoxesParent;
  113079. private _boundingDimensions;
  113080. private _renderObserver;
  113081. private _pointerObserver;
  113082. private _scaleDragSpeed;
  113083. private _tmpQuaternion;
  113084. private _tmpVector;
  113085. private _tmpRotationMatrix;
  113086. /**
  113087. * 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)
  113088. */
  113089. ignoreChildren: boolean;
  113090. /**
  113091. * 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)
  113092. */
  113093. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  113094. /**
  113095. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  113096. */
  113097. rotationSphereSize: number;
  113098. /**
  113099. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  113100. */
  113101. scaleBoxSize: number;
  113102. /**
  113103. * 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)
  113104. */
  113105. fixedDragMeshScreenSize: boolean;
  113106. /**
  113107. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  113108. */
  113109. fixedDragMeshScreenSizeDistanceFactor: number;
  113110. /**
  113111. * Fired when a rotation sphere or scale box is dragged
  113112. */
  113113. onDragStartObservable: Observable<{}>;
  113114. /**
  113115. * Fired when a scale box is dragged
  113116. */
  113117. onScaleBoxDragObservable: Observable<{}>;
  113118. /**
  113119. * Fired when a scale box drag is ended
  113120. */
  113121. onScaleBoxDragEndObservable: Observable<{}>;
  113122. /**
  113123. * Fired when a rotation sphere is dragged
  113124. */
  113125. onRotationSphereDragObservable: Observable<{}>;
  113126. /**
  113127. * Fired when a rotation sphere drag is ended
  113128. */
  113129. onRotationSphereDragEndObservable: Observable<{}>;
  113130. /**
  113131. * 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)
  113132. */
  113133. scalePivot: Nullable<Vector3>;
  113134. /**
  113135. * Mesh used as a pivot to rotate the attached mesh
  113136. */
  113137. private _anchorMesh;
  113138. private _existingMeshScale;
  113139. private _dragMesh;
  113140. private pointerDragBehavior;
  113141. private coloredMaterial;
  113142. private hoverColoredMaterial;
  113143. /**
  113144. * Sets the color of the bounding box gizmo
  113145. * @param color the color to set
  113146. */
  113147. setColor(color: Color3): void;
  113148. /**
  113149. * Creates an BoundingBoxGizmo
  113150. * @param gizmoLayer The utility layer the gizmo will be added to
  113151. * @param color The color of the gizmo
  113152. */
  113153. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  113154. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113155. private _selectNode;
  113156. /**
  113157. * Updates the bounding box information for the Gizmo
  113158. */
  113159. updateBoundingBox(): void;
  113160. private _updateRotationSpheres;
  113161. private _updateScaleBoxes;
  113162. /**
  113163. * Enables rotation on the specified axis and disables rotation on the others
  113164. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  113165. */
  113166. setEnabledRotationAxis(axis: string): void;
  113167. /**
  113168. * Enables/disables scaling
  113169. * @param enable if scaling should be enabled
  113170. */
  113171. setEnabledScaling(enable: boolean): void;
  113172. private _updateDummy;
  113173. /**
  113174. * Enables a pointer drag behavior on the bounding box of the gizmo
  113175. */
  113176. enableDragBehavior(): void;
  113177. /**
  113178. * Disposes of the gizmo
  113179. */
  113180. dispose(): void;
  113181. /**
  113182. * 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)
  113183. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  113184. * @returns the bounding box mesh with the passed in mesh as a child
  113185. */
  113186. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  113187. /**
  113188. * CustomMeshes are not supported by this gizmo
  113189. * @param mesh The mesh to replace the default mesh of the gizmo
  113190. */
  113191. setCustomMesh(mesh: Mesh): void;
  113192. }
  113193. }
  113194. declare module BABYLON {
  113195. /**
  113196. * Single plane rotation gizmo
  113197. */
  113198. export class PlaneRotationGizmo extends Gizmo {
  113199. /**
  113200. * Drag behavior responsible for the gizmos dragging interactions
  113201. */
  113202. dragBehavior: PointerDragBehavior;
  113203. private _pointerObserver;
  113204. /**
  113205. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  113206. */
  113207. snapDistance: number;
  113208. /**
  113209. * Event that fires each time the gizmo snaps to a new location.
  113210. * * snapDistance is the the change in distance
  113211. */
  113212. onSnapObservable: Observable<{
  113213. snapDistance: number;
  113214. }>;
  113215. private _isEnabled;
  113216. private _parent;
  113217. /**
  113218. * Creates a PlaneRotationGizmo
  113219. * @param gizmoLayer The utility layer the gizmo will be added to
  113220. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  113221. * @param color The color of the gizmo
  113222. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113223. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113224. */
  113225. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  113226. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113227. /**
  113228. * If the gizmo is enabled
  113229. */
  113230. isEnabled: boolean;
  113231. /**
  113232. * Disposes of the gizmo
  113233. */
  113234. dispose(): void;
  113235. }
  113236. }
  113237. declare module BABYLON {
  113238. /**
  113239. * Gizmo that enables rotating a mesh along 3 axis
  113240. */
  113241. export class RotationGizmo extends Gizmo {
  113242. /**
  113243. * Internal gizmo used for interactions on the x axis
  113244. */
  113245. xGizmo: PlaneRotationGizmo;
  113246. /**
  113247. * Internal gizmo used for interactions on the y axis
  113248. */
  113249. yGizmo: PlaneRotationGizmo;
  113250. /**
  113251. * Internal gizmo used for interactions on the z axis
  113252. */
  113253. zGizmo: PlaneRotationGizmo;
  113254. /** Fires an event when any of it's sub gizmos are dragged */
  113255. onDragStartObservable: Observable<unknown>;
  113256. /** Fires an event when any of it's sub gizmos are released from dragging */
  113257. onDragEndObservable: Observable<unknown>;
  113258. private _meshAttached;
  113259. attachedMesh: Nullable<AbstractMesh>;
  113260. /**
  113261. * Creates a RotationGizmo
  113262. * @param gizmoLayer The utility layer the gizmo will be added to
  113263. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113264. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113265. */
  113266. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  113267. updateGizmoRotationToMatchAttachedMesh: boolean;
  113268. /**
  113269. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113270. */
  113271. snapDistance: number;
  113272. /**
  113273. * Ratio for the scale of the gizmo (Default: 1)
  113274. */
  113275. scaleRatio: number;
  113276. /**
  113277. * Disposes of the gizmo
  113278. */
  113279. dispose(): void;
  113280. /**
  113281. * CustomMeshes are not supported by this gizmo
  113282. * @param mesh The mesh to replace the default mesh of the gizmo
  113283. */
  113284. setCustomMesh(mesh: Mesh): void;
  113285. }
  113286. }
  113287. declare module BABYLON {
  113288. /**
  113289. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  113290. */
  113291. export class GizmoManager implements IDisposable {
  113292. private scene;
  113293. /**
  113294. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  113295. */
  113296. gizmos: {
  113297. positionGizmo: Nullable<PositionGizmo>;
  113298. rotationGizmo: Nullable<RotationGizmo>;
  113299. scaleGizmo: Nullable<ScaleGizmo>;
  113300. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  113301. };
  113302. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  113303. clearGizmoOnEmptyPointerEvent: boolean;
  113304. /** Fires an event when the manager is attached to a mesh */
  113305. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  113306. private _gizmosEnabled;
  113307. private _pointerObserver;
  113308. private _attachedMesh;
  113309. private _boundingBoxColor;
  113310. private _defaultUtilityLayer;
  113311. private _defaultKeepDepthUtilityLayer;
  113312. /**
  113313. * When bounding box gizmo is enabled, this can be used to track drag/end events
  113314. */
  113315. boundingBoxDragBehavior: SixDofDragBehavior;
  113316. /**
  113317. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  113318. */
  113319. attachableMeshes: Nullable<Array<AbstractMesh>>;
  113320. /**
  113321. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  113322. */
  113323. usePointerToAttachGizmos: boolean;
  113324. /**
  113325. * Utility layer that the bounding box gizmo belongs to
  113326. */
  113327. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  113328. /**
  113329. * Utility layer that all gizmos besides bounding box belong to
  113330. */
  113331. readonly utilityLayer: UtilityLayerRenderer;
  113332. /**
  113333. * Instatiates a gizmo manager
  113334. * @param scene the scene to overlay the gizmos on top of
  113335. */
  113336. constructor(scene: Scene);
  113337. /**
  113338. * Attaches a set of gizmos to the specified mesh
  113339. * @param mesh The mesh the gizmo's should be attached to
  113340. */
  113341. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113342. /**
  113343. * If the position gizmo is enabled
  113344. */
  113345. positionGizmoEnabled: boolean;
  113346. /**
  113347. * If the rotation gizmo is enabled
  113348. */
  113349. rotationGizmoEnabled: boolean;
  113350. /**
  113351. * If the scale gizmo is enabled
  113352. */
  113353. scaleGizmoEnabled: boolean;
  113354. /**
  113355. * If the boundingBox gizmo is enabled
  113356. */
  113357. boundingBoxGizmoEnabled: boolean;
  113358. /**
  113359. * Disposes of the gizmo manager
  113360. */
  113361. dispose(): void;
  113362. }
  113363. }
  113364. declare module BABYLON {
  113365. /**
  113366. * A directional light is defined by a direction (what a surprise!).
  113367. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  113368. * 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.
  113369. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113370. */
  113371. export class DirectionalLight extends ShadowLight {
  113372. private _shadowFrustumSize;
  113373. /**
  113374. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  113375. */
  113376. /**
  113377. * Specifies a fix frustum size for the shadow generation.
  113378. */
  113379. shadowFrustumSize: number;
  113380. private _shadowOrthoScale;
  113381. /**
  113382. * Gets the shadow projection scale against the optimal computed one.
  113383. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113384. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113385. */
  113386. /**
  113387. * Sets the shadow projection scale against the optimal computed one.
  113388. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113389. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113390. */
  113391. shadowOrthoScale: number;
  113392. /**
  113393. * Automatically compute the projection matrix to best fit (including all the casters)
  113394. * on each frame.
  113395. */
  113396. autoUpdateExtends: boolean;
  113397. private _orthoLeft;
  113398. private _orthoRight;
  113399. private _orthoTop;
  113400. private _orthoBottom;
  113401. /**
  113402. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  113403. * The directional light is emitted from everywhere in the given direction.
  113404. * It can cast shadows.
  113405. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113406. * @param name The friendly name of the light
  113407. * @param direction The direction of the light
  113408. * @param scene The scene the light belongs to
  113409. */
  113410. constructor(name: string, direction: Vector3, scene: Scene);
  113411. /**
  113412. * Returns the string "DirectionalLight".
  113413. * @return The class name
  113414. */
  113415. getClassName(): string;
  113416. /**
  113417. * Returns the integer 1.
  113418. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113419. */
  113420. getTypeID(): number;
  113421. /**
  113422. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  113423. * Returns the DirectionalLight Shadow projection matrix.
  113424. */
  113425. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113426. /**
  113427. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  113428. * Returns the DirectionalLight Shadow projection matrix.
  113429. */
  113430. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  113431. /**
  113432. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  113433. * Returns the DirectionalLight Shadow projection matrix.
  113434. */
  113435. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113436. protected _buildUniformLayout(): void;
  113437. /**
  113438. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  113439. * @param effect The effect to update
  113440. * @param lightIndex The index of the light in the effect to update
  113441. * @returns The directional light
  113442. */
  113443. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  113444. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  113445. /**
  113446. * Gets the minZ used for shadow according to both the scene and the light.
  113447. *
  113448. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113449. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113450. * @param activeCamera The camera we are returning the min for
  113451. * @returns the depth min z
  113452. */
  113453. getDepthMinZ(activeCamera: Camera): number;
  113454. /**
  113455. * Gets the maxZ used for shadow according to both the scene and the light.
  113456. *
  113457. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  113458. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  113459. * @param activeCamera The camera we are returning the max for
  113460. * @returns the depth max z
  113461. */
  113462. getDepthMaxZ(activeCamera: Camera): number;
  113463. /**
  113464. * Prepares the list of defines specific to the light type.
  113465. * @param defines the list of defines
  113466. * @param lightIndex defines the index of the light for the effect
  113467. */
  113468. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113469. }
  113470. }
  113471. declare module BABYLON {
  113472. /**
  113473. * Class containing static functions to help procedurally build meshes
  113474. */
  113475. export class HemisphereBuilder {
  113476. /**
  113477. * Creates a hemisphere mesh
  113478. * @param name defines the name of the mesh
  113479. * @param options defines the options used to create the mesh
  113480. * @param scene defines the hosting scene
  113481. * @returns the hemisphere mesh
  113482. */
  113483. static CreateHemisphere(name: string, options: {
  113484. segments?: number;
  113485. diameter?: number;
  113486. sideOrientation?: number;
  113487. }, scene: any): Mesh;
  113488. }
  113489. }
  113490. declare module BABYLON {
  113491. /**
  113492. * A spot light is defined by a position, a direction, an angle, and an exponent.
  113493. * These values define a cone of light starting from the position, emitting toward the direction.
  113494. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  113495. * and the exponent defines the speed of the decay of the light with distance (reach).
  113496. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113497. */
  113498. export class SpotLight extends ShadowLight {
  113499. private _angle;
  113500. private _innerAngle;
  113501. private _cosHalfAngle;
  113502. private _lightAngleScale;
  113503. private _lightAngleOffset;
  113504. /**
  113505. * Gets the cone angle of the spot light in Radians.
  113506. */
  113507. /**
  113508. * Sets the cone angle of the spot light in Radians.
  113509. */
  113510. angle: number;
  113511. /**
  113512. * Only used in gltf falloff mode, this defines the angle where
  113513. * the directional falloff will start before cutting at angle which could be seen
  113514. * as outer angle.
  113515. */
  113516. /**
  113517. * Only used in gltf falloff mode, this defines the angle where
  113518. * the directional falloff will start before cutting at angle which could be seen
  113519. * as outer angle.
  113520. */
  113521. innerAngle: number;
  113522. private _shadowAngleScale;
  113523. /**
  113524. * Allows scaling the angle of the light for shadow generation only.
  113525. */
  113526. /**
  113527. * Allows scaling the angle of the light for shadow generation only.
  113528. */
  113529. shadowAngleScale: number;
  113530. /**
  113531. * The light decay speed with the distance from the emission spot.
  113532. */
  113533. exponent: number;
  113534. private _projectionTextureMatrix;
  113535. /**
  113536. * Allows reading the projecton texture
  113537. */
  113538. readonly projectionTextureMatrix: Matrix;
  113539. protected _projectionTextureLightNear: number;
  113540. /**
  113541. * Gets the near clip of the Spotlight for texture projection.
  113542. */
  113543. /**
  113544. * Sets the near clip of the Spotlight for texture projection.
  113545. */
  113546. projectionTextureLightNear: number;
  113547. protected _projectionTextureLightFar: number;
  113548. /**
  113549. * Gets the far clip of the Spotlight for texture projection.
  113550. */
  113551. /**
  113552. * Sets the far clip of the Spotlight for texture projection.
  113553. */
  113554. projectionTextureLightFar: number;
  113555. protected _projectionTextureUpDirection: Vector3;
  113556. /**
  113557. * Gets the Up vector of the Spotlight for texture projection.
  113558. */
  113559. /**
  113560. * Sets the Up vector of the Spotlight for texture projection.
  113561. */
  113562. projectionTextureUpDirection: Vector3;
  113563. private _projectionTexture;
  113564. /**
  113565. * Gets the projection texture of the light.
  113566. */
  113567. /**
  113568. * Sets the projection texture of the light.
  113569. */
  113570. projectionTexture: Nullable<BaseTexture>;
  113571. private _projectionTextureViewLightDirty;
  113572. private _projectionTextureProjectionLightDirty;
  113573. private _projectionTextureDirty;
  113574. private _projectionTextureViewTargetVector;
  113575. private _projectionTextureViewLightMatrix;
  113576. private _projectionTextureProjectionLightMatrix;
  113577. private _projectionTextureScalingMatrix;
  113578. /**
  113579. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  113580. * It can cast shadows.
  113581. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113582. * @param name The light friendly name
  113583. * @param position The position of the spot light in the scene
  113584. * @param direction The direction of the light in the scene
  113585. * @param angle The cone angle of the light in Radians
  113586. * @param exponent The light decay speed with the distance from the emission spot
  113587. * @param scene The scene the lights belongs to
  113588. */
  113589. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  113590. /**
  113591. * Returns the string "SpotLight".
  113592. * @returns the class name
  113593. */
  113594. getClassName(): string;
  113595. /**
  113596. * Returns the integer 2.
  113597. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113598. */
  113599. getTypeID(): number;
  113600. /**
  113601. * Overrides the direction setter to recompute the projection texture view light Matrix.
  113602. */
  113603. protected _setDirection(value: Vector3): void;
  113604. /**
  113605. * Overrides the position setter to recompute the projection texture view light Matrix.
  113606. */
  113607. protected _setPosition(value: Vector3): void;
  113608. /**
  113609. * 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.
  113610. * Returns the SpotLight.
  113611. */
  113612. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113613. protected _computeProjectionTextureViewLightMatrix(): void;
  113614. protected _computeProjectionTextureProjectionLightMatrix(): void;
  113615. /**
  113616. * Main function for light texture projection matrix computing.
  113617. */
  113618. protected _computeProjectionTextureMatrix(): void;
  113619. protected _buildUniformLayout(): void;
  113620. private _computeAngleValues;
  113621. /**
  113622. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  113623. * @param effect The effect to update
  113624. * @param lightIndex The index of the light in the effect to update
  113625. * @returns The spot light
  113626. */
  113627. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  113628. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  113629. /**
  113630. * Disposes the light and the associated resources.
  113631. */
  113632. dispose(): void;
  113633. /**
  113634. * Prepares the list of defines specific to the light type.
  113635. * @param defines the list of defines
  113636. * @param lightIndex defines the index of the light for the effect
  113637. */
  113638. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113639. }
  113640. }
  113641. declare module BABYLON {
  113642. /**
  113643. * Gizmo that enables viewing a light
  113644. */
  113645. export class LightGizmo extends Gizmo {
  113646. private _lightMesh;
  113647. private _material;
  113648. private cachedPosition;
  113649. private cachedForward;
  113650. /**
  113651. * Creates a LightGizmo
  113652. * @param gizmoLayer The utility layer the gizmo will be added to
  113653. */
  113654. constructor(gizmoLayer?: UtilityLayerRenderer);
  113655. private _light;
  113656. /**
  113657. * The light that the gizmo is attached to
  113658. */
  113659. light: Nullable<Light>;
  113660. /**
  113661. * Gets the material used to render the light gizmo
  113662. */
  113663. readonly material: StandardMaterial;
  113664. /**
  113665. * @hidden
  113666. * Updates the gizmo to match the attached mesh's position/rotation
  113667. */
  113668. protected _update(): void;
  113669. private static _Scale;
  113670. /**
  113671. * Creates the lines for a light mesh
  113672. */
  113673. private static _createLightLines;
  113674. /**
  113675. * Disposes of the light gizmo
  113676. */
  113677. dispose(): void;
  113678. private static _CreateHemisphericLightMesh;
  113679. private static _CreatePointLightMesh;
  113680. private static _CreateSpotLightMesh;
  113681. private static _CreateDirectionalLightMesh;
  113682. }
  113683. }
  113684. declare module BABYLON {
  113685. /** @hidden */
  113686. export var backgroundFragmentDeclaration: {
  113687. name: string;
  113688. shader: string;
  113689. };
  113690. }
  113691. declare module BABYLON {
  113692. /** @hidden */
  113693. export var backgroundUboDeclaration: {
  113694. name: string;
  113695. shader: string;
  113696. };
  113697. }
  113698. declare module BABYLON {
  113699. /** @hidden */
  113700. export var backgroundPixelShader: {
  113701. name: string;
  113702. shader: string;
  113703. };
  113704. }
  113705. declare module BABYLON {
  113706. /** @hidden */
  113707. export var backgroundVertexDeclaration: {
  113708. name: string;
  113709. shader: string;
  113710. };
  113711. }
  113712. declare module BABYLON {
  113713. /** @hidden */
  113714. export var backgroundVertexShader: {
  113715. name: string;
  113716. shader: string;
  113717. };
  113718. }
  113719. declare module BABYLON {
  113720. /**
  113721. * Background material used to create an efficient environement around your scene.
  113722. */
  113723. export class BackgroundMaterial extends PushMaterial {
  113724. /**
  113725. * Standard reflectance value at parallel view angle.
  113726. */
  113727. static StandardReflectance0: number;
  113728. /**
  113729. * Standard reflectance value at grazing angle.
  113730. */
  113731. static StandardReflectance90: number;
  113732. protected _primaryColor: Color3;
  113733. /**
  113734. * Key light Color (multiply against the environement texture)
  113735. */
  113736. primaryColor: Color3;
  113737. protected __perceptualColor: Nullable<Color3>;
  113738. /**
  113739. * Experimental Internal Use Only.
  113740. *
  113741. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  113742. * This acts as a helper to set the primary color to a more "human friendly" value.
  113743. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  113744. * output color as close as possible from the chosen value.
  113745. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  113746. * part of lighting setup.)
  113747. */
  113748. _perceptualColor: Nullable<Color3>;
  113749. protected _primaryColorShadowLevel: float;
  113750. /**
  113751. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  113752. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  113753. */
  113754. primaryColorShadowLevel: float;
  113755. protected _primaryColorHighlightLevel: float;
  113756. /**
  113757. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  113758. * The primary color is used at the level chosen to define what the white area would look.
  113759. */
  113760. primaryColorHighlightLevel: float;
  113761. protected _reflectionTexture: Nullable<BaseTexture>;
  113762. /**
  113763. * Reflection Texture used in the material.
  113764. * Should be author in a specific way for the best result (refer to the documentation).
  113765. */
  113766. reflectionTexture: Nullable<BaseTexture>;
  113767. protected _reflectionBlur: float;
  113768. /**
  113769. * Reflection Texture level of blur.
  113770. *
  113771. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  113772. * texture twice.
  113773. */
  113774. reflectionBlur: float;
  113775. protected _diffuseTexture: Nullable<BaseTexture>;
  113776. /**
  113777. * Diffuse Texture used in the material.
  113778. * Should be author in a specific way for the best result (refer to the documentation).
  113779. */
  113780. diffuseTexture: Nullable<BaseTexture>;
  113781. protected _shadowLights: Nullable<IShadowLight[]>;
  113782. /**
  113783. * Specify the list of lights casting shadow on the material.
  113784. * All scene shadow lights will be included if null.
  113785. */
  113786. shadowLights: Nullable<IShadowLight[]>;
  113787. protected _shadowLevel: float;
  113788. /**
  113789. * Helps adjusting the shadow to a softer level if required.
  113790. * 0 means black shadows and 1 means no shadows.
  113791. */
  113792. shadowLevel: float;
  113793. protected _sceneCenter: Vector3;
  113794. /**
  113795. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  113796. * It is usually zero but might be interesting to modify according to your setup.
  113797. */
  113798. sceneCenter: Vector3;
  113799. protected _opacityFresnel: boolean;
  113800. /**
  113801. * This helps specifying that the material is falling off to the sky box at grazing angle.
  113802. * This helps ensuring a nice transition when the camera goes under the ground.
  113803. */
  113804. opacityFresnel: boolean;
  113805. protected _reflectionFresnel: boolean;
  113806. /**
  113807. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  113808. * This helps adding a mirror texture on the ground.
  113809. */
  113810. reflectionFresnel: boolean;
  113811. protected _reflectionFalloffDistance: number;
  113812. /**
  113813. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  113814. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  113815. */
  113816. reflectionFalloffDistance: number;
  113817. protected _reflectionAmount: number;
  113818. /**
  113819. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  113820. */
  113821. reflectionAmount: number;
  113822. protected _reflectionReflectance0: number;
  113823. /**
  113824. * This specifies the weight of the reflection at grazing angle.
  113825. */
  113826. reflectionReflectance0: number;
  113827. protected _reflectionReflectance90: number;
  113828. /**
  113829. * This specifies the weight of the reflection at a perpendicular point of view.
  113830. */
  113831. reflectionReflectance90: number;
  113832. /**
  113833. * Sets the reflection reflectance fresnel values according to the default standard
  113834. * empirically know to work well :-)
  113835. */
  113836. reflectionStandardFresnelWeight: number;
  113837. protected _useRGBColor: boolean;
  113838. /**
  113839. * Helps to directly use the maps channels instead of their level.
  113840. */
  113841. useRGBColor: boolean;
  113842. protected _enableNoise: boolean;
  113843. /**
  113844. * This helps reducing the banding effect that could occur on the background.
  113845. */
  113846. enableNoise: boolean;
  113847. /**
  113848. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113849. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  113850. * Recommended to be keep at 1.0 except for special cases.
  113851. */
  113852. fovMultiplier: number;
  113853. private _fovMultiplier;
  113854. /**
  113855. * Enable the FOV adjustment feature controlled by fovMultiplier.
  113856. */
  113857. useEquirectangularFOV: boolean;
  113858. private _maxSimultaneousLights;
  113859. /**
  113860. * Number of Simultaneous lights allowed on the material.
  113861. */
  113862. maxSimultaneousLights: int;
  113863. /**
  113864. * Default configuration related to image processing available in the Background Material.
  113865. */
  113866. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  113867. /**
  113868. * Keep track of the image processing observer to allow dispose and replace.
  113869. */
  113870. private _imageProcessingObserver;
  113871. /**
  113872. * Attaches a new image processing configuration to the PBR Material.
  113873. * @param configuration (if null the scene configuration will be use)
  113874. */
  113875. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113876. /**
  113877. * Gets the image processing configuration used either in this material.
  113878. */
  113879. /**
  113880. * Sets the Default image processing configuration used either in the this material.
  113881. *
  113882. * If sets to null, the scene one is in use.
  113883. */
  113884. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  113885. /**
  113886. * Gets wether the color curves effect is enabled.
  113887. */
  113888. /**
  113889. * Sets wether the color curves effect is enabled.
  113890. */
  113891. cameraColorCurvesEnabled: boolean;
  113892. /**
  113893. * Gets wether the color grading effect is enabled.
  113894. */
  113895. /**
  113896. * Gets wether the color grading effect is enabled.
  113897. */
  113898. cameraColorGradingEnabled: boolean;
  113899. /**
  113900. * Gets wether tonemapping is enabled or not.
  113901. */
  113902. /**
  113903. * Sets wether tonemapping is enabled or not
  113904. */
  113905. cameraToneMappingEnabled: boolean;
  113906. /**
  113907. * The camera exposure used on this material.
  113908. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113909. * This corresponds to a photographic exposure.
  113910. */
  113911. /**
  113912. * The camera exposure used on this material.
  113913. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113914. * This corresponds to a photographic exposure.
  113915. */
  113916. cameraExposure: float;
  113917. /**
  113918. * Gets The camera contrast used on this material.
  113919. */
  113920. /**
  113921. * Sets The camera contrast used on this material.
  113922. */
  113923. cameraContrast: float;
  113924. /**
  113925. * Gets the Color Grading 2D Lookup Texture.
  113926. */
  113927. /**
  113928. * Sets the Color Grading 2D Lookup Texture.
  113929. */
  113930. cameraColorGradingTexture: Nullable<BaseTexture>;
  113931. /**
  113932. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113933. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113934. * 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;
  113935. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113936. */
  113937. /**
  113938. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113939. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113940. * 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;
  113941. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113942. */
  113943. cameraColorCurves: Nullable<ColorCurves>;
  113944. /**
  113945. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  113946. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  113947. */
  113948. switchToBGR: boolean;
  113949. private _renderTargets;
  113950. private _reflectionControls;
  113951. private _white;
  113952. private _primaryShadowColor;
  113953. private _primaryHighlightColor;
  113954. /**
  113955. * Instantiates a Background Material in the given scene
  113956. * @param name The friendly name of the material
  113957. * @param scene The scene to add the material to
  113958. */
  113959. constructor(name: string, scene: Scene);
  113960. /**
  113961. * Gets a boolean indicating that current material needs to register RTT
  113962. */
  113963. readonly hasRenderTargetTextures: boolean;
  113964. /**
  113965. * The entire material has been created in order to prevent overdraw.
  113966. * @returns false
  113967. */
  113968. needAlphaTesting(): boolean;
  113969. /**
  113970. * The entire material has been created in order to prevent overdraw.
  113971. * @returns true if blending is enable
  113972. */
  113973. needAlphaBlending(): boolean;
  113974. /**
  113975. * Checks wether the material is ready to be rendered for a given mesh.
  113976. * @param mesh The mesh to render
  113977. * @param subMesh The submesh to check against
  113978. * @param useInstances Specify wether or not the material is used with instances
  113979. * @returns true if all the dependencies are ready (Textures, Effects...)
  113980. */
  113981. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  113982. /**
  113983. * Compute the primary color according to the chosen perceptual color.
  113984. */
  113985. private _computePrimaryColorFromPerceptualColor;
  113986. /**
  113987. * Compute the highlights and shadow colors according to their chosen levels.
  113988. */
  113989. private _computePrimaryColors;
  113990. /**
  113991. * Build the uniform buffer used in the material.
  113992. */
  113993. buildUniformLayout(): void;
  113994. /**
  113995. * Unbind the material.
  113996. */
  113997. unbind(): void;
  113998. /**
  113999. * Bind only the world matrix to the material.
  114000. * @param world The world matrix to bind.
  114001. */
  114002. bindOnlyWorldMatrix(world: Matrix): void;
  114003. /**
  114004. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  114005. * @param world The world matrix to bind.
  114006. * @param subMesh The submesh to bind for.
  114007. */
  114008. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  114009. /**
  114010. * Checks to see if a texture is used in the material.
  114011. * @param texture - Base texture to use.
  114012. * @returns - Boolean specifying if a texture is used in the material.
  114013. */
  114014. hasTexture(texture: BaseTexture): boolean;
  114015. /**
  114016. * Dispose the material.
  114017. * @param forceDisposeEffect Force disposal of the associated effect.
  114018. * @param forceDisposeTextures Force disposal of the associated textures.
  114019. */
  114020. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  114021. /**
  114022. * Clones the material.
  114023. * @param name The cloned name.
  114024. * @returns The cloned material.
  114025. */
  114026. clone(name: string): BackgroundMaterial;
  114027. /**
  114028. * Serializes the current material to its JSON representation.
  114029. * @returns The JSON representation.
  114030. */
  114031. serialize(): any;
  114032. /**
  114033. * Gets the class name of the material
  114034. * @returns "BackgroundMaterial"
  114035. */
  114036. getClassName(): string;
  114037. /**
  114038. * Parse a JSON input to create back a background material.
  114039. * @param source The JSON data to parse
  114040. * @param scene The scene to create the parsed material in
  114041. * @param rootUrl The root url of the assets the material depends upon
  114042. * @returns the instantiated BackgroundMaterial.
  114043. */
  114044. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  114045. }
  114046. }
  114047. declare module BABYLON {
  114048. /**
  114049. * Represents the different options available during the creation of
  114050. * a Environment helper.
  114051. *
  114052. * This can control the default ground, skybox and image processing setup of your scene.
  114053. */
  114054. export interface IEnvironmentHelperOptions {
  114055. /**
  114056. * Specifies wether or not to create a ground.
  114057. * True by default.
  114058. */
  114059. createGround: boolean;
  114060. /**
  114061. * Specifies the ground size.
  114062. * 15 by default.
  114063. */
  114064. groundSize: number;
  114065. /**
  114066. * The texture used on the ground for the main color.
  114067. * Comes from the BabylonJS CDN by default.
  114068. *
  114069. * Remarks: Can be either a texture or a url.
  114070. */
  114071. groundTexture: string | BaseTexture;
  114072. /**
  114073. * The color mixed in the ground texture by default.
  114074. * BabylonJS clearColor by default.
  114075. */
  114076. groundColor: Color3;
  114077. /**
  114078. * Specifies the ground opacity.
  114079. * 1 by default.
  114080. */
  114081. groundOpacity: number;
  114082. /**
  114083. * Enables the ground to receive shadows.
  114084. * True by default.
  114085. */
  114086. enableGroundShadow: boolean;
  114087. /**
  114088. * Helps preventing the shadow to be fully black on the ground.
  114089. * 0.5 by default.
  114090. */
  114091. groundShadowLevel: number;
  114092. /**
  114093. * Creates a mirror texture attach to the ground.
  114094. * false by default.
  114095. */
  114096. enableGroundMirror: boolean;
  114097. /**
  114098. * Specifies the ground mirror size ratio.
  114099. * 0.3 by default as the default kernel is 64.
  114100. */
  114101. groundMirrorSizeRatio: number;
  114102. /**
  114103. * Specifies the ground mirror blur kernel size.
  114104. * 64 by default.
  114105. */
  114106. groundMirrorBlurKernel: number;
  114107. /**
  114108. * Specifies the ground mirror visibility amount.
  114109. * 1 by default
  114110. */
  114111. groundMirrorAmount: number;
  114112. /**
  114113. * Specifies the ground mirror reflectance weight.
  114114. * This uses the standard weight of the background material to setup the fresnel effect
  114115. * of the mirror.
  114116. * 1 by default.
  114117. */
  114118. groundMirrorFresnelWeight: number;
  114119. /**
  114120. * Specifies the ground mirror Falloff distance.
  114121. * This can helps reducing the size of the reflection.
  114122. * 0 by Default.
  114123. */
  114124. groundMirrorFallOffDistance: number;
  114125. /**
  114126. * Specifies the ground mirror texture type.
  114127. * Unsigned Int by Default.
  114128. */
  114129. groundMirrorTextureType: number;
  114130. /**
  114131. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  114132. * the shown objects.
  114133. */
  114134. groundYBias: number;
  114135. /**
  114136. * Specifies wether or not to create a skybox.
  114137. * True by default.
  114138. */
  114139. createSkybox: boolean;
  114140. /**
  114141. * Specifies the skybox size.
  114142. * 20 by default.
  114143. */
  114144. skyboxSize: number;
  114145. /**
  114146. * The texture used on the skybox for the main color.
  114147. * Comes from the BabylonJS CDN by default.
  114148. *
  114149. * Remarks: Can be either a texture or a url.
  114150. */
  114151. skyboxTexture: string | BaseTexture;
  114152. /**
  114153. * The color mixed in the skybox texture by default.
  114154. * BabylonJS clearColor by default.
  114155. */
  114156. skyboxColor: Color3;
  114157. /**
  114158. * The background rotation around the Y axis of the scene.
  114159. * This helps aligning the key lights of your scene with the background.
  114160. * 0 by default.
  114161. */
  114162. backgroundYRotation: number;
  114163. /**
  114164. * Compute automatically the size of the elements to best fit with the scene.
  114165. */
  114166. sizeAuto: boolean;
  114167. /**
  114168. * Default position of the rootMesh if autoSize is not true.
  114169. */
  114170. rootPosition: Vector3;
  114171. /**
  114172. * Sets up the image processing in the scene.
  114173. * true by default.
  114174. */
  114175. setupImageProcessing: boolean;
  114176. /**
  114177. * The texture used as your environment texture in the scene.
  114178. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  114179. *
  114180. * Remarks: Can be either a texture or a url.
  114181. */
  114182. environmentTexture: string | BaseTexture;
  114183. /**
  114184. * The value of the exposure to apply to the scene.
  114185. * 0.6 by default if setupImageProcessing is true.
  114186. */
  114187. cameraExposure: number;
  114188. /**
  114189. * The value of the contrast to apply to the scene.
  114190. * 1.6 by default if setupImageProcessing is true.
  114191. */
  114192. cameraContrast: number;
  114193. /**
  114194. * Specifies wether or not tonemapping should be enabled in the scene.
  114195. * true by default if setupImageProcessing is true.
  114196. */
  114197. toneMappingEnabled: boolean;
  114198. }
  114199. /**
  114200. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  114201. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  114202. * It also helps with the default setup of your imageProcessing configuration.
  114203. */
  114204. export class EnvironmentHelper {
  114205. /**
  114206. * Default ground texture URL.
  114207. */
  114208. private static _groundTextureCDNUrl;
  114209. /**
  114210. * Default skybox texture URL.
  114211. */
  114212. private static _skyboxTextureCDNUrl;
  114213. /**
  114214. * Default environment texture URL.
  114215. */
  114216. private static _environmentTextureCDNUrl;
  114217. /**
  114218. * Creates the default options for the helper.
  114219. */
  114220. private static _getDefaultOptions;
  114221. private _rootMesh;
  114222. /**
  114223. * Gets the root mesh created by the helper.
  114224. */
  114225. readonly rootMesh: Mesh;
  114226. private _skybox;
  114227. /**
  114228. * Gets the skybox created by the helper.
  114229. */
  114230. readonly skybox: Nullable<Mesh>;
  114231. private _skyboxTexture;
  114232. /**
  114233. * Gets the skybox texture created by the helper.
  114234. */
  114235. readonly skyboxTexture: Nullable<BaseTexture>;
  114236. private _skyboxMaterial;
  114237. /**
  114238. * Gets the skybox material created by the helper.
  114239. */
  114240. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  114241. private _ground;
  114242. /**
  114243. * Gets the ground mesh created by the helper.
  114244. */
  114245. readonly ground: Nullable<Mesh>;
  114246. private _groundTexture;
  114247. /**
  114248. * Gets the ground texture created by the helper.
  114249. */
  114250. readonly groundTexture: Nullable<BaseTexture>;
  114251. private _groundMirror;
  114252. /**
  114253. * Gets the ground mirror created by the helper.
  114254. */
  114255. readonly groundMirror: Nullable<MirrorTexture>;
  114256. /**
  114257. * Gets the ground mirror render list to helps pushing the meshes
  114258. * you wish in the ground reflection.
  114259. */
  114260. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  114261. private _groundMaterial;
  114262. /**
  114263. * Gets the ground material created by the helper.
  114264. */
  114265. readonly groundMaterial: Nullable<BackgroundMaterial>;
  114266. /**
  114267. * Stores the creation options.
  114268. */
  114269. private readonly _scene;
  114270. private _options;
  114271. /**
  114272. * This observable will be notified with any error during the creation of the environment,
  114273. * mainly texture creation errors.
  114274. */
  114275. onErrorObservable: Observable<{
  114276. message?: string;
  114277. exception?: any;
  114278. }>;
  114279. /**
  114280. * constructor
  114281. * @param options Defines the options we want to customize the helper
  114282. * @param scene The scene to add the material to
  114283. */
  114284. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  114285. /**
  114286. * Updates the background according to the new options
  114287. * @param options
  114288. */
  114289. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  114290. /**
  114291. * Sets the primary color of all the available elements.
  114292. * @param color the main color to affect to the ground and the background
  114293. */
  114294. setMainColor(color: Color3): void;
  114295. /**
  114296. * Setup the image processing according to the specified options.
  114297. */
  114298. private _setupImageProcessing;
  114299. /**
  114300. * Setup the environment texture according to the specified options.
  114301. */
  114302. private _setupEnvironmentTexture;
  114303. /**
  114304. * Setup the background according to the specified options.
  114305. */
  114306. private _setupBackground;
  114307. /**
  114308. * Get the scene sizes according to the setup.
  114309. */
  114310. private _getSceneSize;
  114311. /**
  114312. * Setup the ground according to the specified options.
  114313. */
  114314. private _setupGround;
  114315. /**
  114316. * Setup the ground material according to the specified options.
  114317. */
  114318. private _setupGroundMaterial;
  114319. /**
  114320. * Setup the ground diffuse texture according to the specified options.
  114321. */
  114322. private _setupGroundDiffuseTexture;
  114323. /**
  114324. * Setup the ground mirror texture according to the specified options.
  114325. */
  114326. private _setupGroundMirrorTexture;
  114327. /**
  114328. * Setup the ground to receive the mirror texture.
  114329. */
  114330. private _setupMirrorInGroundMaterial;
  114331. /**
  114332. * Setup the skybox according to the specified options.
  114333. */
  114334. private _setupSkybox;
  114335. /**
  114336. * Setup the skybox material according to the specified options.
  114337. */
  114338. private _setupSkyboxMaterial;
  114339. /**
  114340. * Setup the skybox reflection texture according to the specified options.
  114341. */
  114342. private _setupSkyboxReflectionTexture;
  114343. private _errorHandler;
  114344. /**
  114345. * Dispose all the elements created by the Helper.
  114346. */
  114347. dispose(): void;
  114348. }
  114349. }
  114350. declare module BABYLON {
  114351. /**
  114352. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  114353. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  114354. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  114355. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114356. */
  114357. export class PhotoDome extends TransformNode {
  114358. /**
  114359. * Define the image as a Monoscopic panoramic 360 image.
  114360. */
  114361. static readonly MODE_MONOSCOPIC: number;
  114362. /**
  114363. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114364. */
  114365. static readonly MODE_TOPBOTTOM: number;
  114366. /**
  114367. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114368. */
  114369. static readonly MODE_SIDEBYSIDE: number;
  114370. private _useDirectMapping;
  114371. /**
  114372. * The texture being displayed on the sphere
  114373. */
  114374. protected _photoTexture: Texture;
  114375. /**
  114376. * Gets or sets the texture being displayed on the sphere
  114377. */
  114378. photoTexture: Texture;
  114379. /**
  114380. * Observable raised when an error occured while loading the 360 image
  114381. */
  114382. onLoadErrorObservable: Observable<string>;
  114383. /**
  114384. * The skybox material
  114385. */
  114386. protected _material: BackgroundMaterial;
  114387. /**
  114388. * The surface used for the skybox
  114389. */
  114390. protected _mesh: Mesh;
  114391. /**
  114392. * Gets the mesh used for the skybox.
  114393. */
  114394. readonly mesh: Mesh;
  114395. /**
  114396. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114397. * Also see the options.resolution property.
  114398. */
  114399. fovMultiplier: number;
  114400. private _imageMode;
  114401. /**
  114402. * Gets or set the current video mode for the video. It can be:
  114403. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  114404. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114405. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114406. */
  114407. imageMode: number;
  114408. /**
  114409. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  114410. * @param name Element's name, child elements will append suffixes for their own names.
  114411. * @param urlsOfPhoto defines the url of the photo to display
  114412. * @param options defines an object containing optional or exposed sub element properties
  114413. * @param onError defines a callback called when an error occured while loading the texture
  114414. */
  114415. constructor(name: string, urlOfPhoto: string, options: {
  114416. resolution?: number;
  114417. size?: number;
  114418. useDirectMapping?: boolean;
  114419. faceForward?: boolean;
  114420. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  114421. private _onBeforeCameraRenderObserver;
  114422. private _changeImageMode;
  114423. /**
  114424. * Releases resources associated with this node.
  114425. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114426. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114427. */
  114428. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114429. }
  114430. }
  114431. declare module BABYLON {
  114432. /**
  114433. * Class used to host RGBD texture specific utilities
  114434. */
  114435. export class RGBDTextureTools {
  114436. /**
  114437. * Expand the RGBD Texture from RGBD to Half Float if possible.
  114438. * @param texture the texture to expand.
  114439. */
  114440. static ExpandRGBDTexture(texture: Texture): void;
  114441. }
  114442. }
  114443. declare module BABYLON {
  114444. /**
  114445. * Class used to host texture specific utilities
  114446. */
  114447. export class BRDFTextureTools {
  114448. /**
  114449. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  114450. * @param scene defines the hosting scene
  114451. * @returns the environment BRDF texture
  114452. */
  114453. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  114454. private static _environmentBRDFBase64Texture;
  114455. }
  114456. }
  114457. declare module BABYLON {
  114458. /**
  114459. * @hidden
  114460. */
  114461. export interface IMaterialClearCoatDefines {
  114462. CLEARCOAT: boolean;
  114463. CLEARCOAT_DEFAULTIOR: boolean;
  114464. CLEARCOAT_TEXTURE: boolean;
  114465. CLEARCOAT_TEXTUREDIRECTUV: number;
  114466. CLEARCOAT_BUMP: boolean;
  114467. CLEARCOAT_BUMPDIRECTUV: number;
  114468. CLEARCOAT_TINT: boolean;
  114469. CLEARCOAT_TINT_TEXTURE: boolean;
  114470. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  114471. /** @hidden */
  114472. _areTexturesDirty: boolean;
  114473. }
  114474. /**
  114475. * Define the code related to the clear coat parameters of the pbr material.
  114476. */
  114477. export class PBRClearCoatConfiguration {
  114478. /**
  114479. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114480. * The default fits with a polyurethane material.
  114481. */
  114482. private static readonly _DefaultIndexOfRefraction;
  114483. private _isEnabled;
  114484. /**
  114485. * Defines if the clear coat is enabled in the material.
  114486. */
  114487. isEnabled: boolean;
  114488. /**
  114489. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  114490. */
  114491. intensity: number;
  114492. /**
  114493. * Defines the clear coat layer roughness.
  114494. */
  114495. roughness: number;
  114496. private _indexOfRefraction;
  114497. /**
  114498. * Defines the index of refraction of the clear coat.
  114499. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  114500. * The default fits with a polyurethane material.
  114501. * Changing the default value is more performance intensive.
  114502. */
  114503. indexOfRefraction: number;
  114504. private _texture;
  114505. /**
  114506. * Stores the clear coat values in a texture.
  114507. */
  114508. texture: Nullable<BaseTexture>;
  114509. private _bumpTexture;
  114510. /**
  114511. * Define the clear coat specific bump texture.
  114512. */
  114513. bumpTexture: Nullable<BaseTexture>;
  114514. private _isTintEnabled;
  114515. /**
  114516. * Defines if the clear coat tint is enabled in the material.
  114517. */
  114518. isTintEnabled: boolean;
  114519. /**
  114520. * Defines the clear coat tint of the material.
  114521. * This is only use if tint is enabled
  114522. */
  114523. tintColor: Color3;
  114524. /**
  114525. * Defines the distance at which the tint color should be found in the
  114526. * clear coat media.
  114527. * This is only use if tint is enabled
  114528. */
  114529. tintColorAtDistance: number;
  114530. /**
  114531. * Defines the clear coat layer thickness.
  114532. * This is only use if tint is enabled
  114533. */
  114534. tintThickness: number;
  114535. private _tintTexture;
  114536. /**
  114537. * Stores the clear tint values in a texture.
  114538. * rgb is tint
  114539. * a is a thickness factor
  114540. */
  114541. tintTexture: Nullable<BaseTexture>;
  114542. /** @hidden */
  114543. private _internalMarkAllSubMeshesAsTexturesDirty;
  114544. /** @hidden */
  114545. _markAllSubMeshesAsTexturesDirty(): void;
  114546. /**
  114547. * Instantiate a new istance of clear coat configuration.
  114548. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114549. */
  114550. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114551. /**
  114552. * Gets wehter the submesh is ready to be used or not.
  114553. * @param defines the list of "defines" to update.
  114554. * @param scene defines the scene the material belongs to.
  114555. * @param engine defines the engine the material belongs to.
  114556. * @param disableBumpMap defines wether the material disables bump or not.
  114557. * @returns - boolean indicating that the submesh is ready or not.
  114558. */
  114559. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  114560. /**
  114561. * Checks to see if a texture is used in the material.
  114562. * @param defines the list of "defines" to update.
  114563. * @param scene defines the scene to the material belongs to.
  114564. */
  114565. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  114566. /**
  114567. * Binds the material data.
  114568. * @param uniformBuffer defines the Uniform buffer to fill in.
  114569. * @param scene defines the scene the material belongs to.
  114570. * @param engine defines the engine the material belongs to.
  114571. * @param disableBumpMap defines wether the material disables bump or not.
  114572. * @param isFrozen defines wether the material is frozen or not.
  114573. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  114574. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  114575. */
  114576. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  114577. /**
  114578. * Checks to see if a texture is used in the material.
  114579. * @param texture - Base texture to use.
  114580. * @returns - Boolean specifying if a texture is used in the material.
  114581. */
  114582. hasTexture(texture: BaseTexture): boolean;
  114583. /**
  114584. * Returns an array of the actively used textures.
  114585. * @param activeTextures Array of BaseTextures
  114586. */
  114587. getActiveTextures(activeTextures: BaseTexture[]): void;
  114588. /**
  114589. * Returns the animatable textures.
  114590. * @param animatables Array of animatable textures.
  114591. */
  114592. getAnimatables(animatables: IAnimatable[]): void;
  114593. /**
  114594. * Disposes the resources of the material.
  114595. * @param forceDisposeTextures - Forces the disposal of all textures.
  114596. */
  114597. dispose(forceDisposeTextures?: boolean): void;
  114598. /**
  114599. * Get the current class name of the texture useful for serialization or dynamic coding.
  114600. * @returns "PBRClearCoatConfiguration"
  114601. */
  114602. getClassName(): string;
  114603. /**
  114604. * Add fallbacks to the effect fallbacks list.
  114605. * @param defines defines the Base texture to use.
  114606. * @param fallbacks defines the current fallback list.
  114607. * @param currentRank defines the current fallback rank.
  114608. * @returns the new fallback rank.
  114609. */
  114610. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114611. /**
  114612. * Add the required uniforms to the current list.
  114613. * @param uniforms defines the current uniform list.
  114614. */
  114615. static AddUniforms(uniforms: string[]): void;
  114616. /**
  114617. * Add the required samplers to the current list.
  114618. * @param samplers defines the current sampler list.
  114619. */
  114620. static AddSamplers(samplers: string[]): void;
  114621. /**
  114622. * Add the required uniforms to the current buffer.
  114623. * @param uniformBuffer defines the current uniform buffer.
  114624. */
  114625. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114626. /**
  114627. * Makes a duplicate of the current configuration into another one.
  114628. * @param clearCoatConfiguration define the config where to copy the info
  114629. */
  114630. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  114631. /**
  114632. * Serializes this clear coat configuration.
  114633. * @returns - An object with the serialized config.
  114634. */
  114635. serialize(): any;
  114636. /**
  114637. * Parses a anisotropy Configuration from a serialized object.
  114638. * @param source - Serialized object.
  114639. * @param scene Defines the scene we are parsing for
  114640. * @param rootUrl Defines the rootUrl to load from
  114641. */
  114642. parse(source: any, scene: Scene, rootUrl: string): void;
  114643. }
  114644. }
  114645. declare module BABYLON {
  114646. /**
  114647. * @hidden
  114648. */
  114649. export interface IMaterialAnisotropicDefines {
  114650. ANISOTROPIC: boolean;
  114651. ANISOTROPIC_TEXTURE: boolean;
  114652. ANISOTROPIC_TEXTUREDIRECTUV: number;
  114653. MAINUV1: boolean;
  114654. _areTexturesDirty: boolean;
  114655. _needUVs: boolean;
  114656. }
  114657. /**
  114658. * Define the code related to the anisotropic parameters of the pbr material.
  114659. */
  114660. export class PBRAnisotropicConfiguration {
  114661. private _isEnabled;
  114662. /**
  114663. * Defines if the anisotropy is enabled in the material.
  114664. */
  114665. isEnabled: boolean;
  114666. /**
  114667. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  114668. */
  114669. intensity: number;
  114670. /**
  114671. * Defines if the effect is along the tangents, bitangents or in between.
  114672. * By default, the effect is "strectching" the highlights along the tangents.
  114673. */
  114674. direction: Vector2;
  114675. private _texture;
  114676. /**
  114677. * Stores the anisotropy values in a texture.
  114678. * rg is direction (like normal from -1 to 1)
  114679. * b is a intensity
  114680. */
  114681. texture: Nullable<BaseTexture>;
  114682. /** @hidden */
  114683. private _internalMarkAllSubMeshesAsTexturesDirty;
  114684. /** @hidden */
  114685. _markAllSubMeshesAsTexturesDirty(): void;
  114686. /**
  114687. * Instantiate a new istance of anisotropy configuration.
  114688. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114689. */
  114690. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114691. /**
  114692. * Specifies that the submesh is ready to be used.
  114693. * @param defines the list of "defines" to update.
  114694. * @param scene defines the scene the material belongs to.
  114695. * @returns - boolean indicating that the submesh is ready or not.
  114696. */
  114697. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  114698. /**
  114699. * Checks to see if a texture is used in the material.
  114700. * @param defines the list of "defines" to update.
  114701. * @param mesh the mesh we are preparing the defines for.
  114702. * @param scene defines the scene the material belongs to.
  114703. */
  114704. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  114705. /**
  114706. * Binds the material data.
  114707. * @param uniformBuffer defines the Uniform buffer to fill in.
  114708. * @param scene defines the scene the material belongs to.
  114709. * @param isFrozen defines wether the material is frozen or not.
  114710. */
  114711. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114712. /**
  114713. * Checks to see if a texture is used in the material.
  114714. * @param texture - Base texture to use.
  114715. * @returns - Boolean specifying if a texture is used in the material.
  114716. */
  114717. hasTexture(texture: BaseTexture): boolean;
  114718. /**
  114719. * Returns an array of the actively used textures.
  114720. * @param activeTextures Array of BaseTextures
  114721. */
  114722. getActiveTextures(activeTextures: BaseTexture[]): void;
  114723. /**
  114724. * Returns the animatable textures.
  114725. * @param animatables Array of animatable textures.
  114726. */
  114727. getAnimatables(animatables: IAnimatable[]): void;
  114728. /**
  114729. * Disposes the resources of the material.
  114730. * @param forceDisposeTextures - Forces the disposal of all textures.
  114731. */
  114732. dispose(forceDisposeTextures?: boolean): void;
  114733. /**
  114734. * Get the current class name of the texture useful for serialization or dynamic coding.
  114735. * @returns "PBRAnisotropicConfiguration"
  114736. */
  114737. getClassName(): string;
  114738. /**
  114739. * Add fallbacks to the effect fallbacks list.
  114740. * @param defines defines the Base texture to use.
  114741. * @param fallbacks defines the current fallback list.
  114742. * @param currentRank defines the current fallback rank.
  114743. * @returns the new fallback rank.
  114744. */
  114745. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114746. /**
  114747. * Add the required uniforms to the current list.
  114748. * @param uniforms defines the current uniform list.
  114749. */
  114750. static AddUniforms(uniforms: string[]): void;
  114751. /**
  114752. * Add the required uniforms to the current buffer.
  114753. * @param uniformBuffer defines the current uniform buffer.
  114754. */
  114755. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  114756. /**
  114757. * Add the required samplers to the current list.
  114758. * @param samplers defines the current sampler list.
  114759. */
  114760. static AddSamplers(samplers: string[]): void;
  114761. /**
  114762. * Makes a duplicate of the current configuration into another one.
  114763. * @param anisotropicConfiguration define the config where to copy the info
  114764. */
  114765. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  114766. /**
  114767. * Serializes this anisotropy configuration.
  114768. * @returns - An object with the serialized config.
  114769. */
  114770. serialize(): any;
  114771. /**
  114772. * Parses a anisotropy Configuration from a serialized object.
  114773. * @param source - Serialized object.
  114774. * @param scene Defines the scene we are parsing for
  114775. * @param rootUrl Defines the rootUrl to load from
  114776. */
  114777. parse(source: any, scene: Scene, rootUrl: string): void;
  114778. }
  114779. }
  114780. declare module BABYLON {
  114781. /**
  114782. * @hidden
  114783. */
  114784. export interface IMaterialBRDFDefines {
  114785. BRDF_V_HEIGHT_CORRELATED: boolean;
  114786. MS_BRDF_ENERGY_CONSERVATION: boolean;
  114787. SPHERICAL_HARMONICS: boolean;
  114788. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  114789. /** @hidden */
  114790. _areMiscDirty: boolean;
  114791. }
  114792. /**
  114793. * Define the code related to the BRDF parameters of the pbr material.
  114794. */
  114795. export class PBRBRDFConfiguration {
  114796. /**
  114797. * Default value used for the energy conservation.
  114798. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114799. */
  114800. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  114801. /**
  114802. * Default value used for the Smith Visibility Height Correlated mode.
  114803. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  114804. */
  114805. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  114806. /**
  114807. * Default value used for the IBL diffuse part.
  114808. * This can help switching back to the polynomials mode globally which is a tiny bit
  114809. * less GPU intensive at the drawback of a lower quality.
  114810. */
  114811. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  114812. /**
  114813. * Default value used for activating energy conservation for the specular workflow.
  114814. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114815. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114816. */
  114817. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  114818. private _useEnergyConservation;
  114819. /**
  114820. * Defines if the material uses energy conservation.
  114821. */
  114822. useEnergyConservation: boolean;
  114823. private _useSmithVisibilityHeightCorrelated;
  114824. /**
  114825. * LEGACY Mode set to false
  114826. * Defines if the material uses height smith correlated visibility term.
  114827. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  114828. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  114829. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  114830. * Not relying on height correlated will also disable energy conservation.
  114831. */
  114832. useSmithVisibilityHeightCorrelated: boolean;
  114833. private _useSphericalHarmonics;
  114834. /**
  114835. * LEGACY Mode set to false
  114836. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  114837. * diffuse part of the IBL.
  114838. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  114839. * to the ground truth.
  114840. */
  114841. useSphericalHarmonics: boolean;
  114842. private _useSpecularGlossinessInputEnergyConservation;
  114843. /**
  114844. * Defines if the material uses energy conservation, when the specular workflow is active.
  114845. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  114846. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  114847. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  114848. */
  114849. useSpecularGlossinessInputEnergyConservation: boolean;
  114850. /** @hidden */
  114851. private _internalMarkAllSubMeshesAsMiscDirty;
  114852. /** @hidden */
  114853. _markAllSubMeshesAsMiscDirty(): void;
  114854. /**
  114855. * Instantiate a new istance of clear coat configuration.
  114856. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  114857. */
  114858. constructor(markAllSubMeshesAsMiscDirty: () => void);
  114859. /**
  114860. * Checks to see if a texture is used in the material.
  114861. * @param defines the list of "defines" to update.
  114862. */
  114863. prepareDefines(defines: IMaterialBRDFDefines): void;
  114864. /**
  114865. * Get the current class name of the texture useful for serialization or dynamic coding.
  114866. * @returns "PBRClearCoatConfiguration"
  114867. */
  114868. getClassName(): string;
  114869. /**
  114870. * Makes a duplicate of the current configuration into another one.
  114871. * @param brdfConfiguration define the config where to copy the info
  114872. */
  114873. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  114874. /**
  114875. * Serializes this BRDF configuration.
  114876. * @returns - An object with the serialized config.
  114877. */
  114878. serialize(): any;
  114879. /**
  114880. * Parses a anisotropy Configuration from a serialized object.
  114881. * @param source - Serialized object.
  114882. * @param scene Defines the scene we are parsing for
  114883. * @param rootUrl Defines the rootUrl to load from
  114884. */
  114885. parse(source: any, scene: Scene, rootUrl: string): void;
  114886. }
  114887. }
  114888. declare module BABYLON {
  114889. /**
  114890. * @hidden
  114891. */
  114892. export interface IMaterialSheenDefines {
  114893. SHEEN: boolean;
  114894. SHEEN_TEXTURE: boolean;
  114895. SHEEN_TEXTUREDIRECTUV: number;
  114896. SHEEN_LINKWITHALBEDO: boolean;
  114897. /** @hidden */
  114898. _areTexturesDirty: boolean;
  114899. }
  114900. /**
  114901. * Define the code related to the Sheen parameters of the pbr material.
  114902. */
  114903. export class PBRSheenConfiguration {
  114904. private _isEnabled;
  114905. /**
  114906. * Defines if the material uses sheen.
  114907. */
  114908. isEnabled: boolean;
  114909. private _linkSheenWithAlbedo;
  114910. /**
  114911. * Defines if the sheen is linked to the sheen color.
  114912. */
  114913. linkSheenWithAlbedo: boolean;
  114914. /**
  114915. * Defines the sheen intensity.
  114916. */
  114917. intensity: number;
  114918. /**
  114919. * Defines the sheen color.
  114920. */
  114921. color: Color3;
  114922. private _texture;
  114923. /**
  114924. * Stores the sheen tint values in a texture.
  114925. * rgb is tint
  114926. * a is a intensity
  114927. */
  114928. texture: Nullable<BaseTexture>;
  114929. /** @hidden */
  114930. private _internalMarkAllSubMeshesAsTexturesDirty;
  114931. /** @hidden */
  114932. _markAllSubMeshesAsTexturesDirty(): void;
  114933. /**
  114934. * Instantiate a new istance of clear coat configuration.
  114935. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  114936. */
  114937. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  114938. /**
  114939. * Specifies that the submesh is ready to be used.
  114940. * @param defines the list of "defines" to update.
  114941. * @param scene defines the scene the material belongs to.
  114942. * @returns - boolean indicating that the submesh is ready or not.
  114943. */
  114944. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  114945. /**
  114946. * Checks to see if a texture is used in the material.
  114947. * @param defines the list of "defines" to update.
  114948. * @param scene defines the scene the material belongs to.
  114949. */
  114950. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  114951. /**
  114952. * Binds the material data.
  114953. * @param uniformBuffer defines the Uniform buffer to fill in.
  114954. * @param scene defines the scene the material belongs to.
  114955. * @param isFrozen defines wether the material is frozen or not.
  114956. */
  114957. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  114958. /**
  114959. * Checks to see if a texture is used in the material.
  114960. * @param texture - Base texture to use.
  114961. * @returns - Boolean specifying if a texture is used in the material.
  114962. */
  114963. hasTexture(texture: BaseTexture): boolean;
  114964. /**
  114965. * Returns an array of the actively used textures.
  114966. * @param activeTextures Array of BaseTextures
  114967. */
  114968. getActiveTextures(activeTextures: BaseTexture[]): void;
  114969. /**
  114970. * Returns the animatable textures.
  114971. * @param animatables Array of animatable textures.
  114972. */
  114973. getAnimatables(animatables: IAnimatable[]): void;
  114974. /**
  114975. * Disposes the resources of the material.
  114976. * @param forceDisposeTextures - Forces the disposal of all textures.
  114977. */
  114978. dispose(forceDisposeTextures?: boolean): void;
  114979. /**
  114980. * Get the current class name of the texture useful for serialization or dynamic coding.
  114981. * @returns "PBRSheenConfiguration"
  114982. */
  114983. getClassName(): string;
  114984. /**
  114985. * Add fallbacks to the effect fallbacks list.
  114986. * @param defines defines the Base texture to use.
  114987. * @param fallbacks defines the current fallback list.
  114988. * @param currentRank defines the current fallback rank.
  114989. * @returns the new fallback rank.
  114990. */
  114991. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  114992. /**
  114993. * Add the required uniforms to the current list.
  114994. * @param uniforms defines the current uniform list.
  114995. */
  114996. static AddUniforms(uniforms: string[]): void;
  114997. /**
  114998. * Add the required uniforms to the current buffer.
  114999. * @param uniformBuffer defines the current uniform buffer.
  115000. */
  115001. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115002. /**
  115003. * Add the required samplers to the current list.
  115004. * @param samplers defines the current sampler list.
  115005. */
  115006. static AddSamplers(samplers: string[]): void;
  115007. /**
  115008. * Makes a duplicate of the current configuration into another one.
  115009. * @param sheenConfiguration define the config where to copy the info
  115010. */
  115011. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  115012. /**
  115013. * Serializes this BRDF configuration.
  115014. * @returns - An object with the serialized config.
  115015. */
  115016. serialize(): any;
  115017. /**
  115018. * Parses a anisotropy Configuration from a serialized object.
  115019. * @param source - Serialized object.
  115020. * @param scene Defines the scene we are parsing for
  115021. * @param rootUrl Defines the rootUrl to load from
  115022. */
  115023. parse(source: any, scene: Scene, rootUrl: string): void;
  115024. }
  115025. }
  115026. declare module BABYLON {
  115027. /**
  115028. * @hidden
  115029. */
  115030. export interface IMaterialSubSurfaceDefines {
  115031. SUBSURFACE: boolean;
  115032. SS_REFRACTION: boolean;
  115033. SS_TRANSLUCENCY: boolean;
  115034. SS_SCATERRING: boolean;
  115035. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115036. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115037. SS_REFRACTIONMAP_3D: boolean;
  115038. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115039. SS_LODINREFRACTIONALPHA: boolean;
  115040. SS_GAMMAREFRACTION: boolean;
  115041. SS_RGBDREFRACTION: boolean;
  115042. SS_LINEARSPECULARREFRACTION: boolean;
  115043. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115044. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115045. /** @hidden */
  115046. _areTexturesDirty: boolean;
  115047. }
  115048. /**
  115049. * Define the code related to the sub surface parameters of the pbr material.
  115050. */
  115051. export class PBRSubSurfaceConfiguration {
  115052. private _isRefractionEnabled;
  115053. /**
  115054. * Defines if the refraction is enabled in the material.
  115055. */
  115056. isRefractionEnabled: boolean;
  115057. private _isTranslucencyEnabled;
  115058. /**
  115059. * Defines if the translucency is enabled in the material.
  115060. */
  115061. isTranslucencyEnabled: boolean;
  115062. private _isScatteringEnabled;
  115063. /**
  115064. * Defines the refraction intensity of the material.
  115065. * The refraction when enabled replaces the Diffuse part of the material.
  115066. * The intensity helps transitionning between diffuse and refraction.
  115067. */
  115068. refractionIntensity: number;
  115069. /**
  115070. * Defines the translucency intensity of the material.
  115071. * When translucency has been enabled, this defines how much of the "translucency"
  115072. * is addded to the diffuse part of the material.
  115073. */
  115074. translucencyIntensity: number;
  115075. /**
  115076. * Defines the scattering intensity of the material.
  115077. * When scattering has been enabled, this defines how much of the "scattered light"
  115078. * is addded to the diffuse part of the material.
  115079. */
  115080. scatteringIntensity: number;
  115081. private _thicknessTexture;
  115082. /**
  115083. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  115084. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  115085. * 0 would mean minimumThickness
  115086. * 1 would mean maximumThickness
  115087. * The other channels might be use as a mask to vary the different effects intensity.
  115088. */
  115089. thicknessTexture: Nullable<BaseTexture>;
  115090. private _refractionTexture;
  115091. /**
  115092. * Defines the texture to use for refraction.
  115093. */
  115094. refractionTexture: Nullable<BaseTexture>;
  115095. private _indexOfRefraction;
  115096. /**
  115097. * Defines the index of refraction used in the material.
  115098. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  115099. */
  115100. indexOfRefraction: number;
  115101. private _invertRefractionY;
  115102. /**
  115103. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  115104. */
  115105. invertRefractionY: boolean;
  115106. private _linkRefractionWithTransparency;
  115107. /**
  115108. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  115109. * Materials half opaque for instance using refraction could benefit from this control.
  115110. */
  115111. linkRefractionWithTransparency: boolean;
  115112. /**
  115113. * Defines the minimum thickness stored in the thickness map.
  115114. * If no thickness map is defined, this value will be used to simulate thickness.
  115115. */
  115116. minimumThickness: number;
  115117. /**
  115118. * Defines the maximum thickness stored in the thickness map.
  115119. */
  115120. maximumThickness: number;
  115121. /**
  115122. * Defines the volume tint of the material.
  115123. * This is used for both translucency and scattering.
  115124. */
  115125. tintColor: Color3;
  115126. /**
  115127. * Defines the distance at which the tint color should be found in the media.
  115128. * This is used for refraction only.
  115129. */
  115130. tintColorAtDistance: number;
  115131. /**
  115132. * Defines how far each channel transmit through the media.
  115133. * It is defined as a color to simplify it selection.
  115134. */
  115135. diffusionDistance: Color3;
  115136. private _useMaskFromThicknessTexture;
  115137. /**
  115138. * Stores the intensity of the different subsurface effects in the thickness texture.
  115139. * * the green channel is the translucency intensity.
  115140. * * the blue channel is the scattering intensity.
  115141. * * the alpha channel is the refraction intensity.
  115142. */
  115143. useMaskFromThicknessTexture: boolean;
  115144. /** @hidden */
  115145. private _internalMarkAllSubMeshesAsTexturesDirty;
  115146. /** @hidden */
  115147. _markAllSubMeshesAsTexturesDirty(): void;
  115148. /**
  115149. * Instantiate a new istance of sub surface configuration.
  115150. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115151. */
  115152. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115153. /**
  115154. * Gets wehter the submesh is ready to be used or not.
  115155. * @param defines the list of "defines" to update.
  115156. * @param scene defines the scene the material belongs to.
  115157. * @returns - boolean indicating that the submesh is ready or not.
  115158. */
  115159. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  115160. /**
  115161. * Checks to see if a texture is used in the material.
  115162. * @param defines the list of "defines" to update.
  115163. * @param scene defines the scene to the material belongs to.
  115164. */
  115165. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  115166. /**
  115167. * Binds the material data.
  115168. * @param uniformBuffer defines the Uniform buffer to fill in.
  115169. * @param scene defines the scene the material belongs to.
  115170. * @param engine defines the engine the material belongs to.
  115171. * @param isFrozen defines wether the material is frozen or not.
  115172. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  115173. */
  115174. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  115175. /**
  115176. * Unbinds the material from the mesh.
  115177. * @param activeEffect defines the effect that should be unbound from.
  115178. * @returns true if unbound, otherwise false
  115179. */
  115180. unbind(activeEffect: Effect): boolean;
  115181. /**
  115182. * Returns the texture used for refraction or null if none is used.
  115183. * @param scene defines the scene the material belongs to.
  115184. * @returns - Refraction texture if present. If no refraction texture and refraction
  115185. * is linked with transparency, returns environment texture. Otherwise, returns null.
  115186. */
  115187. private _getRefractionTexture;
  115188. /**
  115189. * Returns true if alpha blending should be disabled.
  115190. */
  115191. readonly disableAlphaBlending: boolean;
  115192. /**
  115193. * Fills the list of render target textures.
  115194. * @param renderTargets the list of render targets to update
  115195. */
  115196. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  115197. /**
  115198. * Checks to see if a texture is used in the material.
  115199. * @param texture - Base texture to use.
  115200. * @returns - Boolean specifying if a texture is used in the material.
  115201. */
  115202. hasTexture(texture: BaseTexture): boolean;
  115203. /**
  115204. * Gets a boolean indicating that current material needs to register RTT
  115205. * @returns true if this uses a render target otherwise false.
  115206. */
  115207. hasRenderTargetTextures(): boolean;
  115208. /**
  115209. * Returns an array of the actively used textures.
  115210. * @param activeTextures Array of BaseTextures
  115211. */
  115212. getActiveTextures(activeTextures: BaseTexture[]): void;
  115213. /**
  115214. * Returns the animatable textures.
  115215. * @param animatables Array of animatable textures.
  115216. */
  115217. getAnimatables(animatables: IAnimatable[]): void;
  115218. /**
  115219. * Disposes the resources of the material.
  115220. * @param forceDisposeTextures - Forces the disposal of all textures.
  115221. */
  115222. dispose(forceDisposeTextures?: boolean): void;
  115223. /**
  115224. * Get the current class name of the texture useful for serialization or dynamic coding.
  115225. * @returns "PBRSubSurfaceConfiguration"
  115226. */
  115227. getClassName(): string;
  115228. /**
  115229. * Add fallbacks to the effect fallbacks list.
  115230. * @param defines defines the Base texture to use.
  115231. * @param fallbacks defines the current fallback list.
  115232. * @param currentRank defines the current fallback rank.
  115233. * @returns the new fallback rank.
  115234. */
  115235. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115236. /**
  115237. * Add the required uniforms to the current list.
  115238. * @param uniforms defines the current uniform list.
  115239. */
  115240. static AddUniforms(uniforms: string[]): void;
  115241. /**
  115242. * Add the required samplers to the current list.
  115243. * @param samplers defines the current sampler list.
  115244. */
  115245. static AddSamplers(samplers: string[]): void;
  115246. /**
  115247. * Add the required uniforms to the current buffer.
  115248. * @param uniformBuffer defines the current uniform buffer.
  115249. */
  115250. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115251. /**
  115252. * Makes a duplicate of the current configuration into another one.
  115253. * @param configuration define the config where to copy the info
  115254. */
  115255. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  115256. /**
  115257. * Serializes this Sub Surface configuration.
  115258. * @returns - An object with the serialized config.
  115259. */
  115260. serialize(): any;
  115261. /**
  115262. * Parses a anisotropy Configuration from a serialized object.
  115263. * @param source - Serialized object.
  115264. * @param scene Defines the scene we are parsing for
  115265. * @param rootUrl Defines the rootUrl to load from
  115266. */
  115267. parse(source: any, scene: Scene, rootUrl: string): void;
  115268. }
  115269. }
  115270. declare module BABYLON {
  115271. /** @hidden */
  115272. export var pbrFragmentDeclaration: {
  115273. name: string;
  115274. shader: string;
  115275. };
  115276. }
  115277. declare module BABYLON {
  115278. /** @hidden */
  115279. export var pbrUboDeclaration: {
  115280. name: string;
  115281. shader: string;
  115282. };
  115283. }
  115284. declare module BABYLON {
  115285. /** @hidden */
  115286. export var pbrFragmentExtraDeclaration: {
  115287. name: string;
  115288. shader: string;
  115289. };
  115290. }
  115291. declare module BABYLON {
  115292. /** @hidden */
  115293. export var pbrFragmentSamplersDeclaration: {
  115294. name: string;
  115295. shader: string;
  115296. };
  115297. }
  115298. declare module BABYLON {
  115299. /** @hidden */
  115300. export var pbrHelperFunctions: {
  115301. name: string;
  115302. shader: string;
  115303. };
  115304. }
  115305. declare module BABYLON {
  115306. /** @hidden */
  115307. export var harmonicsFunctions: {
  115308. name: string;
  115309. shader: string;
  115310. };
  115311. }
  115312. declare module BABYLON {
  115313. /** @hidden */
  115314. export var pbrDirectLightingSetupFunctions: {
  115315. name: string;
  115316. shader: string;
  115317. };
  115318. }
  115319. declare module BABYLON {
  115320. /** @hidden */
  115321. export var pbrDirectLightingFalloffFunctions: {
  115322. name: string;
  115323. shader: string;
  115324. };
  115325. }
  115326. declare module BABYLON {
  115327. /** @hidden */
  115328. export var pbrBRDFFunctions: {
  115329. name: string;
  115330. shader: string;
  115331. };
  115332. }
  115333. declare module BABYLON {
  115334. /** @hidden */
  115335. export var pbrDirectLightingFunctions: {
  115336. name: string;
  115337. shader: string;
  115338. };
  115339. }
  115340. declare module BABYLON {
  115341. /** @hidden */
  115342. export var pbrIBLFunctions: {
  115343. name: string;
  115344. shader: string;
  115345. };
  115346. }
  115347. declare module BABYLON {
  115348. /** @hidden */
  115349. export var pbrDebug: {
  115350. name: string;
  115351. shader: string;
  115352. };
  115353. }
  115354. declare module BABYLON {
  115355. /** @hidden */
  115356. export var pbrPixelShader: {
  115357. name: string;
  115358. shader: string;
  115359. };
  115360. }
  115361. declare module BABYLON {
  115362. /** @hidden */
  115363. export var pbrVertexDeclaration: {
  115364. name: string;
  115365. shader: string;
  115366. };
  115367. }
  115368. declare module BABYLON {
  115369. /** @hidden */
  115370. export var pbrVertexShader: {
  115371. name: string;
  115372. shader: string;
  115373. };
  115374. }
  115375. declare module BABYLON {
  115376. /**
  115377. * Manages the defines for the PBR Material.
  115378. * @hidden
  115379. */
  115380. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  115381. PBR: boolean;
  115382. MAINUV1: boolean;
  115383. MAINUV2: boolean;
  115384. UV1: boolean;
  115385. UV2: boolean;
  115386. ALBEDO: boolean;
  115387. ALBEDODIRECTUV: number;
  115388. VERTEXCOLOR: boolean;
  115389. AMBIENT: boolean;
  115390. AMBIENTDIRECTUV: number;
  115391. AMBIENTINGRAYSCALE: boolean;
  115392. OPACITY: boolean;
  115393. VERTEXALPHA: boolean;
  115394. OPACITYDIRECTUV: number;
  115395. OPACITYRGB: boolean;
  115396. ALPHATEST: boolean;
  115397. DEPTHPREPASS: boolean;
  115398. ALPHABLEND: boolean;
  115399. ALPHAFROMALBEDO: boolean;
  115400. ALPHATESTVALUE: string;
  115401. SPECULAROVERALPHA: boolean;
  115402. RADIANCEOVERALPHA: boolean;
  115403. ALPHAFRESNEL: boolean;
  115404. LINEARALPHAFRESNEL: boolean;
  115405. PREMULTIPLYALPHA: boolean;
  115406. EMISSIVE: boolean;
  115407. EMISSIVEDIRECTUV: number;
  115408. REFLECTIVITY: boolean;
  115409. REFLECTIVITYDIRECTUV: number;
  115410. SPECULARTERM: boolean;
  115411. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  115412. MICROSURFACEAUTOMATIC: boolean;
  115413. LODBASEDMICROSFURACE: boolean;
  115414. MICROSURFACEMAP: boolean;
  115415. MICROSURFACEMAPDIRECTUV: number;
  115416. METALLICWORKFLOW: boolean;
  115417. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  115418. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  115419. METALLNESSSTOREINMETALMAPBLUE: boolean;
  115420. AOSTOREINMETALMAPRED: boolean;
  115421. ENVIRONMENTBRDF: boolean;
  115422. ENVIRONMENTBRDF_RGBD: boolean;
  115423. NORMAL: boolean;
  115424. TANGENT: boolean;
  115425. BUMP: boolean;
  115426. BUMPDIRECTUV: number;
  115427. OBJECTSPACE_NORMALMAP: boolean;
  115428. PARALLAX: boolean;
  115429. PARALLAXOCCLUSION: boolean;
  115430. NORMALXYSCALE: boolean;
  115431. LIGHTMAP: boolean;
  115432. LIGHTMAPDIRECTUV: number;
  115433. USELIGHTMAPASSHADOWMAP: boolean;
  115434. GAMMALIGHTMAP: boolean;
  115435. RGBDLIGHTMAP: boolean;
  115436. REFLECTION: boolean;
  115437. REFLECTIONMAP_3D: boolean;
  115438. REFLECTIONMAP_SPHERICAL: boolean;
  115439. REFLECTIONMAP_PLANAR: boolean;
  115440. REFLECTIONMAP_CUBIC: boolean;
  115441. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  115442. REFLECTIONMAP_PROJECTION: boolean;
  115443. REFLECTIONMAP_SKYBOX: boolean;
  115444. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  115445. REFLECTIONMAP_EXPLICIT: boolean;
  115446. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  115447. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  115448. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  115449. INVERTCUBICMAP: boolean;
  115450. USESPHERICALFROMREFLECTIONMAP: boolean;
  115451. USEIRRADIANCEMAP: boolean;
  115452. SPHERICAL_HARMONICS: boolean;
  115453. USESPHERICALINVERTEX: boolean;
  115454. REFLECTIONMAP_OPPOSITEZ: boolean;
  115455. LODINREFLECTIONALPHA: boolean;
  115456. GAMMAREFLECTION: boolean;
  115457. RGBDREFLECTION: boolean;
  115458. LINEARSPECULARREFLECTION: boolean;
  115459. RADIANCEOCCLUSION: boolean;
  115460. HORIZONOCCLUSION: boolean;
  115461. INSTANCES: boolean;
  115462. NUM_BONE_INFLUENCERS: number;
  115463. BonesPerMesh: number;
  115464. BONETEXTURE: boolean;
  115465. NONUNIFORMSCALING: boolean;
  115466. MORPHTARGETS: boolean;
  115467. MORPHTARGETS_NORMAL: boolean;
  115468. MORPHTARGETS_TANGENT: boolean;
  115469. MORPHTARGETS_UV: boolean;
  115470. NUM_MORPH_INFLUENCERS: number;
  115471. IMAGEPROCESSING: boolean;
  115472. VIGNETTE: boolean;
  115473. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115474. VIGNETTEBLENDMODEOPAQUE: boolean;
  115475. TONEMAPPING: boolean;
  115476. TONEMAPPING_ACES: boolean;
  115477. CONTRAST: boolean;
  115478. COLORCURVES: boolean;
  115479. COLORGRADING: boolean;
  115480. COLORGRADING3D: boolean;
  115481. SAMPLER3DGREENDEPTH: boolean;
  115482. SAMPLER3DBGRMAP: boolean;
  115483. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115484. EXPOSURE: boolean;
  115485. MULTIVIEW: boolean;
  115486. USEPHYSICALLIGHTFALLOFF: boolean;
  115487. USEGLTFLIGHTFALLOFF: boolean;
  115488. TWOSIDEDLIGHTING: boolean;
  115489. SHADOWFLOAT: boolean;
  115490. CLIPPLANE: boolean;
  115491. CLIPPLANE2: boolean;
  115492. CLIPPLANE3: boolean;
  115493. CLIPPLANE4: boolean;
  115494. POINTSIZE: boolean;
  115495. FOG: boolean;
  115496. LOGARITHMICDEPTH: boolean;
  115497. FORCENORMALFORWARD: boolean;
  115498. SPECULARAA: boolean;
  115499. CLEARCOAT: boolean;
  115500. CLEARCOAT_DEFAULTIOR: boolean;
  115501. CLEARCOAT_TEXTURE: boolean;
  115502. CLEARCOAT_TEXTUREDIRECTUV: number;
  115503. CLEARCOAT_BUMP: boolean;
  115504. CLEARCOAT_BUMPDIRECTUV: number;
  115505. CLEARCOAT_TINT: boolean;
  115506. CLEARCOAT_TINT_TEXTURE: boolean;
  115507. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115508. ANISOTROPIC: boolean;
  115509. ANISOTROPIC_TEXTURE: boolean;
  115510. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115511. BRDF_V_HEIGHT_CORRELATED: boolean;
  115512. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115513. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115514. SHEEN: boolean;
  115515. SHEEN_TEXTURE: boolean;
  115516. SHEEN_TEXTUREDIRECTUV: number;
  115517. SHEEN_LINKWITHALBEDO: boolean;
  115518. SUBSURFACE: boolean;
  115519. SS_REFRACTION: boolean;
  115520. SS_TRANSLUCENCY: boolean;
  115521. SS_SCATERRING: boolean;
  115522. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115523. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115524. SS_REFRACTIONMAP_3D: boolean;
  115525. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115526. SS_LODINREFRACTIONALPHA: boolean;
  115527. SS_GAMMAREFRACTION: boolean;
  115528. SS_RGBDREFRACTION: boolean;
  115529. SS_LINEARSPECULARREFRACTION: boolean;
  115530. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115531. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115532. UNLIT: boolean;
  115533. DEBUGMODE: number;
  115534. /**
  115535. * Initializes the PBR Material defines.
  115536. */
  115537. constructor();
  115538. /**
  115539. * Resets the PBR Material defines.
  115540. */
  115541. reset(): void;
  115542. }
  115543. /**
  115544. * The Physically based material base class of BJS.
  115545. *
  115546. * This offers the main features of a standard PBR material.
  115547. * For more information, please refer to the documentation :
  115548. * https://doc.babylonjs.com/how_to/physically_based_rendering
  115549. */
  115550. export abstract class PBRBaseMaterial extends PushMaterial {
  115551. /**
  115552. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  115553. */
  115554. static readonly PBRMATERIAL_OPAQUE: number;
  115555. /**
  115556. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  115557. */
  115558. static readonly PBRMATERIAL_ALPHATEST: number;
  115559. /**
  115560. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115561. */
  115562. static readonly PBRMATERIAL_ALPHABLEND: number;
  115563. /**
  115564. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  115565. * They are also discarded below the alpha cutoff threshold to improve performances.
  115566. */
  115567. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  115568. /**
  115569. * Defines the default value of how much AO map is occluding the analytical lights
  115570. * (point spot...).
  115571. */
  115572. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  115573. /**
  115574. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  115575. */
  115576. static readonly LIGHTFALLOFF_PHYSICAL: number;
  115577. /**
  115578. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  115579. * to enhance interoperability with other engines.
  115580. */
  115581. static readonly LIGHTFALLOFF_GLTF: number;
  115582. /**
  115583. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  115584. * to enhance interoperability with other materials.
  115585. */
  115586. static readonly LIGHTFALLOFF_STANDARD: number;
  115587. /**
  115588. * Intensity of the direct lights e.g. the four lights available in your scene.
  115589. * This impacts both the direct diffuse and specular highlights.
  115590. */
  115591. protected _directIntensity: number;
  115592. /**
  115593. * Intensity of the emissive part of the material.
  115594. * This helps controlling the emissive effect without modifying the emissive color.
  115595. */
  115596. protected _emissiveIntensity: number;
  115597. /**
  115598. * Intensity of the environment e.g. how much the environment will light the object
  115599. * either through harmonics for rough material or through the refelction for shiny ones.
  115600. */
  115601. protected _environmentIntensity: number;
  115602. /**
  115603. * This is a special control allowing the reduction of the specular highlights coming from the
  115604. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  115605. */
  115606. protected _specularIntensity: number;
  115607. /**
  115608. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  115609. */
  115610. private _lightingInfos;
  115611. /**
  115612. * Debug Control allowing disabling the bump map on this material.
  115613. */
  115614. protected _disableBumpMap: boolean;
  115615. /**
  115616. * AKA Diffuse Texture in standard nomenclature.
  115617. */
  115618. protected _albedoTexture: Nullable<BaseTexture>;
  115619. /**
  115620. * AKA Occlusion Texture in other nomenclature.
  115621. */
  115622. protected _ambientTexture: Nullable<BaseTexture>;
  115623. /**
  115624. * AKA Occlusion Texture Intensity in other nomenclature.
  115625. */
  115626. protected _ambientTextureStrength: number;
  115627. /**
  115628. * Defines how much the AO map is occluding the analytical lights (point spot...).
  115629. * 1 means it completely occludes it
  115630. * 0 mean it has no impact
  115631. */
  115632. protected _ambientTextureImpactOnAnalyticalLights: number;
  115633. /**
  115634. * Stores the alpha values in a texture.
  115635. */
  115636. protected _opacityTexture: Nullable<BaseTexture>;
  115637. /**
  115638. * Stores the reflection values in a texture.
  115639. */
  115640. protected _reflectionTexture: Nullable<BaseTexture>;
  115641. /**
  115642. * Stores the emissive values in a texture.
  115643. */
  115644. protected _emissiveTexture: Nullable<BaseTexture>;
  115645. /**
  115646. * AKA Specular texture in other nomenclature.
  115647. */
  115648. protected _reflectivityTexture: Nullable<BaseTexture>;
  115649. /**
  115650. * Used to switch from specular/glossiness to metallic/roughness workflow.
  115651. */
  115652. protected _metallicTexture: Nullable<BaseTexture>;
  115653. /**
  115654. * Specifies the metallic scalar of the metallic/roughness workflow.
  115655. * Can also be used to scale the metalness values of the metallic texture.
  115656. */
  115657. protected _metallic: Nullable<number>;
  115658. /**
  115659. * Specifies the roughness scalar of the metallic/roughness workflow.
  115660. * Can also be used to scale the roughness values of the metallic texture.
  115661. */
  115662. protected _roughness: Nullable<number>;
  115663. /**
  115664. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  115665. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  115666. */
  115667. protected _microSurfaceTexture: Nullable<BaseTexture>;
  115668. /**
  115669. * Stores surface normal data used to displace a mesh in a texture.
  115670. */
  115671. protected _bumpTexture: Nullable<BaseTexture>;
  115672. /**
  115673. * Stores the pre-calculated light information of a mesh in a texture.
  115674. */
  115675. protected _lightmapTexture: Nullable<BaseTexture>;
  115676. /**
  115677. * The color of a material in ambient lighting.
  115678. */
  115679. protected _ambientColor: Color3;
  115680. /**
  115681. * AKA Diffuse Color in other nomenclature.
  115682. */
  115683. protected _albedoColor: Color3;
  115684. /**
  115685. * AKA Specular Color in other nomenclature.
  115686. */
  115687. protected _reflectivityColor: Color3;
  115688. /**
  115689. * The color applied when light is reflected from a material.
  115690. */
  115691. protected _reflectionColor: Color3;
  115692. /**
  115693. * The color applied when light is emitted from a material.
  115694. */
  115695. protected _emissiveColor: Color3;
  115696. /**
  115697. * AKA Glossiness in other nomenclature.
  115698. */
  115699. protected _microSurface: number;
  115700. /**
  115701. * Specifies that the material will use the light map as a show map.
  115702. */
  115703. protected _useLightmapAsShadowmap: boolean;
  115704. /**
  115705. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  115706. * makes the reflect vector face the model (under horizon).
  115707. */
  115708. protected _useHorizonOcclusion: boolean;
  115709. /**
  115710. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  115711. * too much the area relying on ambient texture to define their ambient occlusion.
  115712. */
  115713. protected _useRadianceOcclusion: boolean;
  115714. /**
  115715. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  115716. */
  115717. protected _useAlphaFromAlbedoTexture: boolean;
  115718. /**
  115719. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  115720. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  115721. */
  115722. protected _useSpecularOverAlpha: boolean;
  115723. /**
  115724. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  115725. */
  115726. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  115727. /**
  115728. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  115729. */
  115730. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  115731. /**
  115732. * Specifies if the metallic texture contains the roughness information in its green channel.
  115733. */
  115734. protected _useRoughnessFromMetallicTextureGreen: boolean;
  115735. /**
  115736. * Specifies if the metallic texture contains the metallness information in its blue channel.
  115737. */
  115738. protected _useMetallnessFromMetallicTextureBlue: boolean;
  115739. /**
  115740. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  115741. */
  115742. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  115743. /**
  115744. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  115745. */
  115746. protected _useAmbientInGrayScale: boolean;
  115747. /**
  115748. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  115749. * The material will try to infer what glossiness each pixel should be.
  115750. */
  115751. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  115752. /**
  115753. * Defines the falloff type used in this material.
  115754. * It by default is Physical.
  115755. */
  115756. protected _lightFalloff: number;
  115757. /**
  115758. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  115759. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  115760. */
  115761. protected _useRadianceOverAlpha: boolean;
  115762. /**
  115763. * Allows using an object space normal map (instead of tangent space).
  115764. */
  115765. protected _useObjectSpaceNormalMap: boolean;
  115766. /**
  115767. * Allows using the bump map in parallax mode.
  115768. */
  115769. protected _useParallax: boolean;
  115770. /**
  115771. * Allows using the bump map in parallax occlusion mode.
  115772. */
  115773. protected _useParallaxOcclusion: boolean;
  115774. /**
  115775. * Controls the scale bias of the parallax mode.
  115776. */
  115777. protected _parallaxScaleBias: number;
  115778. /**
  115779. * If sets to true, disables all the lights affecting the material.
  115780. */
  115781. protected _disableLighting: boolean;
  115782. /**
  115783. * Number of Simultaneous lights allowed on the material.
  115784. */
  115785. protected _maxSimultaneousLights: number;
  115786. /**
  115787. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115788. */
  115789. protected _invertNormalMapX: boolean;
  115790. /**
  115791. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115792. */
  115793. protected _invertNormalMapY: boolean;
  115794. /**
  115795. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115796. */
  115797. protected _twoSidedLighting: boolean;
  115798. /**
  115799. * Defines the alpha limits in alpha test mode.
  115800. */
  115801. protected _alphaCutOff: number;
  115802. /**
  115803. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  115804. */
  115805. protected _forceAlphaTest: boolean;
  115806. /**
  115807. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115808. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  115809. */
  115810. protected _useAlphaFresnel: boolean;
  115811. /**
  115812. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  115813. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  115814. */
  115815. protected _useLinearAlphaFresnel: boolean;
  115816. /**
  115817. * The transparency mode of the material.
  115818. */
  115819. protected _transparencyMode: Nullable<number>;
  115820. /**
  115821. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  115822. * from cos thetav and roughness:
  115823. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  115824. */
  115825. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  115826. /**
  115827. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  115828. */
  115829. protected _forceIrradianceInFragment: boolean;
  115830. /**
  115831. * Force normal to face away from face.
  115832. */
  115833. protected _forceNormalForward: boolean;
  115834. /**
  115835. * Enables specular anti aliasing in the PBR shader.
  115836. * It will both interacts on the Geometry for analytical and IBL lighting.
  115837. * It also prefilter the roughness map based on the bump values.
  115838. */
  115839. protected _enableSpecularAntiAliasing: boolean;
  115840. /**
  115841. * Default configuration related to image processing available in the PBR Material.
  115842. */
  115843. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115844. /**
  115845. * Keep track of the image processing observer to allow dispose and replace.
  115846. */
  115847. private _imageProcessingObserver;
  115848. /**
  115849. * Attaches a new image processing configuration to the PBR Material.
  115850. * @param configuration
  115851. */
  115852. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115853. /**
  115854. * Stores the available render targets.
  115855. */
  115856. private _renderTargets;
  115857. /**
  115858. * Sets the global ambient color for the material used in lighting calculations.
  115859. */
  115860. private _globalAmbientColor;
  115861. /**
  115862. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  115863. */
  115864. private _useLogarithmicDepth;
  115865. /**
  115866. * If set to true, no lighting calculations will be applied.
  115867. */
  115868. private _unlit;
  115869. private _debugMode;
  115870. /**
  115871. * @hidden
  115872. * This is reserved for the inspector.
  115873. * Defines the material debug mode.
  115874. * It helps seeing only some components of the material while troubleshooting.
  115875. */
  115876. debugMode: number;
  115877. /**
  115878. * @hidden
  115879. * This is reserved for the inspector.
  115880. * Specify from where on screen the debug mode should start.
  115881. * The value goes from -1 (full screen) to 1 (not visible)
  115882. * It helps with side by side comparison against the final render
  115883. * This defaults to -1
  115884. */
  115885. private debugLimit;
  115886. /**
  115887. * @hidden
  115888. * This is reserved for the inspector.
  115889. * As the default viewing range might not be enough (if the ambient is really small for instance)
  115890. * You can use the factor to better multiply the final value.
  115891. */
  115892. private debugFactor;
  115893. /**
  115894. * Defines the clear coat layer parameters for the material.
  115895. */
  115896. readonly clearCoat: PBRClearCoatConfiguration;
  115897. /**
  115898. * Defines the anisotropic parameters for the material.
  115899. */
  115900. readonly anisotropy: PBRAnisotropicConfiguration;
  115901. /**
  115902. * Defines the BRDF parameters for the material.
  115903. */
  115904. readonly brdf: PBRBRDFConfiguration;
  115905. /**
  115906. * Defines the Sheen parameters for the material.
  115907. */
  115908. readonly sheen: PBRSheenConfiguration;
  115909. /**
  115910. * Defines the SubSurface parameters for the material.
  115911. */
  115912. readonly subSurface: PBRSubSurfaceConfiguration;
  115913. /**
  115914. * Custom callback helping to override the default shader used in the material.
  115915. */
  115916. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  115917. protected _rebuildInParallel: boolean;
  115918. /**
  115919. * Instantiates a new PBRMaterial instance.
  115920. *
  115921. * @param name The material name
  115922. * @param scene The scene the material will be use in.
  115923. */
  115924. constructor(name: string, scene: Scene);
  115925. /**
  115926. * Gets a boolean indicating that current material needs to register RTT
  115927. */
  115928. readonly hasRenderTargetTextures: boolean;
  115929. /**
  115930. * Gets the name of the material class.
  115931. */
  115932. getClassName(): string;
  115933. /**
  115934. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115935. */
  115936. /**
  115937. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  115938. */
  115939. useLogarithmicDepth: boolean;
  115940. /**
  115941. * Gets the current transparency mode.
  115942. */
  115943. /**
  115944. * Sets the transparency mode of the material.
  115945. *
  115946. * | Value | Type | Description |
  115947. * | ----- | ----------------------------------- | ----------- |
  115948. * | 0 | OPAQUE | |
  115949. * | 1 | ALPHATEST | |
  115950. * | 2 | ALPHABLEND | |
  115951. * | 3 | ALPHATESTANDBLEND | |
  115952. *
  115953. */
  115954. transparencyMode: Nullable<number>;
  115955. /**
  115956. * Returns true if alpha blending should be disabled.
  115957. */
  115958. private readonly _disableAlphaBlending;
  115959. /**
  115960. * Specifies whether or not this material should be rendered in alpha blend mode.
  115961. */
  115962. needAlphaBlending(): boolean;
  115963. /**
  115964. * Specifies if the mesh will require alpha blending.
  115965. * @param mesh - BJS mesh.
  115966. */
  115967. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  115968. /**
  115969. * Specifies whether or not this material should be rendered in alpha test mode.
  115970. */
  115971. needAlphaTesting(): boolean;
  115972. /**
  115973. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  115974. */
  115975. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  115976. /**
  115977. * Gets the texture used for the alpha test.
  115978. */
  115979. getAlphaTestTexture(): Nullable<BaseTexture>;
  115980. /**
  115981. * Specifies that the submesh is ready to be used.
  115982. * @param mesh - BJS mesh.
  115983. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  115984. * @param useInstances - Specifies that instances should be used.
  115985. * @returns - boolean indicating that the submesh is ready or not.
  115986. */
  115987. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115988. /**
  115989. * Specifies if the material uses metallic roughness workflow.
  115990. * @returns boolean specifiying if the material uses metallic roughness workflow.
  115991. */
  115992. isMetallicWorkflow(): boolean;
  115993. private _prepareEffect;
  115994. private _prepareDefines;
  115995. /**
  115996. * Force shader compilation
  115997. */
  115998. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  115999. /**
  116000. * Initializes the uniform buffer layout for the shader.
  116001. */
  116002. buildUniformLayout(): void;
  116003. /**
  116004. * Unbinds the material from the mesh
  116005. */
  116006. unbind(): void;
  116007. /**
  116008. * Binds the submesh data.
  116009. * @param world - The world matrix.
  116010. * @param mesh - The BJS mesh.
  116011. * @param subMesh - A submesh of the BJS mesh.
  116012. */
  116013. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116014. /**
  116015. * Returns the animatable textures.
  116016. * @returns - Array of animatable textures.
  116017. */
  116018. getAnimatables(): IAnimatable[];
  116019. /**
  116020. * Returns the texture used for reflections.
  116021. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  116022. */
  116023. private _getReflectionTexture;
  116024. /**
  116025. * Returns an array of the actively used textures.
  116026. * @returns - Array of BaseTextures
  116027. */
  116028. getActiveTextures(): BaseTexture[];
  116029. /**
  116030. * Checks to see if a texture is used in the material.
  116031. * @param texture - Base texture to use.
  116032. * @returns - Boolean specifying if a texture is used in the material.
  116033. */
  116034. hasTexture(texture: BaseTexture): boolean;
  116035. /**
  116036. * Disposes the resources of the material.
  116037. * @param forceDisposeEffect - Forces the disposal of effects.
  116038. * @param forceDisposeTextures - Forces the disposal of all textures.
  116039. */
  116040. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  116041. }
  116042. }
  116043. declare module BABYLON {
  116044. /**
  116045. * The Physically based material of BJS.
  116046. *
  116047. * This offers the main features of a standard PBR material.
  116048. * For more information, please refer to the documentation :
  116049. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116050. */
  116051. export class PBRMaterial extends PBRBaseMaterial {
  116052. /**
  116053. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116054. */
  116055. static readonly PBRMATERIAL_OPAQUE: number;
  116056. /**
  116057. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116058. */
  116059. static readonly PBRMATERIAL_ALPHATEST: number;
  116060. /**
  116061. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116062. */
  116063. static readonly PBRMATERIAL_ALPHABLEND: number;
  116064. /**
  116065. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116066. * They are also discarded below the alpha cutoff threshold to improve performances.
  116067. */
  116068. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116069. /**
  116070. * Defines the default value of how much AO map is occluding the analytical lights
  116071. * (point spot...).
  116072. */
  116073. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116074. /**
  116075. * Intensity of the direct lights e.g. the four lights available in your scene.
  116076. * This impacts both the direct diffuse and specular highlights.
  116077. */
  116078. directIntensity: number;
  116079. /**
  116080. * Intensity of the emissive part of the material.
  116081. * This helps controlling the emissive effect without modifying the emissive color.
  116082. */
  116083. emissiveIntensity: number;
  116084. /**
  116085. * Intensity of the environment e.g. how much the environment will light the object
  116086. * either through harmonics for rough material or through the refelction for shiny ones.
  116087. */
  116088. environmentIntensity: number;
  116089. /**
  116090. * This is a special control allowing the reduction of the specular highlights coming from the
  116091. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116092. */
  116093. specularIntensity: number;
  116094. /**
  116095. * Debug Control allowing disabling the bump map on this material.
  116096. */
  116097. disableBumpMap: boolean;
  116098. /**
  116099. * AKA Diffuse Texture in standard nomenclature.
  116100. */
  116101. albedoTexture: BaseTexture;
  116102. /**
  116103. * AKA Occlusion Texture in other nomenclature.
  116104. */
  116105. ambientTexture: BaseTexture;
  116106. /**
  116107. * AKA Occlusion Texture Intensity in other nomenclature.
  116108. */
  116109. ambientTextureStrength: number;
  116110. /**
  116111. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116112. * 1 means it completely occludes it
  116113. * 0 mean it has no impact
  116114. */
  116115. ambientTextureImpactOnAnalyticalLights: number;
  116116. /**
  116117. * Stores the alpha values in a texture.
  116118. */
  116119. opacityTexture: BaseTexture;
  116120. /**
  116121. * Stores the reflection values in a texture.
  116122. */
  116123. reflectionTexture: Nullable<BaseTexture>;
  116124. /**
  116125. * Stores the emissive values in a texture.
  116126. */
  116127. emissiveTexture: BaseTexture;
  116128. /**
  116129. * AKA Specular texture in other nomenclature.
  116130. */
  116131. reflectivityTexture: BaseTexture;
  116132. /**
  116133. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116134. */
  116135. metallicTexture: BaseTexture;
  116136. /**
  116137. * Specifies the metallic scalar of the metallic/roughness workflow.
  116138. * Can also be used to scale the metalness values of the metallic texture.
  116139. */
  116140. metallic: Nullable<number>;
  116141. /**
  116142. * Specifies the roughness scalar of the metallic/roughness workflow.
  116143. * Can also be used to scale the roughness values of the metallic texture.
  116144. */
  116145. roughness: Nullable<number>;
  116146. /**
  116147. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116148. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116149. */
  116150. microSurfaceTexture: BaseTexture;
  116151. /**
  116152. * Stores surface normal data used to displace a mesh in a texture.
  116153. */
  116154. bumpTexture: BaseTexture;
  116155. /**
  116156. * Stores the pre-calculated light information of a mesh in a texture.
  116157. */
  116158. lightmapTexture: BaseTexture;
  116159. /**
  116160. * Stores the refracted light information in a texture.
  116161. */
  116162. refractionTexture: Nullable<BaseTexture>;
  116163. /**
  116164. * The color of a material in ambient lighting.
  116165. */
  116166. ambientColor: Color3;
  116167. /**
  116168. * AKA Diffuse Color in other nomenclature.
  116169. */
  116170. albedoColor: Color3;
  116171. /**
  116172. * AKA Specular Color in other nomenclature.
  116173. */
  116174. reflectivityColor: Color3;
  116175. /**
  116176. * The color reflected from the material.
  116177. */
  116178. reflectionColor: Color3;
  116179. /**
  116180. * The color emitted from the material.
  116181. */
  116182. emissiveColor: Color3;
  116183. /**
  116184. * AKA Glossiness in other nomenclature.
  116185. */
  116186. microSurface: number;
  116187. /**
  116188. * source material index of refraction (IOR)' / 'destination material IOR.
  116189. */
  116190. indexOfRefraction: number;
  116191. /**
  116192. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116193. */
  116194. invertRefractionY: boolean;
  116195. /**
  116196. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116197. * Materials half opaque for instance using refraction could benefit from this control.
  116198. */
  116199. linkRefractionWithTransparency: boolean;
  116200. /**
  116201. * If true, the light map contains occlusion information instead of lighting info.
  116202. */
  116203. useLightmapAsShadowmap: boolean;
  116204. /**
  116205. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116206. */
  116207. useAlphaFromAlbedoTexture: boolean;
  116208. /**
  116209. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116210. */
  116211. forceAlphaTest: boolean;
  116212. /**
  116213. * Defines the alpha limits in alpha test mode.
  116214. */
  116215. alphaCutOff: number;
  116216. /**
  116217. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  116218. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116219. */
  116220. useSpecularOverAlpha: boolean;
  116221. /**
  116222. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116223. */
  116224. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116225. /**
  116226. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116227. */
  116228. useRoughnessFromMetallicTextureAlpha: boolean;
  116229. /**
  116230. * Specifies if the metallic texture contains the roughness information in its green channel.
  116231. */
  116232. useRoughnessFromMetallicTextureGreen: boolean;
  116233. /**
  116234. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116235. */
  116236. useMetallnessFromMetallicTextureBlue: boolean;
  116237. /**
  116238. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116239. */
  116240. useAmbientOcclusionFromMetallicTextureRed: boolean;
  116241. /**
  116242. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116243. */
  116244. useAmbientInGrayScale: boolean;
  116245. /**
  116246. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116247. * The material will try to infer what glossiness each pixel should be.
  116248. */
  116249. useAutoMicroSurfaceFromReflectivityMap: boolean;
  116250. /**
  116251. * BJS is using an harcoded light falloff based on a manually sets up range.
  116252. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116253. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116254. */
  116255. /**
  116256. * BJS is using an harcoded light falloff based on a manually sets up range.
  116257. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116258. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116259. */
  116260. usePhysicalLightFalloff: boolean;
  116261. /**
  116262. * In order to support the falloff compatibility with gltf, a special mode has been added
  116263. * to reproduce the gltf light falloff.
  116264. */
  116265. /**
  116266. * In order to support the falloff compatibility with gltf, a special mode has been added
  116267. * to reproduce the gltf light falloff.
  116268. */
  116269. useGLTFLightFalloff: boolean;
  116270. /**
  116271. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116272. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116273. */
  116274. useRadianceOverAlpha: boolean;
  116275. /**
  116276. * Allows using an object space normal map (instead of tangent space).
  116277. */
  116278. useObjectSpaceNormalMap: boolean;
  116279. /**
  116280. * Allows using the bump map in parallax mode.
  116281. */
  116282. useParallax: boolean;
  116283. /**
  116284. * Allows using the bump map in parallax occlusion mode.
  116285. */
  116286. useParallaxOcclusion: boolean;
  116287. /**
  116288. * Controls the scale bias of the parallax mode.
  116289. */
  116290. parallaxScaleBias: number;
  116291. /**
  116292. * If sets to true, disables all the lights affecting the material.
  116293. */
  116294. disableLighting: boolean;
  116295. /**
  116296. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116297. */
  116298. forceIrradianceInFragment: boolean;
  116299. /**
  116300. * Number of Simultaneous lights allowed on the material.
  116301. */
  116302. maxSimultaneousLights: number;
  116303. /**
  116304. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116305. */
  116306. invertNormalMapX: boolean;
  116307. /**
  116308. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116309. */
  116310. invertNormalMapY: boolean;
  116311. /**
  116312. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116313. */
  116314. twoSidedLighting: boolean;
  116315. /**
  116316. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116317. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116318. */
  116319. useAlphaFresnel: boolean;
  116320. /**
  116321. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116322. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116323. */
  116324. useLinearAlphaFresnel: boolean;
  116325. /**
  116326. * Let user defines the brdf lookup texture used for IBL.
  116327. * A default 8bit version is embedded but you could point at :
  116328. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  116329. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  116330. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  116331. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  116332. */
  116333. environmentBRDFTexture: Nullable<BaseTexture>;
  116334. /**
  116335. * Force normal to face away from face.
  116336. */
  116337. forceNormalForward: boolean;
  116338. /**
  116339. * Enables specular anti aliasing in the PBR shader.
  116340. * It will both interacts on the Geometry for analytical and IBL lighting.
  116341. * It also prefilter the roughness map based on the bump values.
  116342. */
  116343. enableSpecularAntiAliasing: boolean;
  116344. /**
  116345. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116346. * makes the reflect vector face the model (under horizon).
  116347. */
  116348. useHorizonOcclusion: boolean;
  116349. /**
  116350. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116351. * too much the area relying on ambient texture to define their ambient occlusion.
  116352. */
  116353. useRadianceOcclusion: boolean;
  116354. /**
  116355. * If set to true, no lighting calculations will be applied.
  116356. */
  116357. unlit: boolean;
  116358. /**
  116359. * Gets the image processing configuration used either in this material.
  116360. */
  116361. /**
  116362. * Sets the Default image processing configuration used either in the this material.
  116363. *
  116364. * If sets to null, the scene one is in use.
  116365. */
  116366. imageProcessingConfiguration: ImageProcessingConfiguration;
  116367. /**
  116368. * Gets wether the color curves effect is enabled.
  116369. */
  116370. /**
  116371. * Sets wether the color curves effect is enabled.
  116372. */
  116373. cameraColorCurvesEnabled: boolean;
  116374. /**
  116375. * Gets wether the color grading effect is enabled.
  116376. */
  116377. /**
  116378. * Gets wether the color grading effect is enabled.
  116379. */
  116380. cameraColorGradingEnabled: boolean;
  116381. /**
  116382. * Gets wether tonemapping is enabled or not.
  116383. */
  116384. /**
  116385. * Sets wether tonemapping is enabled or not
  116386. */
  116387. cameraToneMappingEnabled: boolean;
  116388. /**
  116389. * The camera exposure used on this material.
  116390. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116391. * This corresponds to a photographic exposure.
  116392. */
  116393. /**
  116394. * The camera exposure used on this material.
  116395. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116396. * This corresponds to a photographic exposure.
  116397. */
  116398. cameraExposure: number;
  116399. /**
  116400. * Gets The camera contrast used on this material.
  116401. */
  116402. /**
  116403. * Sets The camera contrast used on this material.
  116404. */
  116405. cameraContrast: number;
  116406. /**
  116407. * Gets the Color Grading 2D Lookup Texture.
  116408. */
  116409. /**
  116410. * Sets the Color Grading 2D Lookup Texture.
  116411. */
  116412. cameraColorGradingTexture: Nullable<BaseTexture>;
  116413. /**
  116414. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116415. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116416. * 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;
  116417. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116418. */
  116419. /**
  116420. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116421. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116422. * 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;
  116423. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116424. */
  116425. cameraColorCurves: Nullable<ColorCurves>;
  116426. /**
  116427. * Instantiates a new PBRMaterial instance.
  116428. *
  116429. * @param name The material name
  116430. * @param scene The scene the material will be use in.
  116431. */
  116432. constructor(name: string, scene: Scene);
  116433. /**
  116434. * Returns the name of this material class.
  116435. */
  116436. getClassName(): string;
  116437. /**
  116438. * Makes a duplicate of the current material.
  116439. * @param name - name to use for the new material.
  116440. */
  116441. clone(name: string): PBRMaterial;
  116442. /**
  116443. * Serializes this PBR Material.
  116444. * @returns - An object with the serialized material.
  116445. */
  116446. serialize(): any;
  116447. /**
  116448. * Parses a PBR Material from a serialized object.
  116449. * @param source - Serialized object.
  116450. * @param scene - BJS scene instance.
  116451. * @param rootUrl - url for the scene object
  116452. * @returns - PBRMaterial
  116453. */
  116454. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  116455. }
  116456. }
  116457. declare module BABYLON {
  116458. /**
  116459. * Direct draw surface info
  116460. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  116461. */
  116462. export interface DDSInfo {
  116463. /**
  116464. * Width of the texture
  116465. */
  116466. width: number;
  116467. /**
  116468. * Width of the texture
  116469. */
  116470. height: number;
  116471. /**
  116472. * Number of Mipmaps for the texture
  116473. * @see https://en.wikipedia.org/wiki/Mipmap
  116474. */
  116475. mipmapCount: number;
  116476. /**
  116477. * If the textures format is a known fourCC format
  116478. * @see https://www.fourcc.org/
  116479. */
  116480. isFourCC: boolean;
  116481. /**
  116482. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  116483. */
  116484. isRGB: boolean;
  116485. /**
  116486. * If the texture is a lumincance format
  116487. */
  116488. isLuminance: boolean;
  116489. /**
  116490. * If this is a cube texture
  116491. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  116492. */
  116493. isCube: boolean;
  116494. /**
  116495. * If the texture is a compressed format eg. FOURCC_DXT1
  116496. */
  116497. isCompressed: boolean;
  116498. /**
  116499. * The dxgiFormat of the texture
  116500. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  116501. */
  116502. dxgiFormat: number;
  116503. /**
  116504. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  116505. */
  116506. textureType: number;
  116507. /**
  116508. * Sphericle polynomial created for the dds texture
  116509. */
  116510. sphericalPolynomial?: SphericalPolynomial;
  116511. }
  116512. /**
  116513. * Class used to provide DDS decompression tools
  116514. */
  116515. export class DDSTools {
  116516. /**
  116517. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  116518. */
  116519. static StoreLODInAlphaChannel: boolean;
  116520. /**
  116521. * Gets DDS information from an array buffer
  116522. * @param arrayBuffer defines the array buffer to read data from
  116523. * @returns the DDS information
  116524. */
  116525. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  116526. private static _FloatView;
  116527. private static _Int32View;
  116528. private static _ToHalfFloat;
  116529. private static _FromHalfFloat;
  116530. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  116531. private static _GetHalfFloatRGBAArrayBuffer;
  116532. private static _GetFloatRGBAArrayBuffer;
  116533. private static _GetFloatAsUIntRGBAArrayBuffer;
  116534. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  116535. private static _GetRGBAArrayBuffer;
  116536. private static _ExtractLongWordOrder;
  116537. private static _GetRGBArrayBuffer;
  116538. private static _GetLuminanceArrayBuffer;
  116539. /**
  116540. * Uploads DDS Levels to a Babylon Texture
  116541. * @hidden
  116542. */
  116543. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  116544. }
  116545. interface ThinEngine {
  116546. /**
  116547. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  116548. * @param rootUrl defines the url where the file to load is located
  116549. * @param scene defines the current scene
  116550. * @param lodScale defines scale to apply to the mip map selection
  116551. * @param lodOffset defines offset to apply to the mip map selection
  116552. * @param onLoad defines an optional callback raised when the texture is loaded
  116553. * @param onError defines an optional callback raised if there is an issue to load the texture
  116554. * @param format defines the format of the data
  116555. * @param forcedExtension defines the extension to use to pick the right loader
  116556. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  116557. * @returns the cube texture as an InternalTexture
  116558. */
  116559. 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;
  116560. }
  116561. }
  116562. declare module BABYLON {
  116563. /**
  116564. * Implementation of the DDS Texture Loader.
  116565. * @hidden
  116566. */
  116567. export class _DDSTextureLoader implements IInternalTextureLoader {
  116568. /**
  116569. * Defines wether the loader supports cascade loading the different faces.
  116570. */
  116571. readonly supportCascades: boolean;
  116572. /**
  116573. * This returns if the loader support the current file information.
  116574. * @param extension defines the file extension of the file being loaded
  116575. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116576. * @param fallback defines the fallback internal texture if any
  116577. * @param isBase64 defines whether the texture is encoded as a base64
  116578. * @param isBuffer defines whether the texture data are stored as a buffer
  116579. * @returns true if the loader can load the specified file
  116580. */
  116581. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116582. /**
  116583. * Transform the url before loading if required.
  116584. * @param rootUrl the url of the texture
  116585. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116586. * @returns the transformed texture
  116587. */
  116588. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116589. /**
  116590. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116591. * @param rootUrl the url of the texture
  116592. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116593. * @returns the fallback texture
  116594. */
  116595. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116596. /**
  116597. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116598. * @param data contains the texture data
  116599. * @param texture defines the BabylonJS internal texture
  116600. * @param createPolynomials will be true if polynomials have been requested
  116601. * @param onLoad defines the callback to trigger once the texture is ready
  116602. * @param onError defines the callback to trigger in case of error
  116603. */
  116604. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116605. /**
  116606. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116607. * @param data contains the texture data
  116608. * @param texture defines the BabylonJS internal texture
  116609. * @param callback defines the method to call once ready to upload
  116610. */
  116611. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116612. }
  116613. }
  116614. declare module BABYLON {
  116615. /**
  116616. * Implementation of the ENV Texture Loader.
  116617. * @hidden
  116618. */
  116619. export class _ENVTextureLoader implements IInternalTextureLoader {
  116620. /**
  116621. * Defines wether the loader supports cascade loading the different faces.
  116622. */
  116623. readonly supportCascades: boolean;
  116624. /**
  116625. * This returns if the loader support the current file information.
  116626. * @param extension defines the file extension of the file being loaded
  116627. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116628. * @param fallback defines the fallback internal texture if any
  116629. * @param isBase64 defines whether the texture is encoded as a base64
  116630. * @param isBuffer defines whether the texture data are stored as a buffer
  116631. * @returns true if the loader can load the specified file
  116632. */
  116633. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116634. /**
  116635. * Transform the url before loading if required.
  116636. * @param rootUrl the url of the texture
  116637. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116638. * @returns the transformed texture
  116639. */
  116640. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116641. /**
  116642. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116643. * @param rootUrl the url of the texture
  116644. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116645. * @returns the fallback texture
  116646. */
  116647. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116648. /**
  116649. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116650. * @param data contains the texture data
  116651. * @param texture defines the BabylonJS internal texture
  116652. * @param createPolynomials will be true if polynomials have been requested
  116653. * @param onLoad defines the callback to trigger once the texture is ready
  116654. * @param onError defines the callback to trigger in case of error
  116655. */
  116656. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116657. /**
  116658. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116659. * @param data contains the texture data
  116660. * @param texture defines the BabylonJS internal texture
  116661. * @param callback defines the method to call once ready to upload
  116662. */
  116663. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116664. }
  116665. }
  116666. declare module BABYLON {
  116667. /**
  116668. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  116669. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  116670. */
  116671. export class KhronosTextureContainer {
  116672. /** contents of the KTX container file */
  116673. arrayBuffer: any;
  116674. private static HEADER_LEN;
  116675. private static COMPRESSED_2D;
  116676. private static COMPRESSED_3D;
  116677. private static TEX_2D;
  116678. private static TEX_3D;
  116679. /**
  116680. * Gets the openGL type
  116681. */
  116682. glType: number;
  116683. /**
  116684. * Gets the openGL type size
  116685. */
  116686. glTypeSize: number;
  116687. /**
  116688. * Gets the openGL format
  116689. */
  116690. glFormat: number;
  116691. /**
  116692. * Gets the openGL internal format
  116693. */
  116694. glInternalFormat: number;
  116695. /**
  116696. * Gets the base internal format
  116697. */
  116698. glBaseInternalFormat: number;
  116699. /**
  116700. * Gets image width in pixel
  116701. */
  116702. pixelWidth: number;
  116703. /**
  116704. * Gets image height in pixel
  116705. */
  116706. pixelHeight: number;
  116707. /**
  116708. * Gets image depth in pixels
  116709. */
  116710. pixelDepth: number;
  116711. /**
  116712. * Gets the number of array elements
  116713. */
  116714. numberOfArrayElements: number;
  116715. /**
  116716. * Gets the number of faces
  116717. */
  116718. numberOfFaces: number;
  116719. /**
  116720. * Gets the number of mipmap levels
  116721. */
  116722. numberOfMipmapLevels: number;
  116723. /**
  116724. * Gets the bytes of key value data
  116725. */
  116726. bytesOfKeyValueData: number;
  116727. /**
  116728. * Gets the load type
  116729. */
  116730. loadType: number;
  116731. /**
  116732. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  116733. */
  116734. isInvalid: boolean;
  116735. /**
  116736. * Creates a new KhronosTextureContainer
  116737. * @param arrayBuffer contents of the KTX container file
  116738. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  116739. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  116740. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  116741. */
  116742. constructor(
  116743. /** contents of the KTX container file */
  116744. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  116745. /**
  116746. * Uploads KTX content to a Babylon Texture.
  116747. * It is assumed that the texture has already been created & is currently bound
  116748. * @hidden
  116749. */
  116750. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  116751. private _upload2DCompressedLevels;
  116752. }
  116753. }
  116754. declare module BABYLON {
  116755. /**
  116756. * Implementation of the KTX Texture Loader.
  116757. * @hidden
  116758. */
  116759. export class _KTXTextureLoader implements IInternalTextureLoader {
  116760. /**
  116761. * Defines wether the loader supports cascade loading the different faces.
  116762. */
  116763. readonly supportCascades: boolean;
  116764. /**
  116765. * This returns if the loader support the current file information.
  116766. * @param extension defines the file extension of the file being loaded
  116767. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116768. * @param fallback defines the fallback internal texture if any
  116769. * @param isBase64 defines whether the texture is encoded as a base64
  116770. * @param isBuffer defines whether the texture data are stored as a buffer
  116771. * @returns true if the loader can load the specified file
  116772. */
  116773. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116774. /**
  116775. * Transform the url before loading if required.
  116776. * @param rootUrl the url of the texture
  116777. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116778. * @returns the transformed texture
  116779. */
  116780. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116781. /**
  116782. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116783. * @param rootUrl the url of the texture
  116784. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116785. * @returns the fallback texture
  116786. */
  116787. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116788. /**
  116789. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116790. * @param data contains the texture data
  116791. * @param texture defines the BabylonJS internal texture
  116792. * @param createPolynomials will be true if polynomials have been requested
  116793. * @param onLoad defines the callback to trigger once the texture is ready
  116794. * @param onError defines the callback to trigger in case of error
  116795. */
  116796. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116797. /**
  116798. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116799. * @param data contains the texture data
  116800. * @param texture defines the BabylonJS internal texture
  116801. * @param callback defines the method to call once ready to upload
  116802. */
  116803. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  116804. }
  116805. }
  116806. declare module BABYLON {
  116807. /**
  116808. * Options for the default xr helper
  116809. */
  116810. export class WebXRDefaultExperienceOptions {
  116811. /**
  116812. * Floor meshes that should be used for teleporting
  116813. */
  116814. floorMeshes: Array<AbstractMesh>;
  116815. /**
  116816. * Enable or disable default UI to enter XR
  116817. */
  116818. disableDefaultUI: boolean;
  116819. }
  116820. /**
  116821. * Default experience which provides a similar setup to the previous webVRExperience
  116822. */
  116823. export class WebXRDefaultExperience {
  116824. /**
  116825. * Base experience
  116826. */
  116827. baseExperience: WebXRExperienceHelper;
  116828. /**
  116829. * Input experience extension
  116830. */
  116831. input: WebXRInput;
  116832. /**
  116833. * Loads the controller models
  116834. */
  116835. controllerModelLoader: WebXRControllerModelLoader;
  116836. /**
  116837. * Enables laser pointer and selection
  116838. */
  116839. pointerSelection: WebXRControllerPointerSelection;
  116840. /**
  116841. * Enables teleportation
  116842. */
  116843. teleportation: WebXRControllerTeleportation;
  116844. /**
  116845. * Enables ui for enetering/exiting xr
  116846. */
  116847. enterExitUI: WebXREnterExitUI;
  116848. /**
  116849. * Default target xr should render to
  116850. */
  116851. renderTarget: WebXRRenderTarget;
  116852. /**
  116853. * Creates the default xr experience
  116854. * @param scene scene
  116855. * @param options options for basic configuration
  116856. * @returns resulting WebXRDefaultExperience
  116857. */
  116858. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116859. private constructor();
  116860. /**
  116861. * DIsposes of the experience helper
  116862. */
  116863. dispose(): void;
  116864. }
  116865. }
  116866. declare module BABYLON {
  116867. /** @hidden */
  116868. export var _forceSceneHelpersToBundle: boolean;
  116869. interface Scene {
  116870. /**
  116871. * Creates a default light for the scene.
  116872. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  116873. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  116874. */
  116875. createDefaultLight(replace?: boolean): void;
  116876. /**
  116877. * Creates a default camera for the scene.
  116878. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  116879. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116880. * @param replace has default false, when true replaces the active camera in the scene
  116881. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  116882. */
  116883. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116884. /**
  116885. * Creates a default camera and a default light.
  116886. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  116887. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  116888. * @param replace has the default false, when true replaces the active camera/light in the scene
  116889. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  116890. */
  116891. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  116892. /**
  116893. * Creates a new sky box
  116894. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  116895. * @param environmentTexture defines the texture to use as environment texture
  116896. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  116897. * @param scale defines the overall scale of the skybox
  116898. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  116899. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  116900. * @returns a new mesh holding the sky box
  116901. */
  116902. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  116903. /**
  116904. * Creates a new environment
  116905. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  116906. * @param options defines the options you can use to configure the environment
  116907. * @returns the new EnvironmentHelper
  116908. */
  116909. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  116910. /**
  116911. * Creates a new VREXperienceHelper
  116912. * @see http://doc.babylonjs.com/how_to/webvr_helper
  116913. * @param webVROptions defines the options used to create the new VREXperienceHelper
  116914. * @returns a new VREXperienceHelper
  116915. */
  116916. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  116917. /**
  116918. * Creates a new WebXRDefaultExperience
  116919. * @see http://doc.babylonjs.com/how_to/webxr
  116920. * @param options experience options
  116921. * @returns a promise for a new WebXRDefaultExperience
  116922. */
  116923. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  116924. }
  116925. }
  116926. declare module BABYLON {
  116927. /**
  116928. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  116929. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  116930. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  116931. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  116932. */
  116933. export class VideoDome extends TransformNode {
  116934. /**
  116935. * Define the video source as a Monoscopic panoramic 360 video.
  116936. */
  116937. static readonly MODE_MONOSCOPIC: number;
  116938. /**
  116939. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116940. */
  116941. static readonly MODE_TOPBOTTOM: number;
  116942. /**
  116943. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116944. */
  116945. static readonly MODE_SIDEBYSIDE: number;
  116946. private _halfDome;
  116947. private _useDirectMapping;
  116948. /**
  116949. * The video texture being displayed on the sphere
  116950. */
  116951. protected _videoTexture: VideoTexture;
  116952. /**
  116953. * Gets the video texture being displayed on the sphere
  116954. */
  116955. readonly videoTexture: VideoTexture;
  116956. /**
  116957. * The skybox material
  116958. */
  116959. protected _material: BackgroundMaterial;
  116960. /**
  116961. * The surface used for the skybox
  116962. */
  116963. protected _mesh: Mesh;
  116964. /**
  116965. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  116966. */
  116967. private _halfDomeMask;
  116968. /**
  116969. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  116970. * Also see the options.resolution property.
  116971. */
  116972. fovMultiplier: number;
  116973. private _videoMode;
  116974. /**
  116975. * Gets or set the current video mode for the video. It can be:
  116976. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  116977. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  116978. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  116979. */
  116980. videoMode: number;
  116981. /**
  116982. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  116983. *
  116984. */
  116985. /**
  116986. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  116987. */
  116988. halfDome: boolean;
  116989. /**
  116990. * Oberserver used in Stereoscopic VR Mode.
  116991. */
  116992. private _onBeforeCameraRenderObserver;
  116993. /**
  116994. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  116995. * @param name Element's name, child elements will append suffixes for their own names.
  116996. * @param urlsOrVideo defines the url(s) or the video element to use
  116997. * @param options An object containing optional or exposed sub element properties
  116998. */
  116999. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  117000. resolution?: number;
  117001. clickToPlay?: boolean;
  117002. autoPlay?: boolean;
  117003. loop?: boolean;
  117004. size?: number;
  117005. poster?: string;
  117006. faceForward?: boolean;
  117007. useDirectMapping?: boolean;
  117008. halfDomeMode?: boolean;
  117009. }, scene: Scene);
  117010. private _changeVideoMode;
  117011. /**
  117012. * Releases resources associated with this node.
  117013. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117014. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117015. */
  117016. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  117017. }
  117018. }
  117019. declare module BABYLON {
  117020. /**
  117021. * This class can be used to get instrumentation data from a Babylon engine
  117022. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117023. */
  117024. export class EngineInstrumentation implements IDisposable {
  117025. /**
  117026. * Define the instrumented engine.
  117027. */
  117028. engine: Engine;
  117029. private _captureGPUFrameTime;
  117030. private _gpuFrameTimeToken;
  117031. private _gpuFrameTime;
  117032. private _captureShaderCompilationTime;
  117033. private _shaderCompilationTime;
  117034. private _onBeginFrameObserver;
  117035. private _onEndFrameObserver;
  117036. private _onBeforeShaderCompilationObserver;
  117037. private _onAfterShaderCompilationObserver;
  117038. /**
  117039. * Gets the perf counter used for GPU frame time
  117040. */
  117041. readonly gpuFrameTimeCounter: PerfCounter;
  117042. /**
  117043. * Gets the GPU frame time capture status
  117044. */
  117045. /**
  117046. * Enable or disable the GPU frame time capture
  117047. */
  117048. captureGPUFrameTime: boolean;
  117049. /**
  117050. * Gets the perf counter used for shader compilation time
  117051. */
  117052. readonly shaderCompilationTimeCounter: PerfCounter;
  117053. /**
  117054. * Gets the shader compilation time capture status
  117055. */
  117056. /**
  117057. * Enable or disable the shader compilation time capture
  117058. */
  117059. captureShaderCompilationTime: boolean;
  117060. /**
  117061. * Instantiates a new engine instrumentation.
  117062. * This class can be used to get instrumentation data from a Babylon engine
  117063. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117064. * @param engine Defines the engine to instrument
  117065. */
  117066. constructor(
  117067. /**
  117068. * Define the instrumented engine.
  117069. */
  117070. engine: Engine);
  117071. /**
  117072. * Dispose and release associated resources.
  117073. */
  117074. dispose(): void;
  117075. }
  117076. }
  117077. declare module BABYLON {
  117078. /**
  117079. * This class can be used to get instrumentation data from a Babylon engine
  117080. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117081. */
  117082. export class SceneInstrumentation implements IDisposable {
  117083. /**
  117084. * Defines the scene to instrument
  117085. */
  117086. scene: Scene;
  117087. private _captureActiveMeshesEvaluationTime;
  117088. private _activeMeshesEvaluationTime;
  117089. private _captureRenderTargetsRenderTime;
  117090. private _renderTargetsRenderTime;
  117091. private _captureFrameTime;
  117092. private _frameTime;
  117093. private _captureRenderTime;
  117094. private _renderTime;
  117095. private _captureInterFrameTime;
  117096. private _interFrameTime;
  117097. private _captureParticlesRenderTime;
  117098. private _particlesRenderTime;
  117099. private _captureSpritesRenderTime;
  117100. private _spritesRenderTime;
  117101. private _capturePhysicsTime;
  117102. private _physicsTime;
  117103. private _captureAnimationsTime;
  117104. private _animationsTime;
  117105. private _captureCameraRenderTime;
  117106. private _cameraRenderTime;
  117107. private _onBeforeActiveMeshesEvaluationObserver;
  117108. private _onAfterActiveMeshesEvaluationObserver;
  117109. private _onBeforeRenderTargetsRenderObserver;
  117110. private _onAfterRenderTargetsRenderObserver;
  117111. private _onAfterRenderObserver;
  117112. private _onBeforeDrawPhaseObserver;
  117113. private _onAfterDrawPhaseObserver;
  117114. private _onBeforeAnimationsObserver;
  117115. private _onBeforeParticlesRenderingObserver;
  117116. private _onAfterParticlesRenderingObserver;
  117117. private _onBeforeSpritesRenderingObserver;
  117118. private _onAfterSpritesRenderingObserver;
  117119. private _onBeforePhysicsObserver;
  117120. private _onAfterPhysicsObserver;
  117121. private _onAfterAnimationsObserver;
  117122. private _onBeforeCameraRenderObserver;
  117123. private _onAfterCameraRenderObserver;
  117124. /**
  117125. * Gets the perf counter used for active meshes evaluation time
  117126. */
  117127. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  117128. /**
  117129. * Gets the active meshes evaluation time capture status
  117130. */
  117131. /**
  117132. * Enable or disable the active meshes evaluation time capture
  117133. */
  117134. captureActiveMeshesEvaluationTime: boolean;
  117135. /**
  117136. * Gets the perf counter used for render targets render time
  117137. */
  117138. readonly renderTargetsRenderTimeCounter: PerfCounter;
  117139. /**
  117140. * Gets the render targets render time capture status
  117141. */
  117142. /**
  117143. * Enable or disable the render targets render time capture
  117144. */
  117145. captureRenderTargetsRenderTime: boolean;
  117146. /**
  117147. * Gets the perf counter used for particles render time
  117148. */
  117149. readonly particlesRenderTimeCounter: PerfCounter;
  117150. /**
  117151. * Gets the particles render time capture status
  117152. */
  117153. /**
  117154. * Enable or disable the particles render time capture
  117155. */
  117156. captureParticlesRenderTime: boolean;
  117157. /**
  117158. * Gets the perf counter used for sprites render time
  117159. */
  117160. readonly spritesRenderTimeCounter: PerfCounter;
  117161. /**
  117162. * Gets the sprites render time capture status
  117163. */
  117164. /**
  117165. * Enable or disable the sprites render time capture
  117166. */
  117167. captureSpritesRenderTime: boolean;
  117168. /**
  117169. * Gets the perf counter used for physics time
  117170. */
  117171. readonly physicsTimeCounter: PerfCounter;
  117172. /**
  117173. * Gets the physics time capture status
  117174. */
  117175. /**
  117176. * Enable or disable the physics time capture
  117177. */
  117178. capturePhysicsTime: boolean;
  117179. /**
  117180. * Gets the perf counter used for animations time
  117181. */
  117182. readonly animationsTimeCounter: PerfCounter;
  117183. /**
  117184. * Gets the animations time capture status
  117185. */
  117186. /**
  117187. * Enable or disable the animations time capture
  117188. */
  117189. captureAnimationsTime: boolean;
  117190. /**
  117191. * Gets the perf counter used for frame time capture
  117192. */
  117193. readonly frameTimeCounter: PerfCounter;
  117194. /**
  117195. * Gets the frame time capture status
  117196. */
  117197. /**
  117198. * Enable or disable the frame time capture
  117199. */
  117200. captureFrameTime: boolean;
  117201. /**
  117202. * Gets the perf counter used for inter-frames time capture
  117203. */
  117204. readonly interFrameTimeCounter: PerfCounter;
  117205. /**
  117206. * Gets the inter-frames time capture status
  117207. */
  117208. /**
  117209. * Enable or disable the inter-frames time capture
  117210. */
  117211. captureInterFrameTime: boolean;
  117212. /**
  117213. * Gets the perf counter used for render time capture
  117214. */
  117215. readonly renderTimeCounter: PerfCounter;
  117216. /**
  117217. * Gets the render time capture status
  117218. */
  117219. /**
  117220. * Enable or disable the render time capture
  117221. */
  117222. captureRenderTime: boolean;
  117223. /**
  117224. * Gets the perf counter used for camera render time capture
  117225. */
  117226. readonly cameraRenderTimeCounter: PerfCounter;
  117227. /**
  117228. * Gets the camera render time capture status
  117229. */
  117230. /**
  117231. * Enable or disable the camera render time capture
  117232. */
  117233. captureCameraRenderTime: boolean;
  117234. /**
  117235. * Gets the perf counter used for draw calls
  117236. */
  117237. readonly drawCallsCounter: PerfCounter;
  117238. /**
  117239. * Instantiates a new scene instrumentation.
  117240. * This class can be used to get instrumentation data from a Babylon engine
  117241. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117242. * @param scene Defines the scene to instrument
  117243. */
  117244. constructor(
  117245. /**
  117246. * Defines the scene to instrument
  117247. */
  117248. scene: Scene);
  117249. /**
  117250. * Dispose and release associated resources.
  117251. */
  117252. dispose(): void;
  117253. }
  117254. }
  117255. declare module BABYLON {
  117256. /** @hidden */
  117257. export var glowMapGenerationPixelShader: {
  117258. name: string;
  117259. shader: string;
  117260. };
  117261. }
  117262. declare module BABYLON {
  117263. /** @hidden */
  117264. export var glowMapGenerationVertexShader: {
  117265. name: string;
  117266. shader: string;
  117267. };
  117268. }
  117269. declare module BABYLON {
  117270. /**
  117271. * Effect layer options. This helps customizing the behaviour
  117272. * of the effect layer.
  117273. */
  117274. export interface IEffectLayerOptions {
  117275. /**
  117276. * Multiplication factor apply to the canvas size to compute the render target size
  117277. * used to generated the objects (the smaller the faster).
  117278. */
  117279. mainTextureRatio: number;
  117280. /**
  117281. * Enforces a fixed size texture to ensure effect stability across devices.
  117282. */
  117283. mainTextureFixedSize?: number;
  117284. /**
  117285. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  117286. */
  117287. alphaBlendingMode: number;
  117288. /**
  117289. * The camera attached to the layer.
  117290. */
  117291. camera: Nullable<Camera>;
  117292. /**
  117293. * The rendering group to draw the layer in.
  117294. */
  117295. renderingGroupId: number;
  117296. }
  117297. /**
  117298. * The effect layer Helps adding post process effect blended with the main pass.
  117299. *
  117300. * This can be for instance use to generate glow or higlight effects on the scene.
  117301. *
  117302. * The effect layer class can not be used directly and is intented to inherited from to be
  117303. * customized per effects.
  117304. */
  117305. export abstract class EffectLayer {
  117306. private _vertexBuffers;
  117307. private _indexBuffer;
  117308. private _cachedDefines;
  117309. private _effectLayerMapGenerationEffect;
  117310. private _effectLayerOptions;
  117311. private _mergeEffect;
  117312. protected _scene: Scene;
  117313. protected _engine: Engine;
  117314. protected _maxSize: number;
  117315. protected _mainTextureDesiredSize: ISize;
  117316. protected _mainTexture: RenderTargetTexture;
  117317. protected _shouldRender: boolean;
  117318. protected _postProcesses: PostProcess[];
  117319. protected _textures: BaseTexture[];
  117320. protected _emissiveTextureAndColor: {
  117321. texture: Nullable<BaseTexture>;
  117322. color: Color4;
  117323. };
  117324. /**
  117325. * The name of the layer
  117326. */
  117327. name: string;
  117328. /**
  117329. * The clear color of the texture used to generate the glow map.
  117330. */
  117331. neutralColor: Color4;
  117332. /**
  117333. * Specifies wether the highlight layer is enabled or not.
  117334. */
  117335. isEnabled: boolean;
  117336. /**
  117337. * Gets the camera attached to the layer.
  117338. */
  117339. readonly camera: Nullable<Camera>;
  117340. /**
  117341. * Gets the rendering group id the layer should render in.
  117342. */
  117343. renderingGroupId: number;
  117344. /**
  117345. * An event triggered when the effect layer has been disposed.
  117346. */
  117347. onDisposeObservable: Observable<EffectLayer>;
  117348. /**
  117349. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  117350. */
  117351. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  117352. /**
  117353. * An event triggered when the generated texture is being merged in the scene.
  117354. */
  117355. onBeforeComposeObservable: Observable<EffectLayer>;
  117356. /**
  117357. * An event triggered when the mesh is rendered into the effect render target.
  117358. */
  117359. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  117360. /**
  117361. * An event triggered after the mesh has been rendered into the effect render target.
  117362. */
  117363. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  117364. /**
  117365. * An event triggered when the generated texture has been merged in the scene.
  117366. */
  117367. onAfterComposeObservable: Observable<EffectLayer>;
  117368. /**
  117369. * An event triggered when the efffect layer changes its size.
  117370. */
  117371. onSizeChangedObservable: Observable<EffectLayer>;
  117372. /** @hidden */
  117373. static _SceneComponentInitialization: (scene: Scene) => void;
  117374. /**
  117375. * Instantiates a new effect Layer and references it in the scene.
  117376. * @param name The name of the layer
  117377. * @param scene The scene to use the layer in
  117378. */
  117379. constructor(
  117380. /** The Friendly of the effect in the scene */
  117381. name: string, scene: Scene);
  117382. /**
  117383. * Get the effect name of the layer.
  117384. * @return The effect name
  117385. */
  117386. abstract getEffectName(): string;
  117387. /**
  117388. * Checks for the readiness of the element composing the layer.
  117389. * @param subMesh the mesh to check for
  117390. * @param useInstances specify wether or not to use instances to render the mesh
  117391. * @return true if ready otherwise, false
  117392. */
  117393. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117394. /**
  117395. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117396. * @returns true if the effect requires stencil during the main canvas render pass.
  117397. */
  117398. abstract needStencil(): boolean;
  117399. /**
  117400. * Create the merge effect. This is the shader use to blit the information back
  117401. * to the main canvas at the end of the scene rendering.
  117402. * @returns The effect containing the shader used to merge the effect on the main canvas
  117403. */
  117404. protected abstract _createMergeEffect(): Effect;
  117405. /**
  117406. * Creates the render target textures and post processes used in the effect layer.
  117407. */
  117408. protected abstract _createTextureAndPostProcesses(): void;
  117409. /**
  117410. * Implementation specific of rendering the generating effect on the main canvas.
  117411. * @param effect The effect used to render through
  117412. */
  117413. protected abstract _internalRender(effect: Effect): void;
  117414. /**
  117415. * Sets the required values for both the emissive texture and and the main color.
  117416. */
  117417. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117418. /**
  117419. * Free any resources and references associated to a mesh.
  117420. * Internal use
  117421. * @param mesh The mesh to free.
  117422. */
  117423. abstract _disposeMesh(mesh: Mesh): void;
  117424. /**
  117425. * Serializes this layer (Glow or Highlight for example)
  117426. * @returns a serialized layer object
  117427. */
  117428. abstract serialize?(): any;
  117429. /**
  117430. * Initializes the effect layer with the required options.
  117431. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  117432. */
  117433. protected _init(options: Partial<IEffectLayerOptions>): void;
  117434. /**
  117435. * Generates the index buffer of the full screen quad blending to the main canvas.
  117436. */
  117437. private _generateIndexBuffer;
  117438. /**
  117439. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  117440. */
  117441. private _generateVertexBuffer;
  117442. /**
  117443. * Sets the main texture desired size which is the closest power of two
  117444. * of the engine canvas size.
  117445. */
  117446. private _setMainTextureSize;
  117447. /**
  117448. * Creates the main texture for the effect layer.
  117449. */
  117450. protected _createMainTexture(): void;
  117451. /**
  117452. * Adds specific effects defines.
  117453. * @param defines The defines to add specifics to.
  117454. */
  117455. protected _addCustomEffectDefines(defines: string[]): void;
  117456. /**
  117457. * Checks for the readiness of the element composing the layer.
  117458. * @param subMesh the mesh to check for
  117459. * @param useInstances specify wether or not to use instances to render the mesh
  117460. * @param emissiveTexture the associated emissive texture used to generate the glow
  117461. * @return true if ready otherwise, false
  117462. */
  117463. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  117464. /**
  117465. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  117466. */
  117467. render(): void;
  117468. /**
  117469. * Determine if a given mesh will be used in the current effect.
  117470. * @param mesh mesh to test
  117471. * @returns true if the mesh will be used
  117472. */
  117473. hasMesh(mesh: AbstractMesh): boolean;
  117474. /**
  117475. * Returns true if the layer contains information to display, otherwise false.
  117476. * @returns true if the glow layer should be rendered
  117477. */
  117478. shouldRender(): boolean;
  117479. /**
  117480. * Returns true if the mesh should render, otherwise false.
  117481. * @param mesh The mesh to render
  117482. * @returns true if it should render otherwise false
  117483. */
  117484. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  117485. /**
  117486. * Returns true if the mesh can be rendered, otherwise false.
  117487. * @param mesh The mesh to render
  117488. * @param material The material used on the mesh
  117489. * @returns true if it can be rendered otherwise false
  117490. */
  117491. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117492. /**
  117493. * Returns true if the mesh should render, otherwise false.
  117494. * @param mesh The mesh to render
  117495. * @returns true if it should render otherwise false
  117496. */
  117497. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  117498. /**
  117499. * Renders the submesh passed in parameter to the generation map.
  117500. */
  117501. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  117502. /**
  117503. * Defines wether the current material of the mesh should be use to render the effect.
  117504. * @param mesh defines the current mesh to render
  117505. */
  117506. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  117507. /**
  117508. * Rebuild the required buffers.
  117509. * @hidden Internal use only.
  117510. */
  117511. _rebuild(): void;
  117512. /**
  117513. * Dispose only the render target textures and post process.
  117514. */
  117515. private _disposeTextureAndPostProcesses;
  117516. /**
  117517. * Dispose the highlight layer and free resources.
  117518. */
  117519. dispose(): void;
  117520. /**
  117521. * Gets the class name of the effect layer
  117522. * @returns the string with the class name of the effect layer
  117523. */
  117524. getClassName(): string;
  117525. /**
  117526. * Creates an effect layer from parsed effect layer data
  117527. * @param parsedEffectLayer defines effect layer data
  117528. * @param scene defines the current scene
  117529. * @param rootUrl defines the root URL containing the effect layer information
  117530. * @returns a parsed effect Layer
  117531. */
  117532. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  117533. }
  117534. }
  117535. declare module BABYLON {
  117536. interface AbstractScene {
  117537. /**
  117538. * The list of effect layers (highlights/glow) added to the scene
  117539. * @see http://doc.babylonjs.com/how_to/highlight_layer
  117540. * @see http://doc.babylonjs.com/how_to/glow_layer
  117541. */
  117542. effectLayers: Array<EffectLayer>;
  117543. /**
  117544. * Removes the given effect layer from this scene.
  117545. * @param toRemove defines the effect layer to remove
  117546. * @returns the index of the removed effect layer
  117547. */
  117548. removeEffectLayer(toRemove: EffectLayer): number;
  117549. /**
  117550. * Adds the given effect layer to this scene
  117551. * @param newEffectLayer defines the effect layer to add
  117552. */
  117553. addEffectLayer(newEffectLayer: EffectLayer): void;
  117554. }
  117555. /**
  117556. * Defines the layer scene component responsible to manage any effect layers
  117557. * in a given scene.
  117558. */
  117559. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  117560. /**
  117561. * The component name helpfull to identify the component in the list of scene components.
  117562. */
  117563. readonly name: string;
  117564. /**
  117565. * The scene the component belongs to.
  117566. */
  117567. scene: Scene;
  117568. private _engine;
  117569. private _renderEffects;
  117570. private _needStencil;
  117571. private _previousStencilState;
  117572. /**
  117573. * Creates a new instance of the component for the given scene
  117574. * @param scene Defines the scene to register the component in
  117575. */
  117576. constructor(scene: Scene);
  117577. /**
  117578. * Registers the component in a given scene
  117579. */
  117580. register(): void;
  117581. /**
  117582. * Rebuilds the elements related to this component in case of
  117583. * context lost for instance.
  117584. */
  117585. rebuild(): void;
  117586. /**
  117587. * Serializes the component data to the specified json object
  117588. * @param serializationObject The object to serialize to
  117589. */
  117590. serialize(serializationObject: any): void;
  117591. /**
  117592. * Adds all the elements from the container to the scene
  117593. * @param container the container holding the elements
  117594. */
  117595. addFromContainer(container: AbstractScene): void;
  117596. /**
  117597. * Removes all the elements in the container from the scene
  117598. * @param container contains the elements to remove
  117599. * @param dispose if the removed element should be disposed (default: false)
  117600. */
  117601. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  117602. /**
  117603. * Disposes the component and the associated ressources.
  117604. */
  117605. dispose(): void;
  117606. private _isReadyForMesh;
  117607. private _renderMainTexture;
  117608. private _setStencil;
  117609. private _setStencilBack;
  117610. private _draw;
  117611. private _drawCamera;
  117612. private _drawRenderingGroup;
  117613. }
  117614. }
  117615. declare module BABYLON {
  117616. /** @hidden */
  117617. export var glowMapMergePixelShader: {
  117618. name: string;
  117619. shader: string;
  117620. };
  117621. }
  117622. declare module BABYLON {
  117623. /** @hidden */
  117624. export var glowMapMergeVertexShader: {
  117625. name: string;
  117626. shader: string;
  117627. };
  117628. }
  117629. declare module BABYLON {
  117630. interface AbstractScene {
  117631. /**
  117632. * Return a the first highlight layer of the scene with a given name.
  117633. * @param name The name of the highlight layer to look for.
  117634. * @return The highlight layer if found otherwise null.
  117635. */
  117636. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  117637. }
  117638. /**
  117639. * Glow layer options. This helps customizing the behaviour
  117640. * of the glow layer.
  117641. */
  117642. export interface IGlowLayerOptions {
  117643. /**
  117644. * Multiplication factor apply to the canvas size to compute the render target size
  117645. * used to generated the glowing objects (the smaller the faster).
  117646. */
  117647. mainTextureRatio: number;
  117648. /**
  117649. * Enforces a fixed size texture to ensure resize independant blur.
  117650. */
  117651. mainTextureFixedSize?: number;
  117652. /**
  117653. * How big is the kernel of the blur texture.
  117654. */
  117655. blurKernelSize: number;
  117656. /**
  117657. * The camera attached to the layer.
  117658. */
  117659. camera: Nullable<Camera>;
  117660. /**
  117661. * Enable MSAA by chosing the number of samples.
  117662. */
  117663. mainTextureSamples?: number;
  117664. /**
  117665. * The rendering group to draw the layer in.
  117666. */
  117667. renderingGroupId: number;
  117668. }
  117669. /**
  117670. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  117671. *
  117672. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  117673. *
  117674. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  117675. */
  117676. export class GlowLayer extends EffectLayer {
  117677. /**
  117678. * Effect Name of the layer.
  117679. */
  117680. static readonly EffectName: string;
  117681. /**
  117682. * The default blur kernel size used for the glow.
  117683. */
  117684. static DefaultBlurKernelSize: number;
  117685. /**
  117686. * The default texture size ratio used for the glow.
  117687. */
  117688. static DefaultTextureRatio: number;
  117689. /**
  117690. * Sets the kernel size of the blur.
  117691. */
  117692. /**
  117693. * Gets the kernel size of the blur.
  117694. */
  117695. blurKernelSize: number;
  117696. /**
  117697. * Sets the glow intensity.
  117698. */
  117699. /**
  117700. * Gets the glow intensity.
  117701. */
  117702. intensity: number;
  117703. private _options;
  117704. private _intensity;
  117705. private _horizontalBlurPostprocess1;
  117706. private _verticalBlurPostprocess1;
  117707. private _horizontalBlurPostprocess2;
  117708. private _verticalBlurPostprocess2;
  117709. private _blurTexture1;
  117710. private _blurTexture2;
  117711. private _postProcesses1;
  117712. private _postProcesses2;
  117713. private _includedOnlyMeshes;
  117714. private _excludedMeshes;
  117715. private _meshesUsingTheirOwnMaterials;
  117716. /**
  117717. * Callback used to let the user override the color selection on a per mesh basis
  117718. */
  117719. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  117720. /**
  117721. * Callback used to let the user override the texture selection on a per mesh basis
  117722. */
  117723. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  117724. /**
  117725. * Instantiates a new glow Layer and references it to the scene.
  117726. * @param name The name of the layer
  117727. * @param scene The scene to use the layer in
  117728. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  117729. */
  117730. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  117731. /**
  117732. * Get the effect name of the layer.
  117733. * @return The effect name
  117734. */
  117735. getEffectName(): string;
  117736. /**
  117737. * Create the merge effect. This is the shader use to blit the information back
  117738. * to the main canvas at the end of the scene rendering.
  117739. */
  117740. protected _createMergeEffect(): Effect;
  117741. /**
  117742. * Creates the render target textures and post processes used in the glow layer.
  117743. */
  117744. protected _createTextureAndPostProcesses(): void;
  117745. /**
  117746. * Checks for the readiness of the element composing the layer.
  117747. * @param subMesh the mesh to check for
  117748. * @param useInstances specify wether or not to use instances to render the mesh
  117749. * @param emissiveTexture the associated emissive texture used to generate the glow
  117750. * @return true if ready otherwise, false
  117751. */
  117752. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  117753. /**
  117754. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  117755. */
  117756. needStencil(): boolean;
  117757. /**
  117758. * Returns true if the mesh can be rendered, otherwise false.
  117759. * @param mesh The mesh to render
  117760. * @param material The material used on the mesh
  117761. * @returns true if it can be rendered otherwise false
  117762. */
  117763. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  117764. /**
  117765. * Implementation specific of rendering the generating effect on the main canvas.
  117766. * @param effect The effect used to render through
  117767. */
  117768. protected _internalRender(effect: Effect): void;
  117769. /**
  117770. * Sets the required values for both the emissive texture and and the main color.
  117771. */
  117772. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  117773. /**
  117774. * Returns true if the mesh should render, otherwise false.
  117775. * @param mesh The mesh to render
  117776. * @returns true if it should render otherwise false
  117777. */
  117778. protected _shouldRenderMesh(mesh: Mesh): boolean;
  117779. /**
  117780. * Adds specific effects defines.
  117781. * @param defines The defines to add specifics to.
  117782. */
  117783. protected _addCustomEffectDefines(defines: string[]): void;
  117784. /**
  117785. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  117786. * @param mesh The mesh to exclude from the glow layer
  117787. */
  117788. addExcludedMesh(mesh: Mesh): void;
  117789. /**
  117790. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  117791. * @param mesh The mesh to remove
  117792. */
  117793. removeExcludedMesh(mesh: Mesh): void;
  117794. /**
  117795. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  117796. * @param mesh The mesh to include in the glow layer
  117797. */
  117798. addIncludedOnlyMesh(mesh: Mesh): void;
  117799. /**
  117800. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  117801. * @param mesh The mesh to remove
  117802. */
  117803. removeIncludedOnlyMesh(mesh: Mesh): void;
  117804. /**
  117805. * Determine if a given mesh will be used in the glow layer
  117806. * @param mesh The mesh to test
  117807. * @returns true if the mesh will be highlighted by the current glow layer
  117808. */
  117809. hasMesh(mesh: AbstractMesh): boolean;
  117810. /**
  117811. * Defines wether the current material of the mesh should be use to render the effect.
  117812. * @param mesh defines the current mesh to render
  117813. */
  117814. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  117815. /**
  117816. * Add a mesh to be rendered through its own material and not with emissive only.
  117817. * @param mesh The mesh for which we need to use its material
  117818. */
  117819. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  117820. /**
  117821. * Remove a mesh from being rendered through its own material and not with emissive only.
  117822. * @param mesh The mesh for which we need to not use its material
  117823. */
  117824. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  117825. /**
  117826. * Free any resources and references associated to a mesh.
  117827. * Internal use
  117828. * @param mesh The mesh to free.
  117829. * @hidden
  117830. */
  117831. _disposeMesh(mesh: Mesh): void;
  117832. /**
  117833. * Gets the class name of the effect layer
  117834. * @returns the string with the class name of the effect layer
  117835. */
  117836. getClassName(): string;
  117837. /**
  117838. * Serializes this glow layer
  117839. * @returns a serialized glow layer object
  117840. */
  117841. serialize(): any;
  117842. /**
  117843. * Creates a Glow Layer from parsed glow layer data
  117844. * @param parsedGlowLayer defines glow layer data
  117845. * @param scene defines the current scene
  117846. * @param rootUrl defines the root URL containing the glow layer information
  117847. * @returns a parsed Glow Layer
  117848. */
  117849. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  117850. }
  117851. }
  117852. declare module BABYLON {
  117853. /** @hidden */
  117854. export var glowBlurPostProcessPixelShader: {
  117855. name: string;
  117856. shader: string;
  117857. };
  117858. }
  117859. declare module BABYLON {
  117860. interface AbstractScene {
  117861. /**
  117862. * Return a the first highlight layer of the scene with a given name.
  117863. * @param name The name of the highlight layer to look for.
  117864. * @return The highlight layer if found otherwise null.
  117865. */
  117866. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  117867. }
  117868. /**
  117869. * Highlight layer options. This helps customizing the behaviour
  117870. * of the highlight layer.
  117871. */
  117872. export interface IHighlightLayerOptions {
  117873. /**
  117874. * Multiplication factor apply to the canvas size to compute the render target size
  117875. * used to generated the glowing objects (the smaller the faster).
  117876. */
  117877. mainTextureRatio: number;
  117878. /**
  117879. * Enforces a fixed size texture to ensure resize independant blur.
  117880. */
  117881. mainTextureFixedSize?: number;
  117882. /**
  117883. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  117884. * of the picture to blur (the smaller the faster).
  117885. */
  117886. blurTextureSizeRatio: number;
  117887. /**
  117888. * How big in texel of the blur texture is the vertical blur.
  117889. */
  117890. blurVerticalSize: number;
  117891. /**
  117892. * How big in texel of the blur texture is the horizontal blur.
  117893. */
  117894. blurHorizontalSize: number;
  117895. /**
  117896. * Alpha blending mode used to apply the blur. Default is combine.
  117897. */
  117898. alphaBlendingMode: number;
  117899. /**
  117900. * The camera attached to the layer.
  117901. */
  117902. camera: Nullable<Camera>;
  117903. /**
  117904. * Should we display highlight as a solid stroke?
  117905. */
  117906. isStroke?: boolean;
  117907. /**
  117908. * The rendering group to draw the layer in.
  117909. */
  117910. renderingGroupId: number;
  117911. }
  117912. /**
  117913. * The highlight layer Helps adding a glow effect around a mesh.
  117914. *
  117915. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  117916. * glowy meshes to your scene.
  117917. *
  117918. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  117919. */
  117920. export class HighlightLayer extends EffectLayer {
  117921. name: string;
  117922. /**
  117923. * Effect Name of the highlight layer.
  117924. */
  117925. static readonly EffectName: string;
  117926. /**
  117927. * The neutral color used during the preparation of the glow effect.
  117928. * This is black by default as the blend operation is a blend operation.
  117929. */
  117930. static NeutralColor: Color4;
  117931. /**
  117932. * Stencil value used for glowing meshes.
  117933. */
  117934. static GlowingMeshStencilReference: number;
  117935. /**
  117936. * Stencil value used for the other meshes in the scene.
  117937. */
  117938. static NormalMeshStencilReference: number;
  117939. /**
  117940. * Specifies whether or not the inner glow is ACTIVE in the layer.
  117941. */
  117942. innerGlow: boolean;
  117943. /**
  117944. * Specifies whether or not the outer glow is ACTIVE in the layer.
  117945. */
  117946. outerGlow: boolean;
  117947. /**
  117948. * Specifies the horizontal size of the blur.
  117949. */
  117950. /**
  117951. * Gets the horizontal size of the blur.
  117952. */
  117953. blurHorizontalSize: number;
  117954. /**
  117955. * Specifies the vertical size of the blur.
  117956. */
  117957. /**
  117958. * Gets the vertical size of the blur.
  117959. */
  117960. blurVerticalSize: number;
  117961. /**
  117962. * An event triggered when the highlight layer is being blurred.
  117963. */
  117964. onBeforeBlurObservable: Observable<HighlightLayer>;
  117965. /**
  117966. * An event triggered when the highlight layer has been blurred.
  117967. */
  117968. onAfterBlurObservable: Observable<HighlightLayer>;
  117969. private _instanceGlowingMeshStencilReference;
  117970. private _options;
  117971. private _downSamplePostprocess;
  117972. private _horizontalBlurPostprocess;
  117973. private _verticalBlurPostprocess;
  117974. private _blurTexture;
  117975. private _meshes;
  117976. private _excludedMeshes;
  117977. /**
  117978. * Instantiates a new highlight Layer and references it to the scene..
  117979. * @param name The name of the layer
  117980. * @param scene The scene to use the layer in
  117981. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  117982. */
  117983. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  117984. /**
  117985. * Get the effect name of the layer.
  117986. * @return The effect name
  117987. */
  117988. getEffectName(): string;
  117989. /**
  117990. * Create the merge effect. This is the shader use to blit the information back
  117991. * to the main canvas at the end of the scene rendering.
  117992. */
  117993. protected _createMergeEffect(): Effect;
  117994. /**
  117995. * Creates the render target textures and post processes used in the highlight layer.
  117996. */
  117997. protected _createTextureAndPostProcesses(): void;
  117998. /**
  117999. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118000. */
  118001. needStencil(): boolean;
  118002. /**
  118003. * Checks for the readiness of the element composing the layer.
  118004. * @param subMesh the mesh to check for
  118005. * @param useInstances specify wether or not to use instances to render the mesh
  118006. * @param emissiveTexture the associated emissive texture used to generate the glow
  118007. * @return true if ready otherwise, false
  118008. */
  118009. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118010. /**
  118011. * Implementation specific of rendering the generating effect on the main canvas.
  118012. * @param effect The effect used to render through
  118013. */
  118014. protected _internalRender(effect: Effect): void;
  118015. /**
  118016. * Returns true if the layer contains information to display, otherwise false.
  118017. */
  118018. shouldRender(): boolean;
  118019. /**
  118020. * Returns true if the mesh should render, otherwise false.
  118021. * @param mesh The mesh to render
  118022. * @returns true if it should render otherwise false
  118023. */
  118024. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118025. /**
  118026. * Sets the required values for both the emissive texture and and the main color.
  118027. */
  118028. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118029. /**
  118030. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  118031. * @param mesh The mesh to exclude from the highlight layer
  118032. */
  118033. addExcludedMesh(mesh: Mesh): void;
  118034. /**
  118035. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  118036. * @param mesh The mesh to highlight
  118037. */
  118038. removeExcludedMesh(mesh: Mesh): void;
  118039. /**
  118040. * Determine if a given mesh will be highlighted by the current HighlightLayer
  118041. * @param mesh mesh to test
  118042. * @returns true if the mesh will be highlighted by the current HighlightLayer
  118043. */
  118044. hasMesh(mesh: AbstractMesh): boolean;
  118045. /**
  118046. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  118047. * @param mesh The mesh to highlight
  118048. * @param color The color of the highlight
  118049. * @param glowEmissiveOnly Extract the glow from the emissive texture
  118050. */
  118051. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  118052. /**
  118053. * Remove a mesh from the highlight layer in order to make it stop glowing.
  118054. * @param mesh The mesh to highlight
  118055. */
  118056. removeMesh(mesh: Mesh): void;
  118057. /**
  118058. * Force the stencil to the normal expected value for none glowing parts
  118059. */
  118060. private _defaultStencilReference;
  118061. /**
  118062. * Free any resources and references associated to a mesh.
  118063. * Internal use
  118064. * @param mesh The mesh to free.
  118065. * @hidden
  118066. */
  118067. _disposeMesh(mesh: Mesh): void;
  118068. /**
  118069. * Dispose the highlight layer and free resources.
  118070. */
  118071. dispose(): void;
  118072. /**
  118073. * Gets the class name of the effect layer
  118074. * @returns the string with the class name of the effect layer
  118075. */
  118076. getClassName(): string;
  118077. /**
  118078. * Serializes this Highlight layer
  118079. * @returns a serialized Highlight layer object
  118080. */
  118081. serialize(): any;
  118082. /**
  118083. * Creates a Highlight layer from parsed Highlight layer data
  118084. * @param parsedHightlightLayer defines the Highlight layer data
  118085. * @param scene defines the current scene
  118086. * @param rootUrl defines the root URL containing the Highlight layer information
  118087. * @returns a parsed Highlight layer
  118088. */
  118089. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  118090. }
  118091. }
  118092. declare module BABYLON {
  118093. interface AbstractScene {
  118094. /**
  118095. * The list of layers (background and foreground) of the scene
  118096. */
  118097. layers: Array<Layer>;
  118098. }
  118099. /**
  118100. * Defines the layer scene component responsible to manage any layers
  118101. * in a given scene.
  118102. */
  118103. export class LayerSceneComponent implements ISceneComponent {
  118104. /**
  118105. * The component name helpfull to identify the component in the list of scene components.
  118106. */
  118107. readonly name: string;
  118108. /**
  118109. * The scene the component belongs to.
  118110. */
  118111. scene: Scene;
  118112. private _engine;
  118113. /**
  118114. * Creates a new instance of the component for the given scene
  118115. * @param scene Defines the scene to register the component in
  118116. */
  118117. constructor(scene: Scene);
  118118. /**
  118119. * Registers the component in a given scene
  118120. */
  118121. register(): void;
  118122. /**
  118123. * Rebuilds the elements related to this component in case of
  118124. * context lost for instance.
  118125. */
  118126. rebuild(): void;
  118127. /**
  118128. * Disposes the component and the associated ressources.
  118129. */
  118130. dispose(): void;
  118131. private _draw;
  118132. private _drawCameraPredicate;
  118133. private _drawCameraBackground;
  118134. private _drawCameraForeground;
  118135. private _drawRenderTargetPredicate;
  118136. private _drawRenderTargetBackground;
  118137. private _drawRenderTargetForeground;
  118138. /**
  118139. * Adds all the elements from the container to the scene
  118140. * @param container the container holding the elements
  118141. */
  118142. addFromContainer(container: AbstractScene): void;
  118143. /**
  118144. * Removes all the elements in the container from the scene
  118145. * @param container contains the elements to remove
  118146. * @param dispose if the removed element should be disposed (default: false)
  118147. */
  118148. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118149. }
  118150. }
  118151. declare module BABYLON {
  118152. /** @hidden */
  118153. export var layerPixelShader: {
  118154. name: string;
  118155. shader: string;
  118156. };
  118157. }
  118158. declare module BABYLON {
  118159. /** @hidden */
  118160. export var layerVertexShader: {
  118161. name: string;
  118162. shader: string;
  118163. };
  118164. }
  118165. declare module BABYLON {
  118166. /**
  118167. * This represents a full screen 2d layer.
  118168. * This can be useful to display a picture in the background of your scene for instance.
  118169. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118170. */
  118171. export class Layer {
  118172. /**
  118173. * Define the name of the layer.
  118174. */
  118175. name: string;
  118176. /**
  118177. * Define the texture the layer should display.
  118178. */
  118179. texture: Nullable<Texture>;
  118180. /**
  118181. * Is the layer in background or foreground.
  118182. */
  118183. isBackground: boolean;
  118184. /**
  118185. * Define the color of the layer (instead of texture).
  118186. */
  118187. color: Color4;
  118188. /**
  118189. * Define the scale of the layer in order to zoom in out of the texture.
  118190. */
  118191. scale: Vector2;
  118192. /**
  118193. * Define an offset for the layer in order to shift the texture.
  118194. */
  118195. offset: Vector2;
  118196. /**
  118197. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  118198. */
  118199. alphaBlendingMode: number;
  118200. /**
  118201. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  118202. * Alpha test will not mix with the background color in case of transparency.
  118203. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  118204. */
  118205. alphaTest: boolean;
  118206. /**
  118207. * Define a mask to restrict the layer to only some of the scene cameras.
  118208. */
  118209. layerMask: number;
  118210. /**
  118211. * Define the list of render target the layer is visible into.
  118212. */
  118213. renderTargetTextures: RenderTargetTexture[];
  118214. /**
  118215. * Define if the layer is only used in renderTarget or if it also
  118216. * renders in the main frame buffer of the canvas.
  118217. */
  118218. renderOnlyInRenderTargetTextures: boolean;
  118219. private _scene;
  118220. private _vertexBuffers;
  118221. private _indexBuffer;
  118222. private _effect;
  118223. private _alphaTestEffect;
  118224. /**
  118225. * An event triggered when the layer is disposed.
  118226. */
  118227. onDisposeObservable: Observable<Layer>;
  118228. private _onDisposeObserver;
  118229. /**
  118230. * Back compatibility with callback before the onDisposeObservable existed.
  118231. * The set callback will be triggered when the layer has been disposed.
  118232. */
  118233. onDispose: () => void;
  118234. /**
  118235. * An event triggered before rendering the scene
  118236. */
  118237. onBeforeRenderObservable: Observable<Layer>;
  118238. private _onBeforeRenderObserver;
  118239. /**
  118240. * Back compatibility with callback before the onBeforeRenderObservable existed.
  118241. * The set callback will be triggered just before rendering the layer.
  118242. */
  118243. onBeforeRender: () => void;
  118244. /**
  118245. * An event triggered after rendering the scene
  118246. */
  118247. onAfterRenderObservable: Observable<Layer>;
  118248. private _onAfterRenderObserver;
  118249. /**
  118250. * Back compatibility with callback before the onAfterRenderObservable existed.
  118251. * The set callback will be triggered just after rendering the layer.
  118252. */
  118253. onAfterRender: () => void;
  118254. /**
  118255. * Instantiates a new layer.
  118256. * This represents a full screen 2d layer.
  118257. * This can be useful to display a picture in the background of your scene for instance.
  118258. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118259. * @param name Define the name of the layer in the scene
  118260. * @param imgUrl Define the url of the texture to display in the layer
  118261. * @param scene Define the scene the layer belongs to
  118262. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  118263. * @param color Defines a color for the layer
  118264. */
  118265. constructor(
  118266. /**
  118267. * Define the name of the layer.
  118268. */
  118269. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  118270. private _createIndexBuffer;
  118271. /** @hidden */
  118272. _rebuild(): void;
  118273. /**
  118274. * Renders the layer in the scene.
  118275. */
  118276. render(): void;
  118277. /**
  118278. * Disposes and releases the associated ressources.
  118279. */
  118280. dispose(): void;
  118281. }
  118282. }
  118283. declare module BABYLON {
  118284. /** @hidden */
  118285. export var lensFlarePixelShader: {
  118286. name: string;
  118287. shader: string;
  118288. };
  118289. }
  118290. declare module BABYLON {
  118291. /** @hidden */
  118292. export var lensFlareVertexShader: {
  118293. name: string;
  118294. shader: string;
  118295. };
  118296. }
  118297. declare module BABYLON {
  118298. /**
  118299. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118300. * It is usually composed of several `lensFlare`.
  118301. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118302. */
  118303. export class LensFlareSystem {
  118304. /**
  118305. * Define the name of the lens flare system
  118306. */
  118307. name: string;
  118308. /**
  118309. * List of lens flares used in this system.
  118310. */
  118311. lensFlares: LensFlare[];
  118312. /**
  118313. * Define a limit from the border the lens flare can be visible.
  118314. */
  118315. borderLimit: number;
  118316. /**
  118317. * Define a viewport border we do not want to see the lens flare in.
  118318. */
  118319. viewportBorder: number;
  118320. /**
  118321. * Define a predicate which could limit the list of meshes able to occlude the effect.
  118322. */
  118323. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  118324. /**
  118325. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  118326. */
  118327. layerMask: number;
  118328. /**
  118329. * Define the id of the lens flare system in the scene.
  118330. * (equal to name by default)
  118331. */
  118332. id: string;
  118333. private _scene;
  118334. private _emitter;
  118335. private _vertexBuffers;
  118336. private _indexBuffer;
  118337. private _effect;
  118338. private _positionX;
  118339. private _positionY;
  118340. private _isEnabled;
  118341. /** @hidden */
  118342. static _SceneComponentInitialization: (scene: Scene) => void;
  118343. /**
  118344. * Instantiates a lens flare system.
  118345. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118346. * It is usually composed of several `lensFlare`.
  118347. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118348. * @param name Define the name of the lens flare system in the scene
  118349. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  118350. * @param scene Define the scene the lens flare system belongs to
  118351. */
  118352. constructor(
  118353. /**
  118354. * Define the name of the lens flare system
  118355. */
  118356. name: string, emitter: any, scene: Scene);
  118357. /**
  118358. * Define if the lens flare system is enabled.
  118359. */
  118360. isEnabled: boolean;
  118361. /**
  118362. * Get the scene the effects belongs to.
  118363. * @returns the scene holding the lens flare system
  118364. */
  118365. getScene(): Scene;
  118366. /**
  118367. * Get the emitter of the lens flare system.
  118368. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118369. * @returns the emitter of the lens flare system
  118370. */
  118371. getEmitter(): any;
  118372. /**
  118373. * Set the emitter of the lens flare system.
  118374. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118375. * @param newEmitter Define the new emitter of the system
  118376. */
  118377. setEmitter(newEmitter: any): void;
  118378. /**
  118379. * Get the lens flare system emitter position.
  118380. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  118381. * @returns the position
  118382. */
  118383. getEmitterPosition(): Vector3;
  118384. /**
  118385. * @hidden
  118386. */
  118387. computeEffectivePosition(globalViewport: Viewport): boolean;
  118388. /** @hidden */
  118389. _isVisible(): boolean;
  118390. /**
  118391. * @hidden
  118392. */
  118393. render(): boolean;
  118394. /**
  118395. * Dispose and release the lens flare with its associated resources.
  118396. */
  118397. dispose(): void;
  118398. /**
  118399. * Parse a lens flare system from a JSON repressentation
  118400. * @param parsedLensFlareSystem Define the JSON to parse
  118401. * @param scene Define the scene the parsed system should be instantiated in
  118402. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  118403. * @returns the parsed system
  118404. */
  118405. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  118406. /**
  118407. * Serialize the current Lens Flare System into a JSON representation.
  118408. * @returns the serialized JSON
  118409. */
  118410. serialize(): any;
  118411. }
  118412. }
  118413. declare module BABYLON {
  118414. /**
  118415. * This represents one of the lens effect in a `lensFlareSystem`.
  118416. * It controls one of the indiviual texture used in the effect.
  118417. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118418. */
  118419. export class LensFlare {
  118420. /**
  118421. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118422. */
  118423. size: number;
  118424. /**
  118425. * 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.
  118426. */
  118427. position: number;
  118428. /**
  118429. * Define the lens color.
  118430. */
  118431. color: Color3;
  118432. /**
  118433. * Define the lens texture.
  118434. */
  118435. texture: Nullable<Texture>;
  118436. /**
  118437. * Define the alpha mode to render this particular lens.
  118438. */
  118439. alphaMode: number;
  118440. private _system;
  118441. /**
  118442. * Creates a new Lens Flare.
  118443. * This represents one of the lens effect in a `lensFlareSystem`.
  118444. * It controls one of the indiviual texture used in the effect.
  118445. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118446. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  118447. * @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.
  118448. * @param color Define the lens color
  118449. * @param imgUrl Define the lens texture url
  118450. * @param system Define the `lensFlareSystem` this flare is part of
  118451. * @returns The newly created Lens Flare
  118452. */
  118453. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  118454. /**
  118455. * Instantiates a new Lens Flare.
  118456. * This represents one of the lens effect in a `lensFlareSystem`.
  118457. * It controls one of the indiviual texture used in the effect.
  118458. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118459. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  118460. * @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.
  118461. * @param color Define the lens color
  118462. * @param imgUrl Define the lens texture url
  118463. * @param system Define the `lensFlareSystem` this flare is part of
  118464. */
  118465. constructor(
  118466. /**
  118467. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  118468. */
  118469. size: number,
  118470. /**
  118471. * 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.
  118472. */
  118473. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  118474. /**
  118475. * Dispose and release the lens flare with its associated resources.
  118476. */
  118477. dispose(): void;
  118478. }
  118479. }
  118480. declare module BABYLON {
  118481. interface AbstractScene {
  118482. /**
  118483. * The list of lens flare system added to the scene
  118484. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118485. */
  118486. lensFlareSystems: Array<LensFlareSystem>;
  118487. /**
  118488. * Removes the given lens flare system from this scene.
  118489. * @param toRemove The lens flare system to remove
  118490. * @returns The index of the removed lens flare system
  118491. */
  118492. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  118493. /**
  118494. * Adds the given lens flare system to this scene
  118495. * @param newLensFlareSystem The lens flare system to add
  118496. */
  118497. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  118498. /**
  118499. * Gets a lens flare system using its name
  118500. * @param name defines the name to look for
  118501. * @returns the lens flare system or null if not found
  118502. */
  118503. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  118504. /**
  118505. * Gets a lens flare system using its id
  118506. * @param id defines the id to look for
  118507. * @returns the lens flare system or null if not found
  118508. */
  118509. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  118510. }
  118511. /**
  118512. * Defines the lens flare scene component responsible to manage any lens flares
  118513. * in a given scene.
  118514. */
  118515. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  118516. /**
  118517. * The component name helpfull to identify the component in the list of scene components.
  118518. */
  118519. readonly name: string;
  118520. /**
  118521. * The scene the component belongs to.
  118522. */
  118523. scene: Scene;
  118524. /**
  118525. * Creates a new instance of the component for the given scene
  118526. * @param scene Defines the scene to register the component in
  118527. */
  118528. constructor(scene: Scene);
  118529. /**
  118530. * Registers the component in a given scene
  118531. */
  118532. register(): void;
  118533. /**
  118534. * Rebuilds the elements related to this component in case of
  118535. * context lost for instance.
  118536. */
  118537. rebuild(): void;
  118538. /**
  118539. * Adds all the elements from the container to the scene
  118540. * @param container the container holding the elements
  118541. */
  118542. addFromContainer(container: AbstractScene): void;
  118543. /**
  118544. * Removes all the elements in the container from the scene
  118545. * @param container contains the elements to remove
  118546. * @param dispose if the removed element should be disposed (default: false)
  118547. */
  118548. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118549. /**
  118550. * Serializes the component data to the specified json object
  118551. * @param serializationObject The object to serialize to
  118552. */
  118553. serialize(serializationObject: any): void;
  118554. /**
  118555. * Disposes the component and the associated ressources.
  118556. */
  118557. dispose(): void;
  118558. private _draw;
  118559. }
  118560. }
  118561. declare module BABYLON {
  118562. /**
  118563. * Defines the shadow generator component responsible to manage any shadow generators
  118564. * in a given scene.
  118565. */
  118566. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  118567. /**
  118568. * The component name helpfull to identify the component in the list of scene components.
  118569. */
  118570. readonly name: string;
  118571. /**
  118572. * The scene the component belongs to.
  118573. */
  118574. scene: Scene;
  118575. /**
  118576. * Creates a new instance of the component for the given scene
  118577. * @param scene Defines the scene to register the component in
  118578. */
  118579. constructor(scene: Scene);
  118580. /**
  118581. * Registers the component in a given scene
  118582. */
  118583. register(): void;
  118584. /**
  118585. * Rebuilds the elements related to this component in case of
  118586. * context lost for instance.
  118587. */
  118588. rebuild(): void;
  118589. /**
  118590. * Serializes the component data to the specified json object
  118591. * @param serializationObject The object to serialize to
  118592. */
  118593. serialize(serializationObject: any): void;
  118594. /**
  118595. * Adds all the elements from the container to the scene
  118596. * @param container the container holding the elements
  118597. */
  118598. addFromContainer(container: AbstractScene): void;
  118599. /**
  118600. * Removes all the elements in the container from the scene
  118601. * @param container contains the elements to remove
  118602. * @param dispose if the removed element should be disposed (default: false)
  118603. */
  118604. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118605. /**
  118606. * Rebuilds the elements related to this component in case of
  118607. * context lost for instance.
  118608. */
  118609. dispose(): void;
  118610. private _gatherRenderTargets;
  118611. }
  118612. }
  118613. declare module BABYLON {
  118614. /**
  118615. * A point light is a light defined by an unique point in world space.
  118616. * The light is emitted in every direction from this point.
  118617. * A good example of a point light is a standard light bulb.
  118618. * Documentation: https://doc.babylonjs.com/babylon101/lights
  118619. */
  118620. export class PointLight extends ShadowLight {
  118621. private _shadowAngle;
  118622. /**
  118623. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118624. * This specifies what angle the shadow will use to be created.
  118625. *
  118626. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118627. */
  118628. /**
  118629. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118630. * This specifies what angle the shadow will use to be created.
  118631. *
  118632. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  118633. */
  118634. shadowAngle: number;
  118635. /**
  118636. * Gets the direction if it has been set.
  118637. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118638. */
  118639. /**
  118640. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  118641. */
  118642. direction: Vector3;
  118643. /**
  118644. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  118645. * A PointLight emits the light in every direction.
  118646. * It can cast shadows.
  118647. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  118648. * ```javascript
  118649. * var pointLight = new PointLight("pl", camera.position, scene);
  118650. * ```
  118651. * Documentation : https://doc.babylonjs.com/babylon101/lights
  118652. * @param name The light friendly name
  118653. * @param position The position of the point light in the scene
  118654. * @param scene The scene the lights belongs to
  118655. */
  118656. constructor(name: string, position: Vector3, scene: Scene);
  118657. /**
  118658. * Returns the string "PointLight"
  118659. * @returns the class name
  118660. */
  118661. getClassName(): string;
  118662. /**
  118663. * Returns the integer 0.
  118664. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  118665. */
  118666. getTypeID(): number;
  118667. /**
  118668. * Specifies wether or not the shadowmap should be a cube texture.
  118669. * @returns true if the shadowmap needs to be a cube texture.
  118670. */
  118671. needCube(): boolean;
  118672. /**
  118673. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  118674. * @param faceIndex The index of the face we are computed the direction to generate shadow
  118675. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  118676. */
  118677. getShadowDirection(faceIndex?: number): Vector3;
  118678. /**
  118679. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  118680. * - fov = PI / 2
  118681. * - aspect ratio : 1.0
  118682. * - z-near and far equal to the active camera minZ and maxZ.
  118683. * Returns the PointLight.
  118684. */
  118685. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  118686. protected _buildUniformLayout(): void;
  118687. /**
  118688. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  118689. * @param effect The effect to update
  118690. * @param lightIndex The index of the light in the effect to update
  118691. * @returns The point light
  118692. */
  118693. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  118694. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  118695. /**
  118696. * Prepares the list of defines specific to the light type.
  118697. * @param defines the list of defines
  118698. * @param lightIndex defines the index of the light for the effect
  118699. */
  118700. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  118701. }
  118702. }
  118703. declare module BABYLON {
  118704. /**
  118705. * Header information of HDR texture files.
  118706. */
  118707. export interface HDRInfo {
  118708. /**
  118709. * The height of the texture in pixels.
  118710. */
  118711. height: number;
  118712. /**
  118713. * The width of the texture in pixels.
  118714. */
  118715. width: number;
  118716. /**
  118717. * The index of the beginning of the data in the binary file.
  118718. */
  118719. dataPosition: number;
  118720. }
  118721. /**
  118722. * This groups tools to convert HDR texture to native colors array.
  118723. */
  118724. export class HDRTools {
  118725. private static Ldexp;
  118726. private static Rgbe2float;
  118727. private static readStringLine;
  118728. /**
  118729. * Reads header information from an RGBE texture stored in a native array.
  118730. * More information on this format are available here:
  118731. * https://en.wikipedia.org/wiki/RGBE_image_format
  118732. *
  118733. * @param uint8array The binary file stored in native array.
  118734. * @return The header information.
  118735. */
  118736. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  118737. /**
  118738. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  118739. * This RGBE texture needs to store the information as a panorama.
  118740. *
  118741. * More information on this format are available here:
  118742. * https://en.wikipedia.org/wiki/RGBE_image_format
  118743. *
  118744. * @param buffer The binary file stored in an array buffer.
  118745. * @param size The expected size of the extracted cubemap.
  118746. * @return The Cube Map information.
  118747. */
  118748. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  118749. /**
  118750. * Returns the pixels data extracted from an RGBE texture.
  118751. * This pixels will be stored left to right up to down in the R G B order in one array.
  118752. *
  118753. * More information on this format are available here:
  118754. * https://en.wikipedia.org/wiki/RGBE_image_format
  118755. *
  118756. * @param uint8array The binary file stored in an array buffer.
  118757. * @param hdrInfo The header information of the file.
  118758. * @return The pixels data in RGB right to left up to down order.
  118759. */
  118760. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  118761. private static RGBE_ReadPixels_RLE;
  118762. }
  118763. }
  118764. declare module BABYLON {
  118765. /**
  118766. * This represents a texture coming from an HDR input.
  118767. *
  118768. * The only supported format is currently panorama picture stored in RGBE format.
  118769. * Example of such files can be found on HDRLib: http://hdrlib.com/
  118770. */
  118771. export class HDRCubeTexture extends BaseTexture {
  118772. private static _facesMapping;
  118773. private _generateHarmonics;
  118774. private _noMipmap;
  118775. private _textureMatrix;
  118776. private _size;
  118777. private _onLoad;
  118778. private _onError;
  118779. /**
  118780. * The texture URL.
  118781. */
  118782. url: string;
  118783. /**
  118784. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  118785. */
  118786. coordinatesMode: number;
  118787. protected _isBlocking: boolean;
  118788. /**
  118789. * Sets wether or not the texture is blocking during loading.
  118790. */
  118791. /**
  118792. * Gets wether or not the texture is blocking during loading.
  118793. */
  118794. isBlocking: boolean;
  118795. protected _rotationY: number;
  118796. /**
  118797. * Sets texture matrix rotation angle around Y axis in radians.
  118798. */
  118799. /**
  118800. * Gets texture matrix rotation angle around Y axis radians.
  118801. */
  118802. rotationY: number;
  118803. /**
  118804. * Gets or sets the center of the bounding box associated with the cube texture
  118805. * It must define where the camera used to render the texture was set
  118806. */
  118807. boundingBoxPosition: Vector3;
  118808. private _boundingBoxSize;
  118809. /**
  118810. * Gets or sets the size of the bounding box associated with the cube texture
  118811. * When defined, the cubemap will switch to local mode
  118812. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  118813. * @example https://www.babylonjs-playground.com/#RNASML
  118814. */
  118815. boundingBoxSize: Vector3;
  118816. /**
  118817. * Instantiates an HDRTexture from the following parameters.
  118818. *
  118819. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  118820. * @param scene The scene the texture will be used in
  118821. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  118822. * @param noMipmap Forces to not generate the mipmap if true
  118823. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  118824. * @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)
  118825. * @param reserved Reserved flag for internal use.
  118826. */
  118827. 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>);
  118828. /**
  118829. * Get the current class name of the texture useful for serialization or dynamic coding.
  118830. * @returns "HDRCubeTexture"
  118831. */
  118832. getClassName(): string;
  118833. /**
  118834. * Occurs when the file is raw .hdr file.
  118835. */
  118836. private loadTexture;
  118837. clone(): HDRCubeTexture;
  118838. delayLoad(): void;
  118839. /**
  118840. * Get the texture reflection matrix used to rotate/transform the reflection.
  118841. * @returns the reflection matrix
  118842. */
  118843. getReflectionTextureMatrix(): Matrix;
  118844. /**
  118845. * Set the texture reflection matrix used to rotate/transform the reflection.
  118846. * @param value Define the reflection matrix to set
  118847. */
  118848. setReflectionTextureMatrix(value: Matrix): void;
  118849. /**
  118850. * Parses a JSON representation of an HDR Texture in order to create the texture
  118851. * @param parsedTexture Define the JSON representation
  118852. * @param scene Define the scene the texture should be created in
  118853. * @param rootUrl Define the root url in case we need to load relative dependencies
  118854. * @returns the newly created texture after parsing
  118855. */
  118856. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  118857. serialize(): any;
  118858. }
  118859. }
  118860. declare module BABYLON {
  118861. /**
  118862. * Class used to control physics engine
  118863. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  118864. */
  118865. export class PhysicsEngine implements IPhysicsEngine {
  118866. private _physicsPlugin;
  118867. /**
  118868. * Global value used to control the smallest number supported by the simulation
  118869. */
  118870. static Epsilon: number;
  118871. private _impostors;
  118872. private _joints;
  118873. /**
  118874. * Gets the gravity vector used by the simulation
  118875. */
  118876. gravity: Vector3;
  118877. /**
  118878. * Factory used to create the default physics plugin.
  118879. * @returns The default physics plugin
  118880. */
  118881. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  118882. /**
  118883. * Creates a new Physics Engine
  118884. * @param gravity defines the gravity vector used by the simulation
  118885. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  118886. */
  118887. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  118888. /**
  118889. * Sets the gravity vector used by the simulation
  118890. * @param gravity defines the gravity vector to use
  118891. */
  118892. setGravity(gravity: Vector3): void;
  118893. /**
  118894. * Set the time step of the physics engine.
  118895. * Default is 1/60.
  118896. * To slow it down, enter 1/600 for example.
  118897. * To speed it up, 1/30
  118898. * @param newTimeStep defines the new timestep to apply to this world.
  118899. */
  118900. setTimeStep(newTimeStep?: number): void;
  118901. /**
  118902. * Get the time step of the physics engine.
  118903. * @returns the current time step
  118904. */
  118905. getTimeStep(): number;
  118906. /**
  118907. * Release all resources
  118908. */
  118909. dispose(): void;
  118910. /**
  118911. * Gets the name of the current physics plugin
  118912. * @returns the name of the plugin
  118913. */
  118914. getPhysicsPluginName(): string;
  118915. /**
  118916. * Adding a new impostor for the impostor tracking.
  118917. * This will be done by the impostor itself.
  118918. * @param impostor the impostor to add
  118919. */
  118920. addImpostor(impostor: PhysicsImpostor): void;
  118921. /**
  118922. * Remove an impostor from the engine.
  118923. * This impostor and its mesh will not longer be updated by the physics engine.
  118924. * @param impostor the impostor to remove
  118925. */
  118926. removeImpostor(impostor: PhysicsImpostor): void;
  118927. /**
  118928. * Add a joint to the physics engine
  118929. * @param mainImpostor defines the main impostor to which the joint is added.
  118930. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  118931. * @param joint defines the joint that will connect both impostors.
  118932. */
  118933. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118934. /**
  118935. * Removes a joint from the simulation
  118936. * @param mainImpostor defines the impostor used with the joint
  118937. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  118938. * @param joint defines the joint to remove
  118939. */
  118940. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  118941. /**
  118942. * Called by the scene. No need to call it.
  118943. * @param delta defines the timespam between frames
  118944. */
  118945. _step(delta: number): void;
  118946. /**
  118947. * Gets the current plugin used to run the simulation
  118948. * @returns current plugin
  118949. */
  118950. getPhysicsPlugin(): IPhysicsEnginePlugin;
  118951. /**
  118952. * Gets the list of physic impostors
  118953. * @returns an array of PhysicsImpostor
  118954. */
  118955. getImpostors(): Array<PhysicsImpostor>;
  118956. /**
  118957. * Gets the impostor for a physics enabled object
  118958. * @param object defines the object impersonated by the impostor
  118959. * @returns the PhysicsImpostor or null if not found
  118960. */
  118961. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  118962. /**
  118963. * Gets the impostor for a physics body object
  118964. * @param body defines physics body used by the impostor
  118965. * @returns the PhysicsImpostor or null if not found
  118966. */
  118967. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  118968. /**
  118969. * Does a raycast in the physics world
  118970. * @param from when should the ray start?
  118971. * @param to when should the ray end?
  118972. * @returns PhysicsRaycastResult
  118973. */
  118974. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  118975. }
  118976. }
  118977. declare module BABYLON {
  118978. /** @hidden */
  118979. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  118980. private _useDeltaForWorldStep;
  118981. world: any;
  118982. name: string;
  118983. private _physicsMaterials;
  118984. private _fixedTimeStep;
  118985. private _cannonRaycastResult;
  118986. private _raycastResult;
  118987. private _physicsBodysToRemoveAfterStep;
  118988. BJSCANNON: any;
  118989. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  118990. setGravity(gravity: Vector3): void;
  118991. setTimeStep(timeStep: number): void;
  118992. getTimeStep(): number;
  118993. executeStep(delta: number): void;
  118994. private _removeMarkedPhysicsBodiesFromWorld;
  118995. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118996. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  118997. generatePhysicsBody(impostor: PhysicsImpostor): void;
  118998. private _processChildMeshes;
  118999. removePhysicsBody(impostor: PhysicsImpostor): void;
  119000. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119001. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119002. private _addMaterial;
  119003. private _checkWithEpsilon;
  119004. private _createShape;
  119005. private _createHeightmap;
  119006. private _minus90X;
  119007. private _plus90X;
  119008. private _tmpPosition;
  119009. private _tmpDeltaPosition;
  119010. private _tmpUnityRotation;
  119011. private _updatePhysicsBodyTransformation;
  119012. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119013. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119014. isSupported(): boolean;
  119015. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119016. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119017. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119018. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119019. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119020. getBodyMass(impostor: PhysicsImpostor): number;
  119021. getBodyFriction(impostor: PhysicsImpostor): number;
  119022. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119023. getBodyRestitution(impostor: PhysicsImpostor): number;
  119024. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119025. sleepBody(impostor: PhysicsImpostor): void;
  119026. wakeUpBody(impostor: PhysicsImpostor): void;
  119027. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  119028. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119029. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119030. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119031. getRadius(impostor: PhysicsImpostor): number;
  119032. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119033. dispose(): void;
  119034. private _extendNamespace;
  119035. /**
  119036. * Does a raycast in the physics world
  119037. * @param from when should the ray start?
  119038. * @param to when should the ray end?
  119039. * @returns PhysicsRaycastResult
  119040. */
  119041. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119042. }
  119043. }
  119044. declare module BABYLON {
  119045. /** @hidden */
  119046. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  119047. world: any;
  119048. name: string;
  119049. BJSOIMO: any;
  119050. private _raycastResult;
  119051. constructor(iterations?: number, oimoInjection?: any);
  119052. setGravity(gravity: Vector3): void;
  119053. setTimeStep(timeStep: number): void;
  119054. getTimeStep(): number;
  119055. private _tmpImpostorsArray;
  119056. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119057. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119058. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119059. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119060. private _tmpPositionVector;
  119061. removePhysicsBody(impostor: PhysicsImpostor): void;
  119062. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119063. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119064. isSupported(): boolean;
  119065. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119066. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119067. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119068. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119069. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119070. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119071. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119072. getBodyMass(impostor: PhysicsImpostor): number;
  119073. getBodyFriction(impostor: PhysicsImpostor): number;
  119074. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119075. getBodyRestitution(impostor: PhysicsImpostor): number;
  119076. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119077. sleepBody(impostor: PhysicsImpostor): void;
  119078. wakeUpBody(impostor: PhysicsImpostor): void;
  119079. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119080. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  119081. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  119082. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119083. getRadius(impostor: PhysicsImpostor): number;
  119084. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119085. dispose(): void;
  119086. /**
  119087. * Does a raycast in the physics world
  119088. * @param from when should the ray start?
  119089. * @param to when should the ray end?
  119090. * @returns PhysicsRaycastResult
  119091. */
  119092. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119093. }
  119094. }
  119095. declare module BABYLON {
  119096. /**
  119097. * Class containing static functions to help procedurally build meshes
  119098. */
  119099. export class RibbonBuilder {
  119100. /**
  119101. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119102. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119103. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119104. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119105. * * 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
  119106. * * 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
  119107. * * 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
  119108. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119109. * * If you create a double-sided mesh, you can choose what parts of 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
  119110. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119111. * * 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
  119112. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119113. * * 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
  119114. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119115. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119116. * @param name defines the name of the mesh
  119117. * @param options defines the options used to create the mesh
  119118. * @param scene defines the hosting scene
  119119. * @returns the ribbon mesh
  119120. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119121. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119122. */
  119123. static CreateRibbon(name: string, options: {
  119124. pathArray: Vector3[][];
  119125. closeArray?: boolean;
  119126. closePath?: boolean;
  119127. offset?: number;
  119128. updatable?: boolean;
  119129. sideOrientation?: number;
  119130. frontUVs?: Vector4;
  119131. backUVs?: Vector4;
  119132. instance?: Mesh;
  119133. invertUV?: boolean;
  119134. uvs?: Vector2[];
  119135. colors?: Color4[];
  119136. }, scene?: Nullable<Scene>): Mesh;
  119137. }
  119138. }
  119139. declare module BABYLON {
  119140. /**
  119141. * Class containing static functions to help procedurally build meshes
  119142. */
  119143. export class ShapeBuilder {
  119144. /**
  119145. * 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.
  119146. * * 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.
  119147. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119148. * * 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.
  119149. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119150. * * 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
  119151. * * 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
  119152. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119153. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119154. * * If you create a double-sided mesh, you can choose what parts of 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
  119155. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119156. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119157. * @param name defines the name of the mesh
  119158. * @param options defines the options used to create the mesh
  119159. * @param scene defines the hosting scene
  119160. * @returns the extruded shape mesh
  119161. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119162. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119163. */
  119164. static ExtrudeShape(name: string, options: {
  119165. shape: Vector3[];
  119166. path: Vector3[];
  119167. scale?: number;
  119168. rotation?: number;
  119169. cap?: number;
  119170. updatable?: boolean;
  119171. sideOrientation?: number;
  119172. frontUVs?: Vector4;
  119173. backUVs?: Vector4;
  119174. instance?: Mesh;
  119175. invertUV?: boolean;
  119176. }, scene?: Nullable<Scene>): Mesh;
  119177. /**
  119178. * Creates an custom extruded shape mesh.
  119179. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119180. * * 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.
  119181. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119182. * * 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
  119183. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119184. * * 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
  119185. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119186. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119187. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119188. * * 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
  119189. * * 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
  119190. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119191. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119192. * * If you create a double-sided mesh, you can choose what parts of 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
  119193. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119194. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119195. * @param name defines the name of the mesh
  119196. * @param options defines the options used to create the mesh
  119197. * @param scene defines the hosting scene
  119198. * @returns the custom extruded shape mesh
  119199. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119200. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119201. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119202. */
  119203. static ExtrudeShapeCustom(name: string, options: {
  119204. shape: Vector3[];
  119205. path: Vector3[];
  119206. scaleFunction?: any;
  119207. rotationFunction?: any;
  119208. ribbonCloseArray?: boolean;
  119209. ribbonClosePath?: boolean;
  119210. cap?: number;
  119211. updatable?: boolean;
  119212. sideOrientation?: number;
  119213. frontUVs?: Vector4;
  119214. backUVs?: Vector4;
  119215. instance?: Mesh;
  119216. invertUV?: boolean;
  119217. }, scene?: Nullable<Scene>): Mesh;
  119218. private static _ExtrudeShapeGeneric;
  119219. }
  119220. }
  119221. declare module BABYLON {
  119222. /**
  119223. * AmmoJS Physics plugin
  119224. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  119225. * @see https://github.com/kripken/ammo.js/
  119226. */
  119227. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  119228. private _useDeltaForWorldStep;
  119229. /**
  119230. * Reference to the Ammo library
  119231. */
  119232. bjsAMMO: any;
  119233. /**
  119234. * Created ammoJS world which physics bodies are added to
  119235. */
  119236. world: any;
  119237. /**
  119238. * Name of the plugin
  119239. */
  119240. name: string;
  119241. private _timeStep;
  119242. private _fixedTimeStep;
  119243. private _maxSteps;
  119244. private _tmpQuaternion;
  119245. private _tmpAmmoTransform;
  119246. private _tmpAmmoQuaternion;
  119247. private _tmpAmmoConcreteContactResultCallback;
  119248. private _collisionConfiguration;
  119249. private _dispatcher;
  119250. private _overlappingPairCache;
  119251. private _solver;
  119252. private _softBodySolver;
  119253. private _tmpAmmoVectorA;
  119254. private _tmpAmmoVectorB;
  119255. private _tmpAmmoVectorC;
  119256. private _tmpAmmoVectorD;
  119257. private _tmpContactCallbackResult;
  119258. private _tmpAmmoVectorRCA;
  119259. private _tmpAmmoVectorRCB;
  119260. private _raycastResult;
  119261. private static readonly DISABLE_COLLISION_FLAG;
  119262. private static readonly KINEMATIC_FLAG;
  119263. private static readonly DISABLE_DEACTIVATION_FLAG;
  119264. /**
  119265. * Initializes the ammoJS plugin
  119266. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  119267. * @param ammoInjection can be used to inject your own ammo reference
  119268. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  119269. */
  119270. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  119271. /**
  119272. * Sets the gravity of the physics world (m/(s^2))
  119273. * @param gravity Gravity to set
  119274. */
  119275. setGravity(gravity: Vector3): void;
  119276. /**
  119277. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  119278. * @param timeStep timestep to use in seconds
  119279. */
  119280. setTimeStep(timeStep: number): void;
  119281. /**
  119282. * 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)
  119283. * @param fixedTimeStep fixedTimeStep to use in seconds
  119284. */
  119285. setFixedTimeStep(fixedTimeStep: number): void;
  119286. /**
  119287. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  119288. * @param maxSteps the maximum number of steps by the physics engine per frame
  119289. */
  119290. setMaxSteps(maxSteps: number): void;
  119291. /**
  119292. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  119293. * @returns the current timestep in seconds
  119294. */
  119295. getTimeStep(): number;
  119296. private _isImpostorInContact;
  119297. private _isImpostorPairInContact;
  119298. private _stepSimulation;
  119299. /**
  119300. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  119301. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  119302. * After the step the babylon meshes are set to the position of the physics imposters
  119303. * @param delta amount of time to step forward
  119304. * @param impostors array of imposters to update before/after the step
  119305. */
  119306. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119307. /**
  119308. * Update babylon mesh to match physics world object
  119309. * @param impostor imposter to match
  119310. */
  119311. private _afterSoftStep;
  119312. /**
  119313. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119314. * @param impostor imposter to match
  119315. */
  119316. private _ropeStep;
  119317. /**
  119318. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119319. * @param impostor imposter to match
  119320. */
  119321. private _softbodyOrClothStep;
  119322. private _tmpVector;
  119323. private _tmpMatrix;
  119324. /**
  119325. * Applies an impulse on the imposter
  119326. * @param impostor imposter to apply impulse to
  119327. * @param force amount of force to be applied to the imposter
  119328. * @param contactPoint the location to apply the impulse on the imposter
  119329. */
  119330. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119331. /**
  119332. * Applies a force on the imposter
  119333. * @param impostor imposter to apply force
  119334. * @param force amount of force to be applied to the imposter
  119335. * @param contactPoint the location to apply the force on the imposter
  119336. */
  119337. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119338. /**
  119339. * Creates a physics body using the plugin
  119340. * @param impostor the imposter to create the physics body on
  119341. */
  119342. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119343. /**
  119344. * Removes the physics body from the imposter and disposes of the body's memory
  119345. * @param impostor imposter to remove the physics body from
  119346. */
  119347. removePhysicsBody(impostor: PhysicsImpostor): void;
  119348. /**
  119349. * Generates a joint
  119350. * @param impostorJoint the imposter joint to create the joint with
  119351. */
  119352. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119353. /**
  119354. * Removes a joint
  119355. * @param impostorJoint the imposter joint to remove the joint from
  119356. */
  119357. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119358. private _addMeshVerts;
  119359. /**
  119360. * Initialise the soft body vertices to match its object's (mesh) vertices
  119361. * Softbody vertices (nodes) are in world space and to match this
  119362. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  119363. * @param impostor to create the softbody for
  119364. */
  119365. private _softVertexData;
  119366. /**
  119367. * Create an impostor's soft body
  119368. * @param impostor to create the softbody for
  119369. */
  119370. private _createSoftbody;
  119371. /**
  119372. * Create cloth for an impostor
  119373. * @param impostor to create the softbody for
  119374. */
  119375. private _createCloth;
  119376. /**
  119377. * Create rope for an impostor
  119378. * @param impostor to create the softbody for
  119379. */
  119380. private _createRope;
  119381. private _addHullVerts;
  119382. private _createShape;
  119383. /**
  119384. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  119385. * @param impostor imposter containing the physics body and babylon object
  119386. */
  119387. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119388. /**
  119389. * Sets the babylon object's position/rotation from the physics body's position/rotation
  119390. * @param impostor imposter containing the physics body and babylon object
  119391. * @param newPosition new position
  119392. * @param newRotation new rotation
  119393. */
  119394. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119395. /**
  119396. * If this plugin is supported
  119397. * @returns true if its supported
  119398. */
  119399. isSupported(): boolean;
  119400. /**
  119401. * Sets the linear velocity of the physics body
  119402. * @param impostor imposter to set the velocity on
  119403. * @param velocity velocity to set
  119404. */
  119405. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119406. /**
  119407. * Sets the angular velocity of the physics body
  119408. * @param impostor imposter to set the velocity on
  119409. * @param velocity velocity to set
  119410. */
  119411. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119412. /**
  119413. * gets the linear velocity
  119414. * @param impostor imposter to get linear velocity from
  119415. * @returns linear velocity
  119416. */
  119417. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119418. /**
  119419. * gets the angular velocity
  119420. * @param impostor imposter to get angular velocity from
  119421. * @returns angular velocity
  119422. */
  119423. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119424. /**
  119425. * Sets the mass of physics body
  119426. * @param impostor imposter to set the mass on
  119427. * @param mass mass to set
  119428. */
  119429. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119430. /**
  119431. * Gets the mass of the physics body
  119432. * @param impostor imposter to get the mass from
  119433. * @returns mass
  119434. */
  119435. getBodyMass(impostor: PhysicsImpostor): number;
  119436. /**
  119437. * Gets friction of the impostor
  119438. * @param impostor impostor to get friction from
  119439. * @returns friction value
  119440. */
  119441. getBodyFriction(impostor: PhysicsImpostor): number;
  119442. /**
  119443. * Sets friction of the impostor
  119444. * @param impostor impostor to set friction on
  119445. * @param friction friction value
  119446. */
  119447. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119448. /**
  119449. * Gets restitution of the impostor
  119450. * @param impostor impostor to get restitution from
  119451. * @returns restitution value
  119452. */
  119453. getBodyRestitution(impostor: PhysicsImpostor): number;
  119454. /**
  119455. * Sets resitution of the impostor
  119456. * @param impostor impostor to set resitution on
  119457. * @param restitution resitution value
  119458. */
  119459. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119460. /**
  119461. * Gets pressure inside the impostor
  119462. * @param impostor impostor to get pressure from
  119463. * @returns pressure value
  119464. */
  119465. getBodyPressure(impostor: PhysicsImpostor): number;
  119466. /**
  119467. * Sets pressure inside a soft body impostor
  119468. * Cloth and rope must remain 0 pressure
  119469. * @param impostor impostor to set pressure on
  119470. * @param pressure pressure value
  119471. */
  119472. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  119473. /**
  119474. * Gets stiffness of the impostor
  119475. * @param impostor impostor to get stiffness from
  119476. * @returns pressure value
  119477. */
  119478. getBodyStiffness(impostor: PhysicsImpostor): number;
  119479. /**
  119480. * Sets stiffness of the impostor
  119481. * @param impostor impostor to set stiffness on
  119482. * @param stiffness stiffness value from 0 to 1
  119483. */
  119484. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  119485. /**
  119486. * Gets velocityIterations of the impostor
  119487. * @param impostor impostor to get velocity iterations from
  119488. * @returns velocityIterations value
  119489. */
  119490. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  119491. /**
  119492. * Sets velocityIterations of the impostor
  119493. * @param impostor impostor to set velocity iterations on
  119494. * @param velocityIterations velocityIterations value
  119495. */
  119496. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  119497. /**
  119498. * Gets positionIterations of the impostor
  119499. * @param impostor impostor to get position iterations from
  119500. * @returns positionIterations value
  119501. */
  119502. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  119503. /**
  119504. * Sets positionIterations of the impostor
  119505. * @param impostor impostor to set position on
  119506. * @param positionIterations positionIterations value
  119507. */
  119508. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  119509. /**
  119510. * Append an anchor to a cloth object
  119511. * @param impostor is the cloth impostor to add anchor to
  119512. * @param otherImpostor is the rigid impostor to anchor to
  119513. * @param width ratio across width from 0 to 1
  119514. * @param height ratio up height from 0 to 1
  119515. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  119516. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119517. */
  119518. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119519. /**
  119520. * Append an hook to a rope object
  119521. * @param impostor is the rope impostor to add hook to
  119522. * @param otherImpostor is the rigid impostor to hook to
  119523. * @param length ratio along the rope from 0 to 1
  119524. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  119525. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  119526. */
  119527. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  119528. /**
  119529. * Sleeps the physics body and stops it from being active
  119530. * @param impostor impostor to sleep
  119531. */
  119532. sleepBody(impostor: PhysicsImpostor): void;
  119533. /**
  119534. * Activates the physics body
  119535. * @param impostor impostor to activate
  119536. */
  119537. wakeUpBody(impostor: PhysicsImpostor): void;
  119538. /**
  119539. * Updates the distance parameters of the joint
  119540. * @param joint joint to update
  119541. * @param maxDistance maximum distance of the joint
  119542. * @param minDistance minimum distance of the joint
  119543. */
  119544. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119545. /**
  119546. * Sets a motor on the joint
  119547. * @param joint joint to set motor on
  119548. * @param speed speed of the motor
  119549. * @param maxForce maximum force of the motor
  119550. * @param motorIndex index of the motor
  119551. */
  119552. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119553. /**
  119554. * Sets the motors limit
  119555. * @param joint joint to set limit on
  119556. * @param upperLimit upper limit
  119557. * @param lowerLimit lower limit
  119558. */
  119559. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119560. /**
  119561. * Syncs the position and rotation of a mesh with the impostor
  119562. * @param mesh mesh to sync
  119563. * @param impostor impostor to update the mesh with
  119564. */
  119565. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119566. /**
  119567. * Gets the radius of the impostor
  119568. * @param impostor impostor to get radius from
  119569. * @returns the radius
  119570. */
  119571. getRadius(impostor: PhysicsImpostor): number;
  119572. /**
  119573. * Gets the box size of the impostor
  119574. * @param impostor impostor to get box size from
  119575. * @param result the resulting box size
  119576. */
  119577. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119578. /**
  119579. * Disposes of the impostor
  119580. */
  119581. dispose(): void;
  119582. /**
  119583. * Does a raycast in the physics world
  119584. * @param from when should the ray start?
  119585. * @param to when should the ray end?
  119586. * @returns PhysicsRaycastResult
  119587. */
  119588. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119589. }
  119590. }
  119591. declare module BABYLON {
  119592. interface AbstractScene {
  119593. /**
  119594. * The list of reflection probes added to the scene
  119595. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119596. */
  119597. reflectionProbes: Array<ReflectionProbe>;
  119598. /**
  119599. * Removes the given reflection probe from this scene.
  119600. * @param toRemove The reflection probe to remove
  119601. * @returns The index of the removed reflection probe
  119602. */
  119603. removeReflectionProbe(toRemove: ReflectionProbe): number;
  119604. /**
  119605. * Adds the given reflection probe to this scene.
  119606. * @param newReflectionProbe The reflection probe to add
  119607. */
  119608. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  119609. }
  119610. /**
  119611. * Class used to generate realtime reflection / refraction cube textures
  119612. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  119613. */
  119614. export class ReflectionProbe {
  119615. /** defines the name of the probe */
  119616. name: string;
  119617. private _scene;
  119618. private _renderTargetTexture;
  119619. private _projectionMatrix;
  119620. private _viewMatrix;
  119621. private _target;
  119622. private _add;
  119623. private _attachedMesh;
  119624. private _invertYAxis;
  119625. /** Gets or sets probe position (center of the cube map) */
  119626. position: Vector3;
  119627. /**
  119628. * Creates a new reflection probe
  119629. * @param name defines the name of the probe
  119630. * @param size defines the texture resolution (for each face)
  119631. * @param scene defines the hosting scene
  119632. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  119633. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  119634. */
  119635. constructor(
  119636. /** defines the name of the probe */
  119637. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  119638. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  119639. samples: number;
  119640. /** Gets or sets the refresh rate to use (on every frame by default) */
  119641. refreshRate: number;
  119642. /**
  119643. * Gets the hosting scene
  119644. * @returns a Scene
  119645. */
  119646. getScene(): Scene;
  119647. /** Gets the internal CubeTexture used to render to */
  119648. readonly cubeTexture: RenderTargetTexture;
  119649. /** Gets the list of meshes to render */
  119650. readonly renderList: Nullable<AbstractMesh[]>;
  119651. /**
  119652. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  119653. * @param mesh defines the mesh to attach to
  119654. */
  119655. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  119656. /**
  119657. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  119658. * @param renderingGroupId The rendering group id corresponding to its index
  119659. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  119660. */
  119661. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  119662. /**
  119663. * Clean all associated resources
  119664. */
  119665. dispose(): void;
  119666. /**
  119667. * Converts the reflection probe information to a readable string for debug purpose.
  119668. * @param fullDetails Supports for multiple levels of logging within scene loading
  119669. * @returns the human readable reflection probe info
  119670. */
  119671. toString(fullDetails?: boolean): string;
  119672. /**
  119673. * Get the class name of the relfection probe.
  119674. * @returns "ReflectionProbe"
  119675. */
  119676. getClassName(): string;
  119677. /**
  119678. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  119679. * @returns The JSON representation of the texture
  119680. */
  119681. serialize(): any;
  119682. /**
  119683. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  119684. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  119685. * @param scene Define the scene the parsed reflection probe should be instantiated in
  119686. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  119687. * @returns The parsed reflection probe if successful
  119688. */
  119689. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  119690. }
  119691. }
  119692. declare module BABYLON {
  119693. /** @hidden */
  119694. export var _BabylonLoaderRegistered: boolean;
  119695. /**
  119696. * Helps setting up some configuration for the babylon file loader.
  119697. */
  119698. export class BabylonFileLoaderConfiguration {
  119699. /**
  119700. * The loader does not allow injecting custom physix engine into the plugins.
  119701. * Unfortunately in ES6, we need to manually inject them into the plugin.
  119702. * So you could set this variable to your engine import to make it work.
  119703. */
  119704. static LoaderInjectedPhysicsEngine: any;
  119705. }
  119706. }
  119707. declare module BABYLON {
  119708. /**
  119709. * The Physically based simple base material of BJS.
  119710. *
  119711. * This enables better naming and convention enforcements on top of the pbrMaterial.
  119712. * It is used as the base class for both the specGloss and metalRough conventions.
  119713. */
  119714. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  119715. /**
  119716. * Number of Simultaneous lights allowed on the material.
  119717. */
  119718. maxSimultaneousLights: number;
  119719. /**
  119720. * If sets to true, disables all the lights affecting the material.
  119721. */
  119722. disableLighting: boolean;
  119723. /**
  119724. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  119725. */
  119726. environmentTexture: BaseTexture;
  119727. /**
  119728. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  119729. */
  119730. invertNormalMapX: boolean;
  119731. /**
  119732. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  119733. */
  119734. invertNormalMapY: boolean;
  119735. /**
  119736. * Normal map used in the model.
  119737. */
  119738. normalTexture: BaseTexture;
  119739. /**
  119740. * Emissivie color used to self-illuminate the model.
  119741. */
  119742. emissiveColor: Color3;
  119743. /**
  119744. * Emissivie texture used to self-illuminate the model.
  119745. */
  119746. emissiveTexture: BaseTexture;
  119747. /**
  119748. * Occlusion Channel Strenght.
  119749. */
  119750. occlusionStrength: number;
  119751. /**
  119752. * Occlusion Texture of the material (adding extra occlusion effects).
  119753. */
  119754. occlusionTexture: BaseTexture;
  119755. /**
  119756. * Defines the alpha limits in alpha test mode.
  119757. */
  119758. alphaCutOff: number;
  119759. /**
  119760. * Gets the current double sided mode.
  119761. */
  119762. /**
  119763. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  119764. */
  119765. doubleSided: boolean;
  119766. /**
  119767. * Stores the pre-calculated light information of a mesh in a texture.
  119768. */
  119769. lightmapTexture: BaseTexture;
  119770. /**
  119771. * If true, the light map contains occlusion information instead of lighting info.
  119772. */
  119773. useLightmapAsShadowmap: boolean;
  119774. /**
  119775. * Instantiates a new PBRMaterial instance.
  119776. *
  119777. * @param name The material name
  119778. * @param scene The scene the material will be use in.
  119779. */
  119780. constructor(name: string, scene: Scene);
  119781. getClassName(): string;
  119782. }
  119783. }
  119784. declare module BABYLON {
  119785. /**
  119786. * The PBR material of BJS following the metal roughness convention.
  119787. *
  119788. * This fits to the PBR convention in the GLTF definition:
  119789. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  119790. */
  119791. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  119792. /**
  119793. * The base color has two different interpretations depending on the value of metalness.
  119794. * When the material is a metal, the base color is the specific measured reflectance value
  119795. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  119796. * of the material.
  119797. */
  119798. baseColor: Color3;
  119799. /**
  119800. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  119801. * well as opacity information in the alpha channel.
  119802. */
  119803. baseTexture: BaseTexture;
  119804. /**
  119805. * Specifies the metallic scalar value of the material.
  119806. * Can also be used to scale the metalness values of the metallic texture.
  119807. */
  119808. metallic: number;
  119809. /**
  119810. * Specifies the roughness scalar value of the material.
  119811. * Can also be used to scale the roughness values of the metallic texture.
  119812. */
  119813. roughness: number;
  119814. /**
  119815. * Texture containing both the metallic value in the B channel and the
  119816. * roughness value in the G channel to keep better precision.
  119817. */
  119818. metallicRoughnessTexture: BaseTexture;
  119819. /**
  119820. * Instantiates a new PBRMetalRoughnessMaterial instance.
  119821. *
  119822. * @param name The material name
  119823. * @param scene The scene the material will be use in.
  119824. */
  119825. constructor(name: string, scene: Scene);
  119826. /**
  119827. * Return the currrent class name of the material.
  119828. */
  119829. getClassName(): string;
  119830. /**
  119831. * Makes a duplicate of the current material.
  119832. * @param name - name to use for the new material.
  119833. */
  119834. clone(name: string): PBRMetallicRoughnessMaterial;
  119835. /**
  119836. * Serialize the material to a parsable JSON object.
  119837. */
  119838. serialize(): any;
  119839. /**
  119840. * Parses a JSON object correponding to the serialize function.
  119841. */
  119842. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  119843. }
  119844. }
  119845. declare module BABYLON {
  119846. /**
  119847. * The PBR material of BJS following the specular glossiness convention.
  119848. *
  119849. * This fits to the PBR convention in the GLTF definition:
  119850. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  119851. */
  119852. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  119853. /**
  119854. * Specifies the diffuse color of the material.
  119855. */
  119856. diffuseColor: Color3;
  119857. /**
  119858. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  119859. * channel.
  119860. */
  119861. diffuseTexture: BaseTexture;
  119862. /**
  119863. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  119864. */
  119865. specularColor: Color3;
  119866. /**
  119867. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  119868. */
  119869. glossiness: number;
  119870. /**
  119871. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  119872. */
  119873. specularGlossinessTexture: BaseTexture;
  119874. /**
  119875. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  119876. *
  119877. * @param name The material name
  119878. * @param scene The scene the material will be use in.
  119879. */
  119880. constructor(name: string, scene: Scene);
  119881. /**
  119882. * Return the currrent class name of the material.
  119883. */
  119884. getClassName(): string;
  119885. /**
  119886. * Makes a duplicate of the current material.
  119887. * @param name - name to use for the new material.
  119888. */
  119889. clone(name: string): PBRSpecularGlossinessMaterial;
  119890. /**
  119891. * Serialize the material to a parsable JSON object.
  119892. */
  119893. serialize(): any;
  119894. /**
  119895. * Parses a JSON object correponding to the serialize function.
  119896. */
  119897. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  119898. }
  119899. }
  119900. declare module BABYLON {
  119901. /**
  119902. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  119903. * It can help converting any input color in a desired output one. This can then be used to create effects
  119904. * from sepia, black and white to sixties or futuristic rendering...
  119905. *
  119906. * The only supported format is currently 3dl.
  119907. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  119908. */
  119909. export class ColorGradingTexture extends BaseTexture {
  119910. /**
  119911. * The current texture matrix. (will always be identity in color grading texture)
  119912. */
  119913. private _textureMatrix;
  119914. /**
  119915. * The texture URL.
  119916. */
  119917. url: string;
  119918. /**
  119919. * Empty line regex stored for GC.
  119920. */
  119921. private static _noneEmptyLineRegex;
  119922. private _engine;
  119923. /**
  119924. * Instantiates a ColorGradingTexture from the following parameters.
  119925. *
  119926. * @param url The location of the color gradind data (currently only supporting 3dl)
  119927. * @param scene The scene the texture will be used in
  119928. */
  119929. constructor(url: string, scene: Scene);
  119930. /**
  119931. * Returns the texture matrix used in most of the material.
  119932. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  119933. */
  119934. getTextureMatrix(): Matrix;
  119935. /**
  119936. * Occurs when the file being loaded is a .3dl LUT file.
  119937. */
  119938. private load3dlTexture;
  119939. /**
  119940. * Starts the loading process of the texture.
  119941. */
  119942. private loadTexture;
  119943. /**
  119944. * Clones the color gradind texture.
  119945. */
  119946. clone(): ColorGradingTexture;
  119947. /**
  119948. * Called during delayed load for textures.
  119949. */
  119950. delayLoad(): void;
  119951. /**
  119952. * Parses a color grading texture serialized by Babylon.
  119953. * @param parsedTexture The texture information being parsedTexture
  119954. * @param scene The scene to load the texture in
  119955. * @param rootUrl The root url of the data assets to load
  119956. * @return A color gradind texture
  119957. */
  119958. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  119959. /**
  119960. * Serializes the LUT texture to json format.
  119961. */
  119962. serialize(): any;
  119963. }
  119964. }
  119965. declare module BABYLON {
  119966. /**
  119967. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  119968. */
  119969. export class EquiRectangularCubeTexture extends BaseTexture {
  119970. /** The six faces of the cube. */
  119971. private static _FacesMapping;
  119972. private _noMipmap;
  119973. private _onLoad;
  119974. private _onError;
  119975. /** The size of the cubemap. */
  119976. private _size;
  119977. /** The buffer of the image. */
  119978. private _buffer;
  119979. /** The width of the input image. */
  119980. private _width;
  119981. /** The height of the input image. */
  119982. private _height;
  119983. /** The URL to the image. */
  119984. url: string;
  119985. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  119986. coordinatesMode: number;
  119987. /**
  119988. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  119989. * @param url The location of the image
  119990. * @param scene The scene the texture will be used in
  119991. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119992. * @param noMipmap Forces to not generate the mipmap if true
  119993. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  119994. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  119995. * @param onLoad — defines a callback called when texture is loaded
  119996. * @param onError — defines a callback called if there is an error
  119997. */
  119998. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  119999. /**
  120000. * Load the image data, by putting the image on a canvas and extracting its buffer.
  120001. */
  120002. private loadImage;
  120003. /**
  120004. * Convert the image buffer into a cubemap and create a CubeTexture.
  120005. */
  120006. private loadTexture;
  120007. /**
  120008. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  120009. * @param buffer The ArrayBuffer that should be converted.
  120010. * @returns The buffer as Float32Array.
  120011. */
  120012. private getFloat32ArrayFromArrayBuffer;
  120013. /**
  120014. * Get the current class name of the texture useful for serialization or dynamic coding.
  120015. * @returns "EquiRectangularCubeTexture"
  120016. */
  120017. getClassName(): string;
  120018. /**
  120019. * Create a clone of the current EquiRectangularCubeTexture and return it.
  120020. * @returns A clone of the current EquiRectangularCubeTexture.
  120021. */
  120022. clone(): EquiRectangularCubeTexture;
  120023. }
  120024. }
  120025. declare module BABYLON {
  120026. /**
  120027. * Based on jsTGALoader - Javascript loader for TGA file
  120028. * By Vincent Thibault
  120029. * @see http://blog.robrowser.com/javascript-tga-loader.html
  120030. */
  120031. export class TGATools {
  120032. private static _TYPE_INDEXED;
  120033. private static _TYPE_RGB;
  120034. private static _TYPE_GREY;
  120035. private static _TYPE_RLE_INDEXED;
  120036. private static _TYPE_RLE_RGB;
  120037. private static _TYPE_RLE_GREY;
  120038. private static _ORIGIN_MASK;
  120039. private static _ORIGIN_SHIFT;
  120040. private static _ORIGIN_BL;
  120041. private static _ORIGIN_BR;
  120042. private static _ORIGIN_UL;
  120043. private static _ORIGIN_UR;
  120044. /**
  120045. * Gets the header of a TGA file
  120046. * @param data defines the TGA data
  120047. * @returns the header
  120048. */
  120049. static GetTGAHeader(data: Uint8Array): any;
  120050. /**
  120051. * Uploads TGA content to a Babylon Texture
  120052. * @hidden
  120053. */
  120054. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  120055. /** @hidden */
  120056. 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;
  120057. /** @hidden */
  120058. 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;
  120059. /** @hidden */
  120060. 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;
  120061. /** @hidden */
  120062. 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;
  120063. /** @hidden */
  120064. 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;
  120065. /** @hidden */
  120066. 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;
  120067. }
  120068. }
  120069. declare module BABYLON {
  120070. /**
  120071. * Implementation of the TGA Texture Loader.
  120072. * @hidden
  120073. */
  120074. export class _TGATextureLoader implements IInternalTextureLoader {
  120075. /**
  120076. * Defines wether the loader supports cascade loading the different faces.
  120077. */
  120078. readonly supportCascades: boolean;
  120079. /**
  120080. * This returns if the loader support the current file information.
  120081. * @param extension defines the file extension of the file being loaded
  120082. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120083. * @param fallback defines the fallback internal texture if any
  120084. * @param isBase64 defines whether the texture is encoded as a base64
  120085. * @param isBuffer defines whether the texture data are stored as a buffer
  120086. * @returns true if the loader can load the specified file
  120087. */
  120088. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120089. /**
  120090. * Transform the url before loading if required.
  120091. * @param rootUrl the url of the texture
  120092. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120093. * @returns the transformed texture
  120094. */
  120095. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120096. /**
  120097. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120098. * @param rootUrl the url of the texture
  120099. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120100. * @returns the fallback texture
  120101. */
  120102. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120103. /**
  120104. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  120105. * @param data contains the texture data
  120106. * @param texture defines the BabylonJS internal texture
  120107. * @param createPolynomials will be true if polynomials have been requested
  120108. * @param onLoad defines the callback to trigger once the texture is ready
  120109. * @param onError defines the callback to trigger in case of error
  120110. */
  120111. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120112. /**
  120113. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120114. * @param data contains the texture data
  120115. * @param texture defines the BabylonJS internal texture
  120116. * @param callback defines the method to call once ready to upload
  120117. */
  120118. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120119. }
  120120. }
  120121. declare module BABYLON {
  120122. /**
  120123. * Info about the .basis files
  120124. */
  120125. class BasisFileInfo {
  120126. /**
  120127. * If the file has alpha
  120128. */
  120129. hasAlpha: boolean;
  120130. /**
  120131. * Info about each image of the basis file
  120132. */
  120133. images: Array<{
  120134. levels: Array<{
  120135. width: number;
  120136. height: number;
  120137. transcodedPixels: ArrayBufferView;
  120138. }>;
  120139. }>;
  120140. }
  120141. /**
  120142. * Result of transcoding a basis file
  120143. */
  120144. class TranscodeResult {
  120145. /**
  120146. * Info about the .basis file
  120147. */
  120148. fileInfo: BasisFileInfo;
  120149. /**
  120150. * Format to use when loading the file
  120151. */
  120152. format: number;
  120153. }
  120154. /**
  120155. * Configuration options for the Basis transcoder
  120156. */
  120157. export class BasisTranscodeConfiguration {
  120158. /**
  120159. * Supported compression formats used to determine the supported output format of the transcoder
  120160. */
  120161. supportedCompressionFormats?: {
  120162. /**
  120163. * etc1 compression format
  120164. */
  120165. etc1?: boolean;
  120166. /**
  120167. * s3tc compression format
  120168. */
  120169. s3tc?: boolean;
  120170. /**
  120171. * pvrtc compression format
  120172. */
  120173. pvrtc?: boolean;
  120174. /**
  120175. * etc2 compression format
  120176. */
  120177. etc2?: boolean;
  120178. };
  120179. /**
  120180. * If mipmap levels should be loaded for transcoded images (Default: true)
  120181. */
  120182. loadMipmapLevels?: boolean;
  120183. /**
  120184. * Index of a single image to load (Default: all images)
  120185. */
  120186. loadSingleImage?: number;
  120187. }
  120188. /**
  120189. * Used to load .Basis files
  120190. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  120191. */
  120192. export class BasisTools {
  120193. private static _IgnoreSupportedFormats;
  120194. /**
  120195. * URL to use when loading the basis transcoder
  120196. */
  120197. static JSModuleURL: string;
  120198. /**
  120199. * URL to use when loading the wasm module for the transcoder
  120200. */
  120201. static WasmModuleURL: string;
  120202. /**
  120203. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  120204. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  120205. * @returns internal format corresponding to the Basis format
  120206. */
  120207. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  120208. private static _WorkerPromise;
  120209. private static _Worker;
  120210. private static _actionId;
  120211. private static _CreateWorkerAsync;
  120212. /**
  120213. * Transcodes a loaded image file to compressed pixel data
  120214. * @param imageData image data to transcode
  120215. * @param config configuration options for the transcoding
  120216. * @returns a promise resulting in the transcoded image
  120217. */
  120218. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  120219. /**
  120220. * Loads a texture from the transcode result
  120221. * @param texture texture load to
  120222. * @param transcodeResult the result of transcoding the basis file to load from
  120223. */
  120224. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  120225. }
  120226. }
  120227. declare module BABYLON {
  120228. /**
  120229. * Loader for .basis file format
  120230. */
  120231. export class _BasisTextureLoader implements IInternalTextureLoader {
  120232. /**
  120233. * Defines whether the loader supports cascade loading the different faces.
  120234. */
  120235. readonly supportCascades: boolean;
  120236. /**
  120237. * This returns if the loader support the current file information.
  120238. * @param extension defines the file extension of the file being loaded
  120239. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120240. * @param fallback defines the fallback internal texture if any
  120241. * @param isBase64 defines whether the texture is encoded as a base64
  120242. * @param isBuffer defines whether the texture data are stored as a buffer
  120243. * @returns true if the loader can load the specified file
  120244. */
  120245. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120246. /**
  120247. * Transform the url before loading if required.
  120248. * @param rootUrl the url of the texture
  120249. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120250. * @returns the transformed texture
  120251. */
  120252. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120253. /**
  120254. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120255. * @param rootUrl the url of the texture
  120256. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120257. * @returns the fallback texture
  120258. */
  120259. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120260. /**
  120261. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  120262. * @param data contains the texture data
  120263. * @param texture defines the BabylonJS internal texture
  120264. * @param createPolynomials will be true if polynomials have been requested
  120265. * @param onLoad defines the callback to trigger once the texture is ready
  120266. * @param onError defines the callback to trigger in case of error
  120267. */
  120268. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120269. /**
  120270. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120271. * @param data contains the texture data
  120272. * @param texture defines the BabylonJS internal texture
  120273. * @param callback defines the method to call once ready to upload
  120274. */
  120275. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120276. }
  120277. }
  120278. declare module BABYLON {
  120279. /**
  120280. * 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.
  120281. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120282. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120283. */
  120284. export class CustomProceduralTexture extends ProceduralTexture {
  120285. private _animate;
  120286. private _time;
  120287. private _config;
  120288. private _texturePath;
  120289. /**
  120290. * Instantiates a new Custom Procedural Texture.
  120291. * 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.
  120292. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120293. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120294. * @param name Define the name of the texture
  120295. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  120296. * @param size Define the size of the texture to create
  120297. * @param scene Define the scene the texture belongs to
  120298. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  120299. * @param generateMipMaps Define if the texture should creates mip maps or not
  120300. */
  120301. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120302. private _loadJson;
  120303. /**
  120304. * Is the texture ready to be used ? (rendered at least once)
  120305. * @returns true if ready, otherwise, false.
  120306. */
  120307. isReady(): boolean;
  120308. /**
  120309. * Render the texture to its associated render target.
  120310. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  120311. */
  120312. render(useCameraPostProcess?: boolean): void;
  120313. /**
  120314. * Update the list of dependant textures samplers in the shader.
  120315. */
  120316. updateTextures(): void;
  120317. /**
  120318. * Update the uniform values of the procedural texture in the shader.
  120319. */
  120320. updateShaderUniforms(): void;
  120321. /**
  120322. * Define if the texture animates or not.
  120323. */
  120324. animate: boolean;
  120325. }
  120326. }
  120327. declare module BABYLON {
  120328. /** @hidden */
  120329. export var noisePixelShader: {
  120330. name: string;
  120331. shader: string;
  120332. };
  120333. }
  120334. declare module BABYLON {
  120335. /**
  120336. * Class used to generate noise procedural textures
  120337. */
  120338. export class NoiseProceduralTexture extends ProceduralTexture {
  120339. private _time;
  120340. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120341. brightness: number;
  120342. /** Defines the number of octaves to process */
  120343. octaves: number;
  120344. /** Defines the level of persistence (0.8 by default) */
  120345. persistence: number;
  120346. /** Gets or sets animation speed factor (default is 1) */
  120347. animationSpeedFactor: number;
  120348. /**
  120349. * Creates a new NoiseProceduralTexture
  120350. * @param name defines the name fo the texture
  120351. * @param size defines the size of the texture (default is 256)
  120352. * @param scene defines the hosting scene
  120353. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120354. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120355. */
  120356. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120357. private _updateShaderUniforms;
  120358. protected _getDefines(): string;
  120359. /** Generate the current state of the procedural texture */
  120360. render(useCameraPostProcess?: boolean): void;
  120361. /**
  120362. * Serializes this noise procedural texture
  120363. * @returns a serialized noise procedural texture object
  120364. */
  120365. serialize(): any;
  120366. /**
  120367. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120368. * @param parsedTexture defines parsed texture data
  120369. * @param scene defines the current scene
  120370. * @param rootUrl defines the root URL containing noise procedural texture information
  120371. * @returns a parsed NoiseProceduralTexture
  120372. */
  120373. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  120374. }
  120375. }
  120376. declare module BABYLON {
  120377. /**
  120378. * Raw cube texture where the raw buffers are passed in
  120379. */
  120380. export class RawCubeTexture extends CubeTexture {
  120381. /**
  120382. * Creates a cube texture where the raw buffers are passed in.
  120383. * @param scene defines the scene the texture is attached to
  120384. * @param data defines the array of data to use to create each face
  120385. * @param size defines the size of the textures
  120386. * @param format defines the format of the data
  120387. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  120388. * @param generateMipMaps defines if the engine should generate the mip levels
  120389. * @param invertY defines if data must be stored with Y axis inverted
  120390. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  120391. * @param compression defines the compression used (null by default)
  120392. */
  120393. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  120394. /**
  120395. * Updates the raw cube texture.
  120396. * @param data defines the data to store
  120397. * @param format defines the data format
  120398. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  120399. * @param invertY defines if data must be stored with Y axis inverted
  120400. * @param compression defines the compression used (null by default)
  120401. * @param level defines which level of the texture to update
  120402. */
  120403. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  120404. /**
  120405. * Updates a raw cube texture with RGBD encoded data.
  120406. * @param data defines the array of data [mipmap][face] to use to create each face
  120407. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  120408. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  120409. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  120410. * @returns a promsie that resolves when the operation is complete
  120411. */
  120412. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  120413. /**
  120414. * Clones the raw cube texture.
  120415. * @return a new cube texture
  120416. */
  120417. clone(): CubeTexture;
  120418. /** @hidden */
  120419. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  120420. }
  120421. }
  120422. declare module BABYLON {
  120423. /**
  120424. * Class used to store 3D textures containing user data
  120425. */
  120426. export class RawTexture3D extends Texture {
  120427. /** Gets or sets the texture format to use */
  120428. format: number;
  120429. private _engine;
  120430. /**
  120431. * Create a new RawTexture3D
  120432. * @param data defines the data of the texture
  120433. * @param width defines the width of the texture
  120434. * @param height defines the height of the texture
  120435. * @param depth defines the depth of the texture
  120436. * @param format defines the texture format to use
  120437. * @param scene defines the hosting scene
  120438. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  120439. * @param invertY defines if texture must be stored with Y axis inverted
  120440. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  120441. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  120442. */
  120443. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  120444. /** Gets or sets the texture format to use */
  120445. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  120446. /**
  120447. * Update the texture with new data
  120448. * @param data defines the data to store in the texture
  120449. */
  120450. update(data: ArrayBufferView): void;
  120451. }
  120452. }
  120453. declare module BABYLON {
  120454. /**
  120455. * Creates a refraction texture used by refraction channel of the standard material.
  120456. * It is like a mirror but to see through a material.
  120457. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120458. */
  120459. export class RefractionTexture extends RenderTargetTexture {
  120460. /**
  120461. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  120462. * 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.
  120463. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120464. */
  120465. refractionPlane: Plane;
  120466. /**
  120467. * Define how deep under the surface we should see.
  120468. */
  120469. depth: number;
  120470. /**
  120471. * Creates a refraction texture used by refraction channel of the standard material.
  120472. * It is like a mirror but to see through a material.
  120473. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  120474. * @param name Define the texture name
  120475. * @param size Define the size of the underlying texture
  120476. * @param scene Define the scene the refraction belongs to
  120477. * @param generateMipMaps Define if we need to generate mips level for the refraction
  120478. */
  120479. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  120480. /**
  120481. * Clone the refraction texture.
  120482. * @returns the cloned texture
  120483. */
  120484. clone(): RefractionTexture;
  120485. /**
  120486. * Serialize the texture to a JSON representation you could use in Parse later on
  120487. * @returns the serialized JSON representation
  120488. */
  120489. serialize(): any;
  120490. }
  120491. }
  120492. declare module BABYLON {
  120493. /**
  120494. * Defines the options related to the creation of an HtmlElementTexture
  120495. */
  120496. export interface IHtmlElementTextureOptions {
  120497. /**
  120498. * Defines wether mip maps should be created or not.
  120499. */
  120500. generateMipMaps?: boolean;
  120501. /**
  120502. * Defines the sampling mode of the texture.
  120503. */
  120504. samplingMode?: number;
  120505. /**
  120506. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  120507. */
  120508. engine: Nullable<ThinEngine>;
  120509. /**
  120510. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  120511. */
  120512. scene: Nullable<Scene>;
  120513. }
  120514. /**
  120515. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  120516. * To be as efficient as possible depending on your constraints nothing aside the first upload
  120517. * is automatically managed.
  120518. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  120519. * in your application.
  120520. *
  120521. * As the update is not automatic, you need to call them manually.
  120522. */
  120523. export class HtmlElementTexture extends BaseTexture {
  120524. /**
  120525. * The texture URL.
  120526. */
  120527. element: HTMLVideoElement | HTMLCanvasElement;
  120528. private static readonly DefaultOptions;
  120529. private _textureMatrix;
  120530. private _engine;
  120531. private _isVideo;
  120532. private _generateMipMaps;
  120533. private _samplingMode;
  120534. /**
  120535. * Instantiates a HtmlElementTexture from the following parameters.
  120536. *
  120537. * @param name Defines the name of the texture
  120538. * @param element Defines the video or canvas the texture is filled with
  120539. * @param options Defines the other none mandatory texture creation options
  120540. */
  120541. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  120542. private _createInternalTexture;
  120543. /**
  120544. * Returns the texture matrix used in most of the material.
  120545. */
  120546. getTextureMatrix(): Matrix;
  120547. /**
  120548. * Updates the content of the texture.
  120549. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  120550. */
  120551. update(invertY?: Nullable<boolean>): void;
  120552. }
  120553. }
  120554. declare module BABYLON {
  120555. /**
  120556. * Enum used to define the target of a block
  120557. */
  120558. export enum NodeMaterialBlockTargets {
  120559. /** Vertex shader */
  120560. Vertex = 1,
  120561. /** Fragment shader */
  120562. Fragment = 2,
  120563. /** Neutral */
  120564. Neutral = 4,
  120565. /** Vertex and Fragment */
  120566. VertexAndFragment = 3
  120567. }
  120568. }
  120569. declare module BABYLON {
  120570. /**
  120571. * Defines the kind of connection point for node based material
  120572. */
  120573. export enum NodeMaterialBlockConnectionPointTypes {
  120574. /** Float */
  120575. Float = 1,
  120576. /** Int */
  120577. Int = 2,
  120578. /** Vector2 */
  120579. Vector2 = 4,
  120580. /** Vector3 */
  120581. Vector3 = 8,
  120582. /** Vector4 */
  120583. Vector4 = 16,
  120584. /** Color3 */
  120585. Color3 = 32,
  120586. /** Color4 */
  120587. Color4 = 64,
  120588. /** Matrix */
  120589. Matrix = 128,
  120590. /** Detect type based on connection */
  120591. AutoDetect = 1024,
  120592. /** Output type that will be defined by input type */
  120593. BasedOnInput = 2048
  120594. }
  120595. }
  120596. declare module BABYLON {
  120597. /**
  120598. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  120599. */
  120600. export enum NodeMaterialBlockConnectionPointMode {
  120601. /** Value is an uniform */
  120602. Uniform = 0,
  120603. /** Value is a mesh attribute */
  120604. Attribute = 1,
  120605. /** Value is a varying between vertex and fragment shaders */
  120606. Varying = 2,
  120607. /** Mode is undefined */
  120608. Undefined = 3
  120609. }
  120610. }
  120611. declare module BABYLON {
  120612. /**
  120613. * Enum used to define system values e.g. values automatically provided by the system
  120614. */
  120615. export enum NodeMaterialSystemValues {
  120616. /** World */
  120617. World = 1,
  120618. /** View */
  120619. View = 2,
  120620. /** Projection */
  120621. Projection = 3,
  120622. /** ViewProjection */
  120623. ViewProjection = 4,
  120624. /** WorldView */
  120625. WorldView = 5,
  120626. /** WorldViewProjection */
  120627. WorldViewProjection = 6,
  120628. /** CameraPosition */
  120629. CameraPosition = 7,
  120630. /** Fog Color */
  120631. FogColor = 8,
  120632. /** Delta time */
  120633. DeltaTime = 9
  120634. }
  120635. }
  120636. declare module BABYLON {
  120637. /**
  120638. * Root class for all node material optimizers
  120639. */
  120640. export class NodeMaterialOptimizer {
  120641. /**
  120642. * Function used to optimize a NodeMaterial graph
  120643. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  120644. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  120645. */
  120646. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  120647. }
  120648. }
  120649. declare module BABYLON {
  120650. /**
  120651. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  120652. */
  120653. export class TransformBlock extends NodeMaterialBlock {
  120654. /**
  120655. * Defines the value to use to complement W value to transform it to a Vector4
  120656. */
  120657. complementW: number;
  120658. /**
  120659. * Defines the value to use to complement z value to transform it to a Vector4
  120660. */
  120661. complementZ: number;
  120662. /**
  120663. * Creates a new TransformBlock
  120664. * @param name defines the block name
  120665. */
  120666. constructor(name: string);
  120667. /**
  120668. * Gets the current class name
  120669. * @returns the class name
  120670. */
  120671. getClassName(): string;
  120672. /**
  120673. * Gets the vector input
  120674. */
  120675. readonly vector: NodeMaterialConnectionPoint;
  120676. /**
  120677. * Gets the output component
  120678. */
  120679. readonly output: NodeMaterialConnectionPoint;
  120680. /**
  120681. * Gets the matrix transform input
  120682. */
  120683. readonly transform: NodeMaterialConnectionPoint;
  120684. protected _buildBlock(state: NodeMaterialBuildState): this;
  120685. serialize(): any;
  120686. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120687. protected _dumpPropertiesCode(): string;
  120688. }
  120689. }
  120690. declare module BABYLON {
  120691. /**
  120692. * Block used to output the vertex position
  120693. */
  120694. export class VertexOutputBlock extends NodeMaterialBlock {
  120695. /**
  120696. * Creates a new VertexOutputBlock
  120697. * @param name defines the block name
  120698. */
  120699. constructor(name: string);
  120700. /**
  120701. * Gets the current class name
  120702. * @returns the class name
  120703. */
  120704. getClassName(): string;
  120705. /**
  120706. * Gets the vector input component
  120707. */
  120708. readonly vector: NodeMaterialConnectionPoint;
  120709. protected _buildBlock(state: NodeMaterialBuildState): this;
  120710. }
  120711. }
  120712. declare module BABYLON {
  120713. /**
  120714. * Block used to output the final color
  120715. */
  120716. export class FragmentOutputBlock extends NodeMaterialBlock {
  120717. /**
  120718. * Create a new FragmentOutputBlock
  120719. * @param name defines the block name
  120720. */
  120721. constructor(name: string);
  120722. /**
  120723. * Gets the current class name
  120724. * @returns the class name
  120725. */
  120726. getClassName(): string;
  120727. /**
  120728. * Gets the rgba input component
  120729. */
  120730. readonly rgba: NodeMaterialConnectionPoint;
  120731. /**
  120732. * Gets the rgb input component
  120733. */
  120734. readonly rgb: NodeMaterialConnectionPoint;
  120735. /**
  120736. * Gets the a input component
  120737. */
  120738. readonly a: NodeMaterialConnectionPoint;
  120739. protected _buildBlock(state: NodeMaterialBuildState): this;
  120740. }
  120741. }
  120742. declare module BABYLON {
  120743. /**
  120744. * Block used to read a reflection texture from a sampler
  120745. */
  120746. export class ReflectionTextureBlock extends NodeMaterialBlock {
  120747. private _define3DName;
  120748. private _defineCubicName;
  120749. private _defineExplicitName;
  120750. private _defineProjectionName;
  120751. private _defineLocalCubicName;
  120752. private _defineSphericalName;
  120753. private _definePlanarName;
  120754. private _defineEquirectangularName;
  120755. private _defineMirroredEquirectangularFixedName;
  120756. private _defineEquirectangularFixedName;
  120757. private _defineSkyboxName;
  120758. private _cubeSamplerName;
  120759. private _2DSamplerName;
  120760. private _positionUVWName;
  120761. private _directionWName;
  120762. private _reflectionCoordsName;
  120763. private _reflection2DCoordsName;
  120764. private _reflectionColorName;
  120765. private _reflectionMatrixName;
  120766. /**
  120767. * Gets or sets the texture associated with the node
  120768. */
  120769. texture: Nullable<BaseTexture>;
  120770. /**
  120771. * Create a new TextureBlock
  120772. * @param name defines the block name
  120773. */
  120774. constructor(name: string);
  120775. /**
  120776. * Gets the current class name
  120777. * @returns the class name
  120778. */
  120779. getClassName(): string;
  120780. /**
  120781. * Gets the world position input component
  120782. */
  120783. readonly position: NodeMaterialConnectionPoint;
  120784. /**
  120785. * Gets the world position input component
  120786. */
  120787. readonly worldPosition: NodeMaterialConnectionPoint;
  120788. /**
  120789. * Gets the world normal input component
  120790. */
  120791. readonly worldNormal: NodeMaterialConnectionPoint;
  120792. /**
  120793. * Gets the world input component
  120794. */
  120795. readonly world: NodeMaterialConnectionPoint;
  120796. /**
  120797. * Gets the camera (or eye) position component
  120798. */
  120799. readonly cameraPosition: NodeMaterialConnectionPoint;
  120800. /**
  120801. * Gets the view input component
  120802. */
  120803. readonly view: NodeMaterialConnectionPoint;
  120804. /**
  120805. * Gets the rgb output component
  120806. */
  120807. readonly rgb: NodeMaterialConnectionPoint;
  120808. /**
  120809. * Gets the r output component
  120810. */
  120811. readonly r: NodeMaterialConnectionPoint;
  120812. /**
  120813. * Gets the g output component
  120814. */
  120815. readonly g: NodeMaterialConnectionPoint;
  120816. /**
  120817. * Gets the b output component
  120818. */
  120819. readonly b: NodeMaterialConnectionPoint;
  120820. autoConfigure(material: NodeMaterial): void;
  120821. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  120822. isReady(): boolean;
  120823. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  120824. private _injectVertexCode;
  120825. private _writeOutput;
  120826. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  120827. protected _dumpPropertiesCode(): string;
  120828. serialize(): any;
  120829. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  120830. }
  120831. }
  120832. declare module BABYLON {
  120833. /**
  120834. * Interface used to configure the node material editor
  120835. */
  120836. export interface INodeMaterialEditorOptions {
  120837. /** Define the URl to load node editor script */
  120838. editorURL?: string;
  120839. }
  120840. /** @hidden */
  120841. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  120842. /** BONES */
  120843. NUM_BONE_INFLUENCERS: number;
  120844. BonesPerMesh: number;
  120845. BONETEXTURE: boolean;
  120846. /** MORPH TARGETS */
  120847. MORPHTARGETS: boolean;
  120848. MORPHTARGETS_NORMAL: boolean;
  120849. MORPHTARGETS_TANGENT: boolean;
  120850. MORPHTARGETS_UV: boolean;
  120851. NUM_MORPH_INFLUENCERS: number;
  120852. /** IMAGE PROCESSING */
  120853. IMAGEPROCESSING: boolean;
  120854. VIGNETTE: boolean;
  120855. VIGNETTEBLENDMODEMULTIPLY: boolean;
  120856. VIGNETTEBLENDMODEOPAQUE: boolean;
  120857. TONEMAPPING: boolean;
  120858. TONEMAPPING_ACES: boolean;
  120859. CONTRAST: boolean;
  120860. EXPOSURE: boolean;
  120861. COLORCURVES: boolean;
  120862. COLORGRADING: boolean;
  120863. COLORGRADING3D: boolean;
  120864. SAMPLER3DGREENDEPTH: boolean;
  120865. SAMPLER3DBGRMAP: boolean;
  120866. IMAGEPROCESSINGPOSTPROCESS: boolean;
  120867. /** MISC. */
  120868. BUMPDIRECTUV: number;
  120869. constructor();
  120870. setValue(name: string, value: boolean): void;
  120871. }
  120872. /**
  120873. * Class used to configure NodeMaterial
  120874. */
  120875. export interface INodeMaterialOptions {
  120876. /**
  120877. * Defines if blocks should emit comments
  120878. */
  120879. emitComments: boolean;
  120880. }
  120881. /**
  120882. * Class used to create a node based material built by assembling shader blocks
  120883. */
  120884. export class NodeMaterial extends PushMaterial {
  120885. private static _BuildIdGenerator;
  120886. private _options;
  120887. private _vertexCompilationState;
  120888. private _fragmentCompilationState;
  120889. private _sharedData;
  120890. private _buildId;
  120891. private _buildWasSuccessful;
  120892. private _cachedWorldViewMatrix;
  120893. private _cachedWorldViewProjectionMatrix;
  120894. private _optimizers;
  120895. private _animationFrame;
  120896. /** Define the URl to load node editor script */
  120897. static EditorURL: string;
  120898. private BJSNODEMATERIALEDITOR;
  120899. /** Get the inspector from bundle or global */
  120900. private _getGlobalNodeMaterialEditor;
  120901. /**
  120902. * 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)
  120903. */
  120904. ignoreAlpha: boolean;
  120905. /**
  120906. * Defines the maximum number of lights that can be used in the material
  120907. */
  120908. maxSimultaneousLights: number;
  120909. /**
  120910. * Observable raised when the material is built
  120911. */
  120912. onBuildObservable: Observable<NodeMaterial>;
  120913. /**
  120914. * Gets or sets the root nodes of the material vertex shader
  120915. */
  120916. _vertexOutputNodes: NodeMaterialBlock[];
  120917. /**
  120918. * Gets or sets the root nodes of the material fragment (pixel) shader
  120919. */
  120920. _fragmentOutputNodes: NodeMaterialBlock[];
  120921. /** Gets or sets options to control the node material overall behavior */
  120922. options: INodeMaterialOptions;
  120923. /**
  120924. * Default configuration related to image processing available in the standard Material.
  120925. */
  120926. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  120927. /**
  120928. * Gets the image processing configuration used either in this material.
  120929. */
  120930. /**
  120931. * Sets the Default image processing configuration used either in the this material.
  120932. *
  120933. * If sets to null, the scene one is in use.
  120934. */
  120935. imageProcessingConfiguration: ImageProcessingConfiguration;
  120936. /**
  120937. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  120938. */
  120939. attachedBlocks: NodeMaterialBlock[];
  120940. /**
  120941. * Create a new node based material
  120942. * @param name defines the material name
  120943. * @param scene defines the hosting scene
  120944. * @param options defines creation option
  120945. */
  120946. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  120947. /**
  120948. * Gets the current class name of the material e.g. "NodeMaterial"
  120949. * @returns the class name
  120950. */
  120951. getClassName(): string;
  120952. /**
  120953. * Keep track of the image processing observer to allow dispose and replace.
  120954. */
  120955. private _imageProcessingObserver;
  120956. /**
  120957. * Attaches a new image processing configuration to the Standard Material.
  120958. * @param configuration
  120959. */
  120960. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  120961. /**
  120962. * Get a block by its name
  120963. * @param name defines the name of the block to retrieve
  120964. * @returns the required block or null if not found
  120965. */
  120966. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  120967. /**
  120968. * Get a block by its name
  120969. * @param predicate defines the predicate used to find the good candidate
  120970. * @returns the required block or null if not found
  120971. */
  120972. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  120973. /**
  120974. * Get an input block by its name
  120975. * @param predicate defines the predicate used to find the good candidate
  120976. * @returns the required input block or null if not found
  120977. */
  120978. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  120979. /**
  120980. * Gets the list of input blocks attached to this material
  120981. * @returns an array of InputBlocks
  120982. */
  120983. getInputBlocks(): InputBlock[];
  120984. /**
  120985. * Adds a new optimizer to the list of optimizers
  120986. * @param optimizer defines the optimizers to add
  120987. * @returns the current material
  120988. */
  120989. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  120990. /**
  120991. * Remove an optimizer from the list of optimizers
  120992. * @param optimizer defines the optimizers to remove
  120993. * @returns the current material
  120994. */
  120995. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  120996. /**
  120997. * Add a new block to the list of output nodes
  120998. * @param node defines the node to add
  120999. * @returns the current material
  121000. */
  121001. addOutputNode(node: NodeMaterialBlock): this;
  121002. /**
  121003. * Remove a block from the list of root nodes
  121004. * @param node defines the node to remove
  121005. * @returns the current material
  121006. */
  121007. removeOutputNode(node: NodeMaterialBlock): this;
  121008. private _addVertexOutputNode;
  121009. private _removeVertexOutputNode;
  121010. private _addFragmentOutputNode;
  121011. private _removeFragmentOutputNode;
  121012. /**
  121013. * Specifies if the material will require alpha blending
  121014. * @returns a boolean specifying if alpha blending is needed
  121015. */
  121016. needAlphaBlending(): boolean;
  121017. /**
  121018. * Specifies if this material should be rendered in alpha test mode
  121019. * @returns a boolean specifying if an alpha test is needed.
  121020. */
  121021. needAlphaTesting(): boolean;
  121022. private _initializeBlock;
  121023. private _resetDualBlocks;
  121024. /**
  121025. * Build the material and generates the inner effect
  121026. * @param verbose defines if the build should log activity
  121027. */
  121028. build(verbose?: boolean): void;
  121029. /**
  121030. * Runs an otpimization phase to try to improve the shader code
  121031. */
  121032. optimize(): void;
  121033. private _prepareDefinesForAttributes;
  121034. /**
  121035. * Get if the submesh is ready to be used and all its information available.
  121036. * Child classes can use it to update shaders
  121037. * @param mesh defines the mesh to check
  121038. * @param subMesh defines which submesh to check
  121039. * @param useInstances specifies that instances should be used
  121040. * @returns a boolean indicating that the submesh is ready or not
  121041. */
  121042. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  121043. /**
  121044. * Get a string representing the shaders built by the current node graph
  121045. */
  121046. readonly compiledShaders: string;
  121047. /**
  121048. * Binds the world matrix to the material
  121049. * @param world defines the world transformation matrix
  121050. */
  121051. bindOnlyWorldMatrix(world: Matrix): void;
  121052. /**
  121053. * Binds the submesh to this material by preparing the effect and shader to draw
  121054. * @param world defines the world transformation matrix
  121055. * @param mesh defines the mesh containing the submesh
  121056. * @param subMesh defines the submesh to bind the material to
  121057. */
  121058. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  121059. /**
  121060. * Gets the active textures from the material
  121061. * @returns an array of textures
  121062. */
  121063. getActiveTextures(): BaseTexture[];
  121064. /**
  121065. * Gets the list of texture blocks
  121066. * @returns an array of texture blocks
  121067. */
  121068. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  121069. /**
  121070. * Specifies if the material uses a texture
  121071. * @param texture defines the texture to check against the material
  121072. * @returns a boolean specifying if the material uses the texture
  121073. */
  121074. hasTexture(texture: BaseTexture): boolean;
  121075. /**
  121076. * Disposes the material
  121077. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  121078. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  121079. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  121080. */
  121081. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  121082. /** Creates the node editor window. */
  121083. private _createNodeEditor;
  121084. /**
  121085. * Launch the node material editor
  121086. * @param config Define the configuration of the editor
  121087. * @return a promise fulfilled when the node editor is visible
  121088. */
  121089. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  121090. /**
  121091. * Clear the current material
  121092. */
  121093. clear(): void;
  121094. /**
  121095. * Clear the current material and set it to a default state
  121096. */
  121097. setToDefault(): void;
  121098. /**
  121099. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  121100. * @param url defines the url to load from
  121101. * @returns a promise that will fullfil when the material is fully loaded
  121102. */
  121103. loadAsync(url: string): Promise<void>;
  121104. private _gatherBlocks;
  121105. /**
  121106. * Generate a string containing the code declaration required to create an equivalent of this material
  121107. * @returns a string
  121108. */
  121109. generateCode(): string;
  121110. /**
  121111. * Serializes this material in a JSON representation
  121112. * @returns the serialized material object
  121113. */
  121114. serialize(): any;
  121115. private _restoreConnections;
  121116. /**
  121117. * Clear the current graph and load a new one from a serialization object
  121118. * @param source defines the JSON representation of the material
  121119. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121120. */
  121121. loadFromSerialization(source: any, rootUrl?: string): void;
  121122. /**
  121123. * Creates a node material from parsed material data
  121124. * @param source defines the JSON representation of the material
  121125. * @param scene defines the hosting scene
  121126. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121127. * @returns a new node material
  121128. */
  121129. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  121130. /**
  121131. * Creates a new node material set to default basic configuration
  121132. * @param name defines the name of the material
  121133. * @param scene defines the hosting scene
  121134. * @returns a new NodeMaterial
  121135. */
  121136. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  121137. }
  121138. }
  121139. declare module BABYLON {
  121140. /**
  121141. * Block used to read a texture from a sampler
  121142. */
  121143. export class TextureBlock extends NodeMaterialBlock {
  121144. private _defineName;
  121145. private _linearDefineName;
  121146. private _samplerName;
  121147. private _transformedUVName;
  121148. private _textureTransformName;
  121149. private _textureInfoName;
  121150. private _mainUVName;
  121151. private _mainUVDefineName;
  121152. /**
  121153. * Gets or sets the texture associated with the node
  121154. */
  121155. texture: Nullable<Texture>;
  121156. /**
  121157. * Create a new TextureBlock
  121158. * @param name defines the block name
  121159. */
  121160. constructor(name: string);
  121161. /**
  121162. * Gets the current class name
  121163. * @returns the class name
  121164. */
  121165. getClassName(): string;
  121166. /**
  121167. * Gets the uv input component
  121168. */
  121169. readonly uv: NodeMaterialConnectionPoint;
  121170. /**
  121171. * Gets the rgba output component
  121172. */
  121173. readonly rgba: NodeMaterialConnectionPoint;
  121174. /**
  121175. * Gets the rgb output component
  121176. */
  121177. readonly rgb: NodeMaterialConnectionPoint;
  121178. /**
  121179. * Gets the r output component
  121180. */
  121181. readonly r: NodeMaterialConnectionPoint;
  121182. /**
  121183. * Gets the g output component
  121184. */
  121185. readonly g: NodeMaterialConnectionPoint;
  121186. /**
  121187. * Gets the b output component
  121188. */
  121189. readonly b: NodeMaterialConnectionPoint;
  121190. /**
  121191. * Gets the a output component
  121192. */
  121193. readonly a: NodeMaterialConnectionPoint;
  121194. readonly target: NodeMaterialBlockTargets;
  121195. autoConfigure(material: NodeMaterial): void;
  121196. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121197. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121198. isReady(): boolean;
  121199. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121200. private readonly _isMixed;
  121201. private _injectVertexCode;
  121202. private _writeOutput;
  121203. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121204. protected _dumpPropertiesCode(): string;
  121205. serialize(): any;
  121206. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121207. }
  121208. }
  121209. declare module BABYLON {
  121210. /**
  121211. * Class used to store shared data between 2 NodeMaterialBuildState
  121212. */
  121213. export class NodeMaterialBuildStateSharedData {
  121214. /**
  121215. * Gets the list of emitted varyings
  121216. */
  121217. temps: string[];
  121218. /**
  121219. * Gets the list of emitted varyings
  121220. */
  121221. varyings: string[];
  121222. /**
  121223. * Gets the varying declaration string
  121224. */
  121225. varyingDeclaration: string;
  121226. /**
  121227. * Input blocks
  121228. */
  121229. inputBlocks: InputBlock[];
  121230. /**
  121231. * Input blocks
  121232. */
  121233. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  121234. /**
  121235. * Bindable blocks (Blocks that need to set data to the effect)
  121236. */
  121237. bindableBlocks: NodeMaterialBlock[];
  121238. /**
  121239. * List of blocks that can provide a compilation fallback
  121240. */
  121241. blocksWithFallbacks: NodeMaterialBlock[];
  121242. /**
  121243. * List of blocks that can provide a define update
  121244. */
  121245. blocksWithDefines: NodeMaterialBlock[];
  121246. /**
  121247. * List of blocks that can provide a repeatable content
  121248. */
  121249. repeatableContentBlocks: NodeMaterialBlock[];
  121250. /**
  121251. * List of blocks that can provide a dynamic list of uniforms
  121252. */
  121253. dynamicUniformBlocks: NodeMaterialBlock[];
  121254. /**
  121255. * List of blocks that can block the isReady function for the material
  121256. */
  121257. blockingBlocks: NodeMaterialBlock[];
  121258. /**
  121259. * Gets the list of animated inputs
  121260. */
  121261. animatedInputs: InputBlock[];
  121262. /**
  121263. * Build Id used to avoid multiple recompilations
  121264. */
  121265. buildId: number;
  121266. /** List of emitted variables */
  121267. variableNames: {
  121268. [key: string]: number;
  121269. };
  121270. /** List of emitted defines */
  121271. defineNames: {
  121272. [key: string]: number;
  121273. };
  121274. /** Should emit comments? */
  121275. emitComments: boolean;
  121276. /** Emit build activity */
  121277. verbose: boolean;
  121278. /** Gets or sets the hosting scene */
  121279. scene: Scene;
  121280. /**
  121281. * Gets the compilation hints emitted at compilation time
  121282. */
  121283. hints: {
  121284. needWorldViewMatrix: boolean;
  121285. needWorldViewProjectionMatrix: boolean;
  121286. needAlphaBlending: boolean;
  121287. needAlphaTesting: boolean;
  121288. };
  121289. /**
  121290. * List of compilation checks
  121291. */
  121292. checks: {
  121293. emitVertex: boolean;
  121294. emitFragment: boolean;
  121295. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  121296. };
  121297. /** Creates a new shared data */
  121298. constructor();
  121299. /**
  121300. * Emits console errors and exceptions if there is a failing check
  121301. */
  121302. emitErrors(): void;
  121303. }
  121304. }
  121305. declare module BABYLON {
  121306. /**
  121307. * Class used to store node based material build state
  121308. */
  121309. export class NodeMaterialBuildState {
  121310. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  121311. supportUniformBuffers: boolean;
  121312. /**
  121313. * Gets the list of emitted attributes
  121314. */
  121315. attributes: string[];
  121316. /**
  121317. * Gets the list of emitted uniforms
  121318. */
  121319. uniforms: string[];
  121320. /**
  121321. * Gets the list of emitted constants
  121322. */
  121323. constants: string[];
  121324. /**
  121325. * Gets the list of emitted samplers
  121326. */
  121327. samplers: string[];
  121328. /**
  121329. * Gets the list of emitted functions
  121330. */
  121331. functions: {
  121332. [key: string]: string;
  121333. };
  121334. /**
  121335. * Gets the list of emitted extensions
  121336. */
  121337. extensions: {
  121338. [key: string]: string;
  121339. };
  121340. /**
  121341. * Gets the target of the compilation state
  121342. */
  121343. target: NodeMaterialBlockTargets;
  121344. /**
  121345. * Gets the list of emitted counters
  121346. */
  121347. counters: {
  121348. [key: string]: number;
  121349. };
  121350. /**
  121351. * Shared data between multiple NodeMaterialBuildState instances
  121352. */
  121353. sharedData: NodeMaterialBuildStateSharedData;
  121354. /** @hidden */
  121355. _vertexState: NodeMaterialBuildState;
  121356. /** @hidden */
  121357. _attributeDeclaration: string;
  121358. /** @hidden */
  121359. _uniformDeclaration: string;
  121360. /** @hidden */
  121361. _constantDeclaration: string;
  121362. /** @hidden */
  121363. _samplerDeclaration: string;
  121364. /** @hidden */
  121365. _varyingTransfer: string;
  121366. private _repeatableContentAnchorIndex;
  121367. /** @hidden */
  121368. _builtCompilationString: string;
  121369. /**
  121370. * Gets the emitted compilation strings
  121371. */
  121372. compilationString: string;
  121373. /**
  121374. * Finalize the compilation strings
  121375. * @param state defines the current compilation state
  121376. */
  121377. finalize(state: NodeMaterialBuildState): void;
  121378. /** @hidden */
  121379. readonly _repeatableContentAnchor: string;
  121380. /** @hidden */
  121381. _getFreeVariableName(prefix: string): string;
  121382. /** @hidden */
  121383. _getFreeDefineName(prefix: string): string;
  121384. /** @hidden */
  121385. _excludeVariableName(name: string): void;
  121386. /** @hidden */
  121387. _emit2DSampler(name: string): void;
  121388. /** @hidden */
  121389. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  121390. /** @hidden */
  121391. _emitExtension(name: string, extension: string): void;
  121392. /** @hidden */
  121393. _emitFunction(name: string, code: string, comments: string): void;
  121394. /** @hidden */
  121395. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  121396. replaceStrings?: {
  121397. search: RegExp;
  121398. replace: string;
  121399. }[];
  121400. repeatKey?: string;
  121401. }): string;
  121402. /** @hidden */
  121403. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  121404. repeatKey?: string;
  121405. removeAttributes?: boolean;
  121406. removeUniforms?: boolean;
  121407. removeVaryings?: boolean;
  121408. removeIfDef?: boolean;
  121409. replaceStrings?: {
  121410. search: RegExp;
  121411. replace: string;
  121412. }[];
  121413. }, storeKey?: string): void;
  121414. /** @hidden */
  121415. _registerTempVariable(name: string): boolean;
  121416. /** @hidden */
  121417. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  121418. /** @hidden */
  121419. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  121420. /** @hidden */
  121421. _emitFloat(value: number): string;
  121422. }
  121423. }
  121424. declare module BABYLON {
  121425. /**
  121426. * Defines a block that can be used inside a node based material
  121427. */
  121428. export class NodeMaterialBlock {
  121429. private _buildId;
  121430. private _buildTarget;
  121431. private _target;
  121432. private _isFinalMerger;
  121433. private _isInput;
  121434. /** @hidden */
  121435. _codeVariableName: string;
  121436. /** @hidden */
  121437. _inputs: NodeMaterialConnectionPoint[];
  121438. /** @hidden */
  121439. _outputs: NodeMaterialConnectionPoint[];
  121440. /** @hidden */
  121441. _preparationId: number;
  121442. /**
  121443. * Gets or sets the name of the block
  121444. */
  121445. name: string;
  121446. /**
  121447. * Gets or sets the unique id of the node
  121448. */
  121449. uniqueId: number;
  121450. /**
  121451. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  121452. */
  121453. readonly isFinalMerger: boolean;
  121454. /**
  121455. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  121456. */
  121457. readonly isInput: boolean;
  121458. /**
  121459. * Gets or sets the build Id
  121460. */
  121461. buildId: number;
  121462. /**
  121463. * Gets or sets the target of the block
  121464. */
  121465. target: NodeMaterialBlockTargets;
  121466. /**
  121467. * Gets the list of input points
  121468. */
  121469. readonly inputs: NodeMaterialConnectionPoint[];
  121470. /** Gets the list of output points */
  121471. readonly outputs: NodeMaterialConnectionPoint[];
  121472. /**
  121473. * Find an input by its name
  121474. * @param name defines the name of the input to look for
  121475. * @returns the input or null if not found
  121476. */
  121477. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121478. /**
  121479. * Find an output by its name
  121480. * @param name defines the name of the outputto look for
  121481. * @returns the output or null if not found
  121482. */
  121483. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  121484. /**
  121485. * Creates a new NodeMaterialBlock
  121486. * @param name defines the block name
  121487. * @param target defines the target of that block (Vertex by default)
  121488. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  121489. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  121490. */
  121491. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  121492. /**
  121493. * Initialize the block and prepare the context for build
  121494. * @param state defines the state that will be used for the build
  121495. */
  121496. initialize(state: NodeMaterialBuildState): void;
  121497. /**
  121498. * Bind data to effect. Will only be called for blocks with isBindable === true
  121499. * @param effect defines the effect to bind data to
  121500. * @param nodeMaterial defines the hosting NodeMaterial
  121501. * @param mesh defines the mesh that will be rendered
  121502. */
  121503. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121504. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  121505. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  121506. protected _writeFloat(value: number): string;
  121507. /**
  121508. * Gets the current class name e.g. "NodeMaterialBlock"
  121509. * @returns the class name
  121510. */
  121511. getClassName(): string;
  121512. /**
  121513. * Register a new input. Must be called inside a block constructor
  121514. * @param name defines the connection point name
  121515. * @param type defines the connection point type
  121516. * @param isOptional defines a boolean indicating that this input can be omitted
  121517. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121518. * @returns the current block
  121519. */
  121520. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  121521. /**
  121522. * Register a new output. Must be called inside a block constructor
  121523. * @param name defines the connection point name
  121524. * @param type defines the connection point type
  121525. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  121526. * @returns the current block
  121527. */
  121528. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  121529. /**
  121530. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  121531. * @param forOutput defines an optional connection point to check compatibility with
  121532. * @returns the first available input or null
  121533. */
  121534. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  121535. /**
  121536. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  121537. * @param forBlock defines an optional block to check compatibility with
  121538. * @returns the first available input or null
  121539. */
  121540. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  121541. /**
  121542. * Gets the sibling of the given output
  121543. * @param current defines the current output
  121544. * @returns the next output in the list or null
  121545. */
  121546. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  121547. /**
  121548. * Connect current block with another block
  121549. * @param other defines the block to connect with
  121550. * @param options define the various options to help pick the right connections
  121551. * @returns the current block
  121552. */
  121553. connectTo(other: NodeMaterialBlock, options?: {
  121554. input?: string;
  121555. output?: string;
  121556. outputSwizzle?: string;
  121557. }): this | undefined;
  121558. protected _buildBlock(state: NodeMaterialBuildState): void;
  121559. /**
  121560. * Add uniforms, samplers and uniform buffers at compilation time
  121561. * @param state defines the state to update
  121562. * @param nodeMaterial defines the node material requesting the update
  121563. * @param defines defines the material defines to update
  121564. * @param uniformBuffers defines the list of uniform buffer names
  121565. */
  121566. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  121567. /**
  121568. * Add potential fallbacks if shader compilation fails
  121569. * @param mesh defines the mesh to be rendered
  121570. * @param fallbacks defines the current prioritized list of fallbacks
  121571. */
  121572. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121573. /**
  121574. * Initialize defines for shader compilation
  121575. * @param mesh defines the mesh to be rendered
  121576. * @param nodeMaterial defines the node material requesting the update
  121577. * @param defines defines the material defines to update
  121578. * @param useInstances specifies that instances should be used
  121579. */
  121580. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121581. /**
  121582. * Update defines for shader compilation
  121583. * @param mesh defines the mesh to be rendered
  121584. * @param nodeMaterial defines the node material requesting the update
  121585. * @param defines defines the material defines to update
  121586. * @param useInstances specifies that instances should be used
  121587. */
  121588. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121589. /**
  121590. * Lets the block try to connect some inputs automatically
  121591. * @param material defines the hosting NodeMaterial
  121592. */
  121593. autoConfigure(material: NodeMaterial): void;
  121594. /**
  121595. * Function called when a block is declared as repeatable content generator
  121596. * @param vertexShaderState defines the current compilation state for the vertex shader
  121597. * @param fragmentShaderState defines the current compilation state for the fragment shader
  121598. * @param mesh defines the mesh to be rendered
  121599. * @param defines defines the material defines to update
  121600. */
  121601. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  121602. /**
  121603. * Checks if the block is ready
  121604. * @param mesh defines the mesh to be rendered
  121605. * @param nodeMaterial defines the node material requesting the update
  121606. * @param defines defines the material defines to update
  121607. * @param useInstances specifies that instances should be used
  121608. * @returns true if the block is ready
  121609. */
  121610. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  121611. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  121612. private _processBuild;
  121613. /**
  121614. * Compile the current node and generate the shader code
  121615. * @param state defines the current compilation state (uniforms, samplers, current string)
  121616. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  121617. * @returns true if already built
  121618. */
  121619. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  121620. protected _inputRename(name: string): string;
  121621. protected _outputRename(name: string): string;
  121622. protected _dumpPropertiesCode(): string;
  121623. /** @hidden */
  121624. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  121625. /**
  121626. * Clone the current block to a new identical block
  121627. * @param scene defines the hosting scene
  121628. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121629. * @returns a copy of the current block
  121630. */
  121631. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  121632. /**
  121633. * Serializes this block in a JSON representation
  121634. * @returns the serialized block object
  121635. */
  121636. serialize(): any;
  121637. /** @hidden */
  121638. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121639. /**
  121640. * Release resources
  121641. */
  121642. dispose(): void;
  121643. }
  121644. }
  121645. declare module BABYLON {
  121646. /**
  121647. * Enum defining the type of animations supported by InputBlock
  121648. */
  121649. export enum AnimatedInputBlockTypes {
  121650. /** No animation */
  121651. None = 0,
  121652. /** Time based animation. Will only work for floats */
  121653. Time = 1
  121654. }
  121655. }
  121656. declare module BABYLON {
  121657. /**
  121658. * Block used to expose an input value
  121659. */
  121660. export class InputBlock extends NodeMaterialBlock {
  121661. private _mode;
  121662. private _associatedVariableName;
  121663. private _storedValue;
  121664. private _valueCallback;
  121665. private _type;
  121666. private _animationType;
  121667. /** Gets or set a value used to limit the range of float values */
  121668. min: number;
  121669. /** Gets or set a value used to limit the range of float values */
  121670. max: number;
  121671. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  121672. matrixMode: number;
  121673. /** @hidden */
  121674. _systemValue: Nullable<NodeMaterialSystemValues>;
  121675. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  121676. visibleInInspector: boolean;
  121677. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  121678. isConstant: boolean;
  121679. /**
  121680. * Gets or sets the connection point type (default is float)
  121681. */
  121682. readonly type: NodeMaterialBlockConnectionPointTypes;
  121683. /**
  121684. * Creates a new InputBlock
  121685. * @param name defines the block name
  121686. * @param target defines the target of that block (Vertex by default)
  121687. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  121688. */
  121689. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  121690. /**
  121691. * Gets the output component
  121692. */
  121693. readonly output: NodeMaterialConnectionPoint;
  121694. /**
  121695. * Set the source of this connection point to a vertex attribute
  121696. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  121697. * @returns the current connection point
  121698. */
  121699. setAsAttribute(attributeName?: string): InputBlock;
  121700. /**
  121701. * Set the source of this connection point to a system value
  121702. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  121703. * @returns the current connection point
  121704. */
  121705. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  121706. /**
  121707. * Gets or sets the value of that point.
  121708. * Please note that this value will be ignored if valueCallback is defined
  121709. */
  121710. value: any;
  121711. /**
  121712. * Gets or sets a callback used to get the value of that point.
  121713. * Please note that setting this value will force the connection point to ignore the value property
  121714. */
  121715. valueCallback: () => any;
  121716. /**
  121717. * Gets or sets the associated variable name in the shader
  121718. */
  121719. associatedVariableName: string;
  121720. /** Gets or sets the type of animation applied to the input */
  121721. animationType: AnimatedInputBlockTypes;
  121722. /**
  121723. * Gets a boolean indicating that this connection point not defined yet
  121724. */
  121725. readonly isUndefined: boolean;
  121726. /**
  121727. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  121728. * In this case the connection point name must be the name of the uniform to use.
  121729. * Can only be set on inputs
  121730. */
  121731. isUniform: boolean;
  121732. /**
  121733. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  121734. * In this case the connection point name must be the name of the attribute to use
  121735. * Can only be set on inputs
  121736. */
  121737. isAttribute: boolean;
  121738. /**
  121739. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  121740. * Can only be set on exit points
  121741. */
  121742. isVarying: boolean;
  121743. /**
  121744. * Gets a boolean indicating that the current connection point is a system value
  121745. */
  121746. readonly isSystemValue: boolean;
  121747. /**
  121748. * Gets or sets the current well known value or null if not defined as a system value
  121749. */
  121750. systemValue: Nullable<NodeMaterialSystemValues>;
  121751. /**
  121752. * Gets the current class name
  121753. * @returns the class name
  121754. */
  121755. getClassName(): string;
  121756. /**
  121757. * Animate the input if animationType !== None
  121758. * @param scene defines the rendering scene
  121759. */
  121760. animate(scene: Scene): void;
  121761. private _emitDefine;
  121762. initialize(state: NodeMaterialBuildState): void;
  121763. /**
  121764. * Set the input block to its default value (based on its type)
  121765. */
  121766. setDefaultValue(): void;
  121767. private _emitConstant;
  121768. private _emit;
  121769. /** @hidden */
  121770. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  121771. /** @hidden */
  121772. _transmit(effect: Effect, scene: Scene): void;
  121773. protected _buildBlock(state: NodeMaterialBuildState): void;
  121774. protected _dumpPropertiesCode(): string;
  121775. serialize(): any;
  121776. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121777. }
  121778. }
  121779. declare module BABYLON {
  121780. /**
  121781. * Defines a connection point for a block
  121782. */
  121783. export class NodeMaterialConnectionPoint {
  121784. /** @hidden */
  121785. _ownerBlock: NodeMaterialBlock;
  121786. /** @hidden */
  121787. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121788. private _endpoints;
  121789. private _associatedVariableName;
  121790. /** @hidden */
  121791. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121792. /** @hidden */
  121793. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  121794. private _type;
  121795. /** @hidden */
  121796. _enforceAssociatedVariableName: boolean;
  121797. /**
  121798. * Gets or sets the additional types supported by this connection point
  121799. */
  121800. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121801. /**
  121802. * Gets or sets the additional types excluded by this connection point
  121803. */
  121804. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  121805. /**
  121806. * Observable triggered when this point is connected
  121807. */
  121808. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  121809. /**
  121810. * Gets or sets the associated variable name in the shader
  121811. */
  121812. associatedVariableName: string;
  121813. /**
  121814. * Gets or sets the connection point type (default is float)
  121815. */
  121816. type: NodeMaterialBlockConnectionPointTypes;
  121817. /**
  121818. * Gets or sets the connection point name
  121819. */
  121820. name: string;
  121821. /**
  121822. * Gets or sets a boolean indicating that this connection point can be omitted
  121823. */
  121824. isOptional: boolean;
  121825. /**
  121826. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  121827. */
  121828. define: string;
  121829. /** @hidden */
  121830. _prioritizeVertex: boolean;
  121831. private _target;
  121832. /** Gets or sets the target of that connection point */
  121833. target: NodeMaterialBlockTargets;
  121834. /**
  121835. * Gets a boolean indicating that the current point is connected
  121836. */
  121837. readonly isConnected: boolean;
  121838. /**
  121839. * Gets a boolean indicating that the current point is connected to an input block
  121840. */
  121841. readonly isConnectedToInputBlock: boolean;
  121842. /**
  121843. * Gets a the connected input block (if any)
  121844. */
  121845. readonly connectInputBlock: Nullable<InputBlock>;
  121846. /** Get the other side of the connection (if any) */
  121847. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  121848. /** Get the block that owns this connection point */
  121849. readonly ownerBlock: NodeMaterialBlock;
  121850. /** Get the block connected on the other side of this connection (if any) */
  121851. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  121852. /** Get the block connected on the endpoints of this connection (if any) */
  121853. readonly connectedBlocks: Array<NodeMaterialBlock>;
  121854. /** Gets the list of connected endpoints */
  121855. readonly endpoints: NodeMaterialConnectionPoint[];
  121856. /** Gets a boolean indicating if that output point is connected to at least one input */
  121857. readonly hasEndpoints: boolean;
  121858. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  121859. readonly isConnectedInVertexShader: boolean;
  121860. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  121861. readonly isConnectedInFragmentShader: boolean;
  121862. /**
  121863. * Creates a new connection point
  121864. * @param name defines the connection point name
  121865. * @param ownerBlock defines the block hosting this connection point
  121866. */
  121867. constructor(name: string, ownerBlock: NodeMaterialBlock);
  121868. /**
  121869. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  121870. * @returns the class name
  121871. */
  121872. getClassName(): string;
  121873. /**
  121874. * Gets an boolean indicating if the current point can be connected to another point
  121875. * @param connectionPoint defines the other connection point
  121876. * @returns true if the connection is possible
  121877. */
  121878. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  121879. /**
  121880. * Connect this point to another connection point
  121881. * @param connectionPoint defines the other connection point
  121882. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  121883. * @returns the current connection point
  121884. */
  121885. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  121886. /**
  121887. * Disconnect this point from one of his endpoint
  121888. * @param endpoint defines the other connection point
  121889. * @returns the current connection point
  121890. */
  121891. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  121892. /**
  121893. * Serializes this point in a JSON representation
  121894. * @returns the serialized point object
  121895. */
  121896. serialize(): any;
  121897. /**
  121898. * Release resources
  121899. */
  121900. dispose(): void;
  121901. }
  121902. }
  121903. declare module BABYLON {
  121904. /**
  121905. * Block used to add support for vertex skinning (bones)
  121906. */
  121907. export class BonesBlock extends NodeMaterialBlock {
  121908. /**
  121909. * Creates a new BonesBlock
  121910. * @param name defines the block name
  121911. */
  121912. constructor(name: string);
  121913. /**
  121914. * Initialize the block and prepare the context for build
  121915. * @param state defines the state that will be used for the build
  121916. */
  121917. initialize(state: NodeMaterialBuildState): void;
  121918. /**
  121919. * Gets the current class name
  121920. * @returns the class name
  121921. */
  121922. getClassName(): string;
  121923. /**
  121924. * Gets the matrix indices input component
  121925. */
  121926. readonly matricesIndices: NodeMaterialConnectionPoint;
  121927. /**
  121928. * Gets the matrix weights input component
  121929. */
  121930. readonly matricesWeights: NodeMaterialConnectionPoint;
  121931. /**
  121932. * Gets the extra matrix indices input component
  121933. */
  121934. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  121935. /**
  121936. * Gets the extra matrix weights input component
  121937. */
  121938. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  121939. /**
  121940. * Gets the world input component
  121941. */
  121942. readonly world: NodeMaterialConnectionPoint;
  121943. /**
  121944. * Gets the output component
  121945. */
  121946. readonly output: NodeMaterialConnectionPoint;
  121947. autoConfigure(material: NodeMaterial): void;
  121948. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  121949. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121950. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121951. protected _buildBlock(state: NodeMaterialBuildState): this;
  121952. }
  121953. }
  121954. declare module BABYLON {
  121955. /**
  121956. * Block used to add support for instances
  121957. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  121958. */
  121959. export class InstancesBlock extends NodeMaterialBlock {
  121960. /**
  121961. * Creates a new InstancesBlock
  121962. * @param name defines the block name
  121963. */
  121964. constructor(name: string);
  121965. /**
  121966. * Gets the current class name
  121967. * @returns the class name
  121968. */
  121969. getClassName(): string;
  121970. /**
  121971. * Gets the first world row input component
  121972. */
  121973. readonly world0: NodeMaterialConnectionPoint;
  121974. /**
  121975. * Gets the second world row input component
  121976. */
  121977. readonly world1: NodeMaterialConnectionPoint;
  121978. /**
  121979. * Gets the third world row input component
  121980. */
  121981. readonly world2: NodeMaterialConnectionPoint;
  121982. /**
  121983. * Gets the forth world row input component
  121984. */
  121985. readonly world3: NodeMaterialConnectionPoint;
  121986. /**
  121987. * Gets the world input component
  121988. */
  121989. readonly world: NodeMaterialConnectionPoint;
  121990. /**
  121991. * Gets the output component
  121992. */
  121993. readonly output: NodeMaterialConnectionPoint;
  121994. autoConfigure(material: NodeMaterial): void;
  121995. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121996. protected _buildBlock(state: NodeMaterialBuildState): this;
  121997. }
  121998. }
  121999. declare module BABYLON {
  122000. /**
  122001. * Block used to add morph targets support to vertex shader
  122002. */
  122003. export class MorphTargetsBlock extends NodeMaterialBlock {
  122004. private _repeatableContentAnchor;
  122005. private _repeatebleContentGenerated;
  122006. /**
  122007. * Create a new MorphTargetsBlock
  122008. * @param name defines the block name
  122009. */
  122010. constructor(name: string);
  122011. /**
  122012. * Gets the current class name
  122013. * @returns the class name
  122014. */
  122015. getClassName(): string;
  122016. /**
  122017. * Gets the position input component
  122018. */
  122019. readonly position: NodeMaterialConnectionPoint;
  122020. /**
  122021. * Gets the normal input component
  122022. */
  122023. readonly normal: NodeMaterialConnectionPoint;
  122024. /**
  122025. * Gets the tangent input component
  122026. */
  122027. readonly tangent: NodeMaterialConnectionPoint;
  122028. /**
  122029. * Gets the tangent input component
  122030. */
  122031. readonly uv: NodeMaterialConnectionPoint;
  122032. /**
  122033. * Gets the position output component
  122034. */
  122035. readonly positionOutput: NodeMaterialConnectionPoint;
  122036. /**
  122037. * Gets the normal output component
  122038. */
  122039. readonly normalOutput: NodeMaterialConnectionPoint;
  122040. /**
  122041. * Gets the tangent output component
  122042. */
  122043. readonly tangentOutput: NodeMaterialConnectionPoint;
  122044. /**
  122045. * Gets the tangent output component
  122046. */
  122047. readonly uvOutput: NodeMaterialConnectionPoint;
  122048. initialize(state: NodeMaterialBuildState): void;
  122049. autoConfigure(material: NodeMaterial): void;
  122050. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122051. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122052. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122053. protected _buildBlock(state: NodeMaterialBuildState): this;
  122054. }
  122055. }
  122056. declare module BABYLON {
  122057. /**
  122058. * Block used to get data information from a light
  122059. */
  122060. export class LightInformationBlock extends NodeMaterialBlock {
  122061. private _lightDataUniformName;
  122062. private _lightColorUniformName;
  122063. private _lightTypeDefineName;
  122064. /**
  122065. * Gets or sets the light associated with this block
  122066. */
  122067. light: Nullable<Light>;
  122068. /**
  122069. * Creates a new LightInformationBlock
  122070. * @param name defines the block name
  122071. */
  122072. constructor(name: string);
  122073. /**
  122074. * Gets the current class name
  122075. * @returns the class name
  122076. */
  122077. getClassName(): string;
  122078. /**
  122079. * Gets the world position input component
  122080. */
  122081. readonly worldPosition: NodeMaterialConnectionPoint;
  122082. /**
  122083. * Gets the direction output component
  122084. */
  122085. readonly direction: NodeMaterialConnectionPoint;
  122086. /**
  122087. * Gets the direction output component
  122088. */
  122089. readonly color: NodeMaterialConnectionPoint;
  122090. /**
  122091. * Gets the direction output component
  122092. */
  122093. readonly intensity: NodeMaterialConnectionPoint;
  122094. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122095. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122096. protected _buildBlock(state: NodeMaterialBuildState): this;
  122097. serialize(): any;
  122098. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122099. }
  122100. }
  122101. declare module BABYLON {
  122102. /**
  122103. * Block used to add image processing support to fragment shader
  122104. */
  122105. export class ImageProcessingBlock extends NodeMaterialBlock {
  122106. /**
  122107. * Create a new ImageProcessingBlock
  122108. * @param name defines the block name
  122109. */
  122110. constructor(name: string);
  122111. /**
  122112. * Gets the current class name
  122113. * @returns the class name
  122114. */
  122115. getClassName(): string;
  122116. /**
  122117. * Gets the color input component
  122118. */
  122119. readonly color: NodeMaterialConnectionPoint;
  122120. /**
  122121. * Gets the output component
  122122. */
  122123. readonly output: NodeMaterialConnectionPoint;
  122124. /**
  122125. * Initialize the block and prepare the context for build
  122126. * @param state defines the state that will be used for the build
  122127. */
  122128. initialize(state: NodeMaterialBuildState): void;
  122129. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  122130. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122131. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122132. protected _buildBlock(state: NodeMaterialBuildState): this;
  122133. }
  122134. }
  122135. declare module BABYLON {
  122136. /**
  122137. * Block used to pertub normals based on a normal map
  122138. */
  122139. export class PerturbNormalBlock extends NodeMaterialBlock {
  122140. private _tangentSpaceParameterName;
  122141. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  122142. invertX: boolean;
  122143. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  122144. invertY: boolean;
  122145. /**
  122146. * Create a new PerturbNormalBlock
  122147. * @param name defines the block name
  122148. */
  122149. constructor(name: string);
  122150. /**
  122151. * Gets the current class name
  122152. * @returns the class name
  122153. */
  122154. getClassName(): string;
  122155. /**
  122156. * Gets the world position input component
  122157. */
  122158. readonly worldPosition: NodeMaterialConnectionPoint;
  122159. /**
  122160. * Gets the world normal input component
  122161. */
  122162. readonly worldNormal: NodeMaterialConnectionPoint;
  122163. /**
  122164. * Gets the uv input component
  122165. */
  122166. readonly uv: NodeMaterialConnectionPoint;
  122167. /**
  122168. * Gets the normal map color input component
  122169. */
  122170. readonly normalMapColor: NodeMaterialConnectionPoint;
  122171. /**
  122172. * Gets the strength input component
  122173. */
  122174. readonly strength: NodeMaterialConnectionPoint;
  122175. /**
  122176. * Gets the output component
  122177. */
  122178. readonly output: NodeMaterialConnectionPoint;
  122179. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122180. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122181. autoConfigure(material: NodeMaterial): void;
  122182. protected _buildBlock(state: NodeMaterialBuildState): this;
  122183. protected _dumpPropertiesCode(): string;
  122184. serialize(): any;
  122185. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122186. }
  122187. }
  122188. declare module BABYLON {
  122189. /**
  122190. * Block used to discard a pixel if a value is smaller than a cutoff
  122191. */
  122192. export class DiscardBlock extends NodeMaterialBlock {
  122193. /**
  122194. * Create a new DiscardBlock
  122195. * @param name defines the block name
  122196. */
  122197. constructor(name: string);
  122198. /**
  122199. * Gets the current class name
  122200. * @returns the class name
  122201. */
  122202. getClassName(): string;
  122203. /**
  122204. * Gets the color input component
  122205. */
  122206. readonly value: NodeMaterialConnectionPoint;
  122207. /**
  122208. * Gets the cutoff input component
  122209. */
  122210. readonly cutoff: NodeMaterialConnectionPoint;
  122211. protected _buildBlock(state: NodeMaterialBuildState): this;
  122212. }
  122213. }
  122214. declare module BABYLON {
  122215. /**
  122216. * Block used to add support for scene fog
  122217. */
  122218. export class FogBlock extends NodeMaterialBlock {
  122219. private _fogDistanceName;
  122220. private _fogParameters;
  122221. /**
  122222. * Create a new FogBlock
  122223. * @param name defines the block name
  122224. */
  122225. constructor(name: string);
  122226. /**
  122227. * Gets the current class name
  122228. * @returns the class name
  122229. */
  122230. getClassName(): string;
  122231. /**
  122232. * Gets the world position input component
  122233. */
  122234. readonly worldPosition: NodeMaterialConnectionPoint;
  122235. /**
  122236. * Gets the view input component
  122237. */
  122238. readonly view: NodeMaterialConnectionPoint;
  122239. /**
  122240. * Gets the color input component
  122241. */
  122242. readonly input: NodeMaterialConnectionPoint;
  122243. /**
  122244. * Gets the fog color input component
  122245. */
  122246. readonly fogColor: NodeMaterialConnectionPoint;
  122247. /**
  122248. * Gets the output component
  122249. */
  122250. readonly output: NodeMaterialConnectionPoint;
  122251. autoConfigure(material: NodeMaterial): void;
  122252. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122253. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122254. protected _buildBlock(state: NodeMaterialBuildState): this;
  122255. }
  122256. }
  122257. declare module BABYLON {
  122258. /**
  122259. * Block used to add light in the fragment shader
  122260. */
  122261. export class LightBlock extends NodeMaterialBlock {
  122262. private _lightId;
  122263. /**
  122264. * Gets or sets the light associated with this block
  122265. */
  122266. light: Nullable<Light>;
  122267. /**
  122268. * Create a new LightBlock
  122269. * @param name defines the block name
  122270. */
  122271. constructor(name: string);
  122272. /**
  122273. * Gets the current class name
  122274. * @returns the class name
  122275. */
  122276. getClassName(): string;
  122277. /**
  122278. * Gets the world position input component
  122279. */
  122280. readonly worldPosition: NodeMaterialConnectionPoint;
  122281. /**
  122282. * Gets the world normal input component
  122283. */
  122284. readonly worldNormal: NodeMaterialConnectionPoint;
  122285. /**
  122286. * Gets the camera (or eye) position component
  122287. */
  122288. readonly cameraPosition: NodeMaterialConnectionPoint;
  122289. /**
  122290. * Gets the glossiness component
  122291. */
  122292. readonly glossiness: NodeMaterialConnectionPoint;
  122293. /**
  122294. * Gets the glossinness power component
  122295. */
  122296. readonly glossPower: NodeMaterialConnectionPoint;
  122297. /**
  122298. * Gets the diffuse color component
  122299. */
  122300. readonly diffuseColor: NodeMaterialConnectionPoint;
  122301. /**
  122302. * Gets the specular color component
  122303. */
  122304. readonly specularColor: NodeMaterialConnectionPoint;
  122305. /**
  122306. * Gets the diffuse output component
  122307. */
  122308. readonly diffuseOutput: NodeMaterialConnectionPoint;
  122309. /**
  122310. * Gets the specular output component
  122311. */
  122312. readonly specularOutput: NodeMaterialConnectionPoint;
  122313. autoConfigure(material: NodeMaterial): void;
  122314. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122315. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122316. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122317. private _injectVertexCode;
  122318. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122319. serialize(): any;
  122320. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122321. }
  122322. }
  122323. declare module BABYLON {
  122324. /**
  122325. * Block used to multiply 2 values
  122326. */
  122327. export class MultiplyBlock extends NodeMaterialBlock {
  122328. /**
  122329. * Creates a new MultiplyBlock
  122330. * @param name defines the block name
  122331. */
  122332. constructor(name: string);
  122333. /**
  122334. * Gets the current class name
  122335. * @returns the class name
  122336. */
  122337. getClassName(): string;
  122338. /**
  122339. * Gets the left operand input component
  122340. */
  122341. readonly left: NodeMaterialConnectionPoint;
  122342. /**
  122343. * Gets the right operand input component
  122344. */
  122345. readonly right: NodeMaterialConnectionPoint;
  122346. /**
  122347. * Gets the output component
  122348. */
  122349. readonly output: NodeMaterialConnectionPoint;
  122350. protected _buildBlock(state: NodeMaterialBuildState): this;
  122351. }
  122352. }
  122353. declare module BABYLON {
  122354. /**
  122355. * Block used to add 2 vectors
  122356. */
  122357. export class AddBlock extends NodeMaterialBlock {
  122358. /**
  122359. * Creates a new AddBlock
  122360. * @param name defines the block name
  122361. */
  122362. constructor(name: string);
  122363. /**
  122364. * Gets the current class name
  122365. * @returns the class name
  122366. */
  122367. getClassName(): string;
  122368. /**
  122369. * Gets the left operand input component
  122370. */
  122371. readonly left: NodeMaterialConnectionPoint;
  122372. /**
  122373. * Gets the right operand input component
  122374. */
  122375. readonly right: NodeMaterialConnectionPoint;
  122376. /**
  122377. * Gets the output component
  122378. */
  122379. readonly output: NodeMaterialConnectionPoint;
  122380. protected _buildBlock(state: NodeMaterialBuildState): this;
  122381. }
  122382. }
  122383. declare module BABYLON {
  122384. /**
  122385. * Block used to scale a vector by a float
  122386. */
  122387. export class ScaleBlock extends NodeMaterialBlock {
  122388. /**
  122389. * Creates a new ScaleBlock
  122390. * @param name defines the block name
  122391. */
  122392. constructor(name: string);
  122393. /**
  122394. * Gets the current class name
  122395. * @returns the class name
  122396. */
  122397. getClassName(): string;
  122398. /**
  122399. * Gets the input component
  122400. */
  122401. readonly input: NodeMaterialConnectionPoint;
  122402. /**
  122403. * Gets the factor input component
  122404. */
  122405. readonly factor: NodeMaterialConnectionPoint;
  122406. /**
  122407. * Gets the output component
  122408. */
  122409. readonly output: NodeMaterialConnectionPoint;
  122410. protected _buildBlock(state: NodeMaterialBuildState): this;
  122411. }
  122412. }
  122413. declare module BABYLON {
  122414. /**
  122415. * Block used to clamp a float
  122416. */
  122417. export class ClampBlock extends NodeMaterialBlock {
  122418. /** Gets or sets the minimum range */
  122419. minimum: number;
  122420. /** Gets or sets the maximum range */
  122421. maximum: number;
  122422. /**
  122423. * Creates a new ClampBlock
  122424. * @param name defines the block name
  122425. */
  122426. constructor(name: string);
  122427. /**
  122428. * Gets the current class name
  122429. * @returns the class name
  122430. */
  122431. getClassName(): string;
  122432. /**
  122433. * Gets the value input component
  122434. */
  122435. readonly value: NodeMaterialConnectionPoint;
  122436. /**
  122437. * Gets the output component
  122438. */
  122439. readonly output: NodeMaterialConnectionPoint;
  122440. protected _buildBlock(state: NodeMaterialBuildState): this;
  122441. protected _dumpPropertiesCode(): string;
  122442. serialize(): any;
  122443. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122444. }
  122445. }
  122446. declare module BABYLON {
  122447. /**
  122448. * Block used to apply a cross product between 2 vectors
  122449. */
  122450. export class CrossBlock extends NodeMaterialBlock {
  122451. /**
  122452. * Creates a new CrossBlock
  122453. * @param name defines the block name
  122454. */
  122455. constructor(name: string);
  122456. /**
  122457. * Gets the current class name
  122458. * @returns the class name
  122459. */
  122460. getClassName(): string;
  122461. /**
  122462. * Gets the left operand input component
  122463. */
  122464. readonly left: NodeMaterialConnectionPoint;
  122465. /**
  122466. * Gets the right operand input component
  122467. */
  122468. readonly right: NodeMaterialConnectionPoint;
  122469. /**
  122470. * Gets the output component
  122471. */
  122472. readonly output: NodeMaterialConnectionPoint;
  122473. protected _buildBlock(state: NodeMaterialBuildState): this;
  122474. }
  122475. }
  122476. declare module BABYLON {
  122477. /**
  122478. * Block used to apply a dot product between 2 vectors
  122479. */
  122480. export class DotBlock extends NodeMaterialBlock {
  122481. /**
  122482. * Creates a new DotBlock
  122483. * @param name defines the block name
  122484. */
  122485. constructor(name: string);
  122486. /**
  122487. * Gets the current class name
  122488. * @returns the class name
  122489. */
  122490. getClassName(): string;
  122491. /**
  122492. * Gets the left operand input component
  122493. */
  122494. readonly left: NodeMaterialConnectionPoint;
  122495. /**
  122496. * Gets the right operand input component
  122497. */
  122498. readonly right: NodeMaterialConnectionPoint;
  122499. /**
  122500. * Gets the output component
  122501. */
  122502. readonly output: NodeMaterialConnectionPoint;
  122503. protected _buildBlock(state: NodeMaterialBuildState): this;
  122504. }
  122505. }
  122506. declare module BABYLON {
  122507. /**
  122508. * Block used to remap a float from a range to a new one
  122509. */
  122510. export class RemapBlock extends NodeMaterialBlock {
  122511. /**
  122512. * Gets or sets the source range
  122513. */
  122514. sourceRange: Vector2;
  122515. /**
  122516. * Gets or sets the target range
  122517. */
  122518. targetRange: Vector2;
  122519. /**
  122520. * Creates a new RemapBlock
  122521. * @param name defines the block name
  122522. */
  122523. constructor(name: string);
  122524. /**
  122525. * Gets the current class name
  122526. * @returns the class name
  122527. */
  122528. getClassName(): string;
  122529. /**
  122530. * Gets the input component
  122531. */
  122532. readonly input: NodeMaterialConnectionPoint;
  122533. /**
  122534. * Gets the source min input component
  122535. */
  122536. readonly sourceMin: NodeMaterialConnectionPoint;
  122537. /**
  122538. * Gets the source max input component
  122539. */
  122540. readonly sourceMax: NodeMaterialConnectionPoint;
  122541. /**
  122542. * Gets the target min input component
  122543. */
  122544. readonly targetMin: NodeMaterialConnectionPoint;
  122545. /**
  122546. * Gets the target max input component
  122547. */
  122548. readonly targetMax: NodeMaterialConnectionPoint;
  122549. /**
  122550. * Gets the output component
  122551. */
  122552. readonly output: NodeMaterialConnectionPoint;
  122553. protected _buildBlock(state: NodeMaterialBuildState): this;
  122554. protected _dumpPropertiesCode(): string;
  122555. serialize(): any;
  122556. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122557. }
  122558. }
  122559. declare module BABYLON {
  122560. /**
  122561. * Block used to normalize a vector
  122562. */
  122563. export class NormalizeBlock extends NodeMaterialBlock {
  122564. /**
  122565. * Creates a new NormalizeBlock
  122566. * @param name defines the block name
  122567. */
  122568. constructor(name: string);
  122569. /**
  122570. * Gets the current class name
  122571. * @returns the class name
  122572. */
  122573. getClassName(): string;
  122574. /**
  122575. * Gets the input component
  122576. */
  122577. readonly input: NodeMaterialConnectionPoint;
  122578. /**
  122579. * Gets the output component
  122580. */
  122581. readonly output: NodeMaterialConnectionPoint;
  122582. protected _buildBlock(state: NodeMaterialBuildState): this;
  122583. }
  122584. }
  122585. declare module BABYLON {
  122586. /**
  122587. * Operations supported by the Trigonometry block
  122588. */
  122589. export enum TrigonometryBlockOperations {
  122590. /** Cos */
  122591. Cos = 0,
  122592. /** Sin */
  122593. Sin = 1,
  122594. /** Abs */
  122595. Abs = 2,
  122596. /** Exp */
  122597. Exp = 3,
  122598. /** Exp2 */
  122599. Exp2 = 4,
  122600. /** Round */
  122601. Round = 5,
  122602. /** Floor */
  122603. Floor = 6,
  122604. /** Ceiling */
  122605. Ceiling = 7,
  122606. /** Square root */
  122607. Sqrt = 8,
  122608. /** Log */
  122609. Log = 9,
  122610. /** Tangent */
  122611. Tan = 10,
  122612. /** Arc tangent */
  122613. ArcTan = 11,
  122614. /** Arc cosinus */
  122615. ArcCos = 12,
  122616. /** Arc sinus */
  122617. ArcSin = 13,
  122618. /** Fraction */
  122619. Fract = 14,
  122620. /** Sign */
  122621. Sign = 15,
  122622. /** To radians (from degrees) */
  122623. Radians = 16,
  122624. /** To degrees (from radians) */
  122625. Degrees = 17
  122626. }
  122627. /**
  122628. * Block used to apply trigonometry operation to floats
  122629. */
  122630. export class TrigonometryBlock extends NodeMaterialBlock {
  122631. /**
  122632. * Gets or sets the operation applied by the block
  122633. */
  122634. operation: TrigonometryBlockOperations;
  122635. /**
  122636. * Creates a new TrigonometryBlock
  122637. * @param name defines the block name
  122638. */
  122639. constructor(name: string);
  122640. /**
  122641. * Gets the current class name
  122642. * @returns the class name
  122643. */
  122644. getClassName(): string;
  122645. /**
  122646. * Gets the input component
  122647. */
  122648. readonly input: NodeMaterialConnectionPoint;
  122649. /**
  122650. * Gets the output component
  122651. */
  122652. readonly output: NodeMaterialConnectionPoint;
  122653. protected _buildBlock(state: NodeMaterialBuildState): this;
  122654. serialize(): any;
  122655. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122656. }
  122657. }
  122658. declare module BABYLON {
  122659. /**
  122660. * Block used to create a Color3/4 out of individual inputs (one for each component)
  122661. */
  122662. export class ColorMergerBlock extends NodeMaterialBlock {
  122663. /**
  122664. * Create a new ColorMergerBlock
  122665. * @param name defines the block name
  122666. */
  122667. constructor(name: string);
  122668. /**
  122669. * Gets the current class name
  122670. * @returns the class name
  122671. */
  122672. getClassName(): string;
  122673. /**
  122674. * Gets the r component (input)
  122675. */
  122676. readonly r: NodeMaterialConnectionPoint;
  122677. /**
  122678. * Gets the g component (input)
  122679. */
  122680. readonly g: NodeMaterialConnectionPoint;
  122681. /**
  122682. * Gets the b component (input)
  122683. */
  122684. readonly b: NodeMaterialConnectionPoint;
  122685. /**
  122686. * Gets the a component (input)
  122687. */
  122688. readonly a: NodeMaterialConnectionPoint;
  122689. /**
  122690. * Gets the rgba component (output)
  122691. */
  122692. readonly rgba: NodeMaterialConnectionPoint;
  122693. /**
  122694. * Gets the rgb component (output)
  122695. */
  122696. readonly rgb: NodeMaterialConnectionPoint;
  122697. protected _buildBlock(state: NodeMaterialBuildState): this;
  122698. }
  122699. }
  122700. declare module BABYLON {
  122701. /**
  122702. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  122703. */
  122704. export class VectorMergerBlock extends NodeMaterialBlock {
  122705. /**
  122706. * Create a new VectorMergerBlock
  122707. * @param name defines the block name
  122708. */
  122709. constructor(name: string);
  122710. /**
  122711. * Gets the current class name
  122712. * @returns the class name
  122713. */
  122714. getClassName(): string;
  122715. /**
  122716. * Gets the x component (input)
  122717. */
  122718. readonly x: NodeMaterialConnectionPoint;
  122719. /**
  122720. * Gets the y component (input)
  122721. */
  122722. readonly y: NodeMaterialConnectionPoint;
  122723. /**
  122724. * Gets the z component (input)
  122725. */
  122726. readonly z: NodeMaterialConnectionPoint;
  122727. /**
  122728. * Gets the w component (input)
  122729. */
  122730. readonly w: NodeMaterialConnectionPoint;
  122731. /**
  122732. * Gets the xyzw component (output)
  122733. */
  122734. readonly xyzw: NodeMaterialConnectionPoint;
  122735. /**
  122736. * Gets the xyz component (output)
  122737. */
  122738. readonly xyz: NodeMaterialConnectionPoint;
  122739. /**
  122740. * Gets the xy component (output)
  122741. */
  122742. readonly xy: NodeMaterialConnectionPoint;
  122743. protected _buildBlock(state: NodeMaterialBuildState): this;
  122744. }
  122745. }
  122746. declare module BABYLON {
  122747. /**
  122748. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  122749. */
  122750. export class ColorSplitterBlock extends NodeMaterialBlock {
  122751. /**
  122752. * Create a new ColorSplitterBlock
  122753. * @param name defines the block name
  122754. */
  122755. constructor(name: string);
  122756. /**
  122757. * Gets the current class name
  122758. * @returns the class name
  122759. */
  122760. getClassName(): string;
  122761. /**
  122762. * Gets the rgba component (input)
  122763. */
  122764. readonly rgba: NodeMaterialConnectionPoint;
  122765. /**
  122766. * Gets the rgb component (input)
  122767. */
  122768. readonly rgbIn: NodeMaterialConnectionPoint;
  122769. /**
  122770. * Gets the rgb component (output)
  122771. */
  122772. readonly rgbOut: NodeMaterialConnectionPoint;
  122773. /**
  122774. * Gets the r component (output)
  122775. */
  122776. readonly r: NodeMaterialConnectionPoint;
  122777. /**
  122778. * Gets the g component (output)
  122779. */
  122780. readonly g: NodeMaterialConnectionPoint;
  122781. /**
  122782. * Gets the b component (output)
  122783. */
  122784. readonly b: NodeMaterialConnectionPoint;
  122785. /**
  122786. * Gets the a component (output)
  122787. */
  122788. readonly a: NodeMaterialConnectionPoint;
  122789. protected _inputRename(name: string): string;
  122790. protected _outputRename(name: string): string;
  122791. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122792. }
  122793. }
  122794. declare module BABYLON {
  122795. /**
  122796. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  122797. */
  122798. export class VectorSplitterBlock extends NodeMaterialBlock {
  122799. /**
  122800. * Create a new VectorSplitterBlock
  122801. * @param name defines the block name
  122802. */
  122803. constructor(name: string);
  122804. /**
  122805. * Gets the current class name
  122806. * @returns the class name
  122807. */
  122808. getClassName(): string;
  122809. /**
  122810. * Gets the xyzw component (input)
  122811. */
  122812. readonly xyzw: NodeMaterialConnectionPoint;
  122813. /**
  122814. * Gets the xyz component (input)
  122815. */
  122816. readonly xyzIn: NodeMaterialConnectionPoint;
  122817. /**
  122818. * Gets the xy component (input)
  122819. */
  122820. readonly xyIn: NodeMaterialConnectionPoint;
  122821. /**
  122822. * Gets the xyz component (output)
  122823. */
  122824. readonly xyzOut: NodeMaterialConnectionPoint;
  122825. /**
  122826. * Gets the xy component (output)
  122827. */
  122828. readonly xyOut: NodeMaterialConnectionPoint;
  122829. /**
  122830. * Gets the x component (output)
  122831. */
  122832. readonly x: NodeMaterialConnectionPoint;
  122833. /**
  122834. * Gets the y component (output)
  122835. */
  122836. readonly y: NodeMaterialConnectionPoint;
  122837. /**
  122838. * Gets the z component (output)
  122839. */
  122840. readonly z: NodeMaterialConnectionPoint;
  122841. /**
  122842. * Gets the w component (output)
  122843. */
  122844. readonly w: NodeMaterialConnectionPoint;
  122845. protected _inputRename(name: string): string;
  122846. protected _outputRename(name: string): string;
  122847. protected _buildBlock(state: NodeMaterialBuildState): this;
  122848. }
  122849. }
  122850. declare module BABYLON {
  122851. /**
  122852. * Block used to lerp between 2 values
  122853. */
  122854. export class LerpBlock extends NodeMaterialBlock {
  122855. /**
  122856. * Creates a new LerpBlock
  122857. * @param name defines the block name
  122858. */
  122859. constructor(name: string);
  122860. /**
  122861. * Gets the current class name
  122862. * @returns the class name
  122863. */
  122864. getClassName(): string;
  122865. /**
  122866. * Gets the left operand input component
  122867. */
  122868. readonly left: NodeMaterialConnectionPoint;
  122869. /**
  122870. * Gets the right operand input component
  122871. */
  122872. readonly right: NodeMaterialConnectionPoint;
  122873. /**
  122874. * Gets the gradient operand input component
  122875. */
  122876. readonly gradient: NodeMaterialConnectionPoint;
  122877. /**
  122878. * Gets the output component
  122879. */
  122880. readonly output: NodeMaterialConnectionPoint;
  122881. protected _buildBlock(state: NodeMaterialBuildState): this;
  122882. }
  122883. }
  122884. declare module BABYLON {
  122885. /**
  122886. * Block used to divide 2 vectors
  122887. */
  122888. export class DivideBlock extends NodeMaterialBlock {
  122889. /**
  122890. * Creates a new DivideBlock
  122891. * @param name defines the block name
  122892. */
  122893. constructor(name: string);
  122894. /**
  122895. * Gets the current class name
  122896. * @returns the class name
  122897. */
  122898. getClassName(): string;
  122899. /**
  122900. * Gets the left operand input component
  122901. */
  122902. readonly left: NodeMaterialConnectionPoint;
  122903. /**
  122904. * Gets the right operand input component
  122905. */
  122906. readonly right: NodeMaterialConnectionPoint;
  122907. /**
  122908. * Gets the output component
  122909. */
  122910. readonly output: NodeMaterialConnectionPoint;
  122911. protected _buildBlock(state: NodeMaterialBuildState): this;
  122912. }
  122913. }
  122914. declare module BABYLON {
  122915. /**
  122916. * Block used to subtract 2 vectors
  122917. */
  122918. export class SubtractBlock extends NodeMaterialBlock {
  122919. /**
  122920. * Creates a new SubtractBlock
  122921. * @param name defines the block name
  122922. */
  122923. constructor(name: string);
  122924. /**
  122925. * Gets the current class name
  122926. * @returns the class name
  122927. */
  122928. getClassName(): string;
  122929. /**
  122930. * Gets the left operand input component
  122931. */
  122932. readonly left: NodeMaterialConnectionPoint;
  122933. /**
  122934. * Gets the right operand input component
  122935. */
  122936. readonly right: NodeMaterialConnectionPoint;
  122937. /**
  122938. * Gets the output component
  122939. */
  122940. readonly output: NodeMaterialConnectionPoint;
  122941. protected _buildBlock(state: NodeMaterialBuildState): this;
  122942. }
  122943. }
  122944. declare module BABYLON {
  122945. /**
  122946. * Block used to step a value
  122947. */
  122948. export class StepBlock extends NodeMaterialBlock {
  122949. /**
  122950. * Creates a new StepBlock
  122951. * @param name defines the block name
  122952. */
  122953. constructor(name: string);
  122954. /**
  122955. * Gets the current class name
  122956. * @returns the class name
  122957. */
  122958. getClassName(): string;
  122959. /**
  122960. * Gets the value operand input component
  122961. */
  122962. readonly value: NodeMaterialConnectionPoint;
  122963. /**
  122964. * Gets the edge operand input component
  122965. */
  122966. readonly edge: NodeMaterialConnectionPoint;
  122967. /**
  122968. * Gets the output component
  122969. */
  122970. readonly output: NodeMaterialConnectionPoint;
  122971. protected _buildBlock(state: NodeMaterialBuildState): this;
  122972. }
  122973. }
  122974. declare module BABYLON {
  122975. /**
  122976. * Block used to get the opposite (1 - x) of a value
  122977. */
  122978. export class OneMinusBlock extends NodeMaterialBlock {
  122979. /**
  122980. * Creates a new OneMinusBlock
  122981. * @param name defines the block name
  122982. */
  122983. constructor(name: string);
  122984. /**
  122985. * Gets the current class name
  122986. * @returns the class name
  122987. */
  122988. getClassName(): string;
  122989. /**
  122990. * Gets the input component
  122991. */
  122992. readonly input: NodeMaterialConnectionPoint;
  122993. /**
  122994. * Gets the output component
  122995. */
  122996. readonly output: NodeMaterialConnectionPoint;
  122997. protected _buildBlock(state: NodeMaterialBuildState): this;
  122998. }
  122999. }
  123000. declare module BABYLON {
  123001. /**
  123002. * Block used to get the view direction
  123003. */
  123004. export class ViewDirectionBlock extends NodeMaterialBlock {
  123005. /**
  123006. * Creates a new ViewDirectionBlock
  123007. * @param name defines the block name
  123008. */
  123009. constructor(name: string);
  123010. /**
  123011. * Gets the current class name
  123012. * @returns the class name
  123013. */
  123014. getClassName(): string;
  123015. /**
  123016. * Gets the world position component
  123017. */
  123018. readonly worldPosition: NodeMaterialConnectionPoint;
  123019. /**
  123020. * Gets the camera position component
  123021. */
  123022. readonly cameraPosition: NodeMaterialConnectionPoint;
  123023. /**
  123024. * Gets the output component
  123025. */
  123026. readonly output: NodeMaterialConnectionPoint;
  123027. autoConfigure(material: NodeMaterial): void;
  123028. protected _buildBlock(state: NodeMaterialBuildState): this;
  123029. }
  123030. }
  123031. declare module BABYLON {
  123032. /**
  123033. * Block used to compute fresnel value
  123034. */
  123035. export class FresnelBlock extends NodeMaterialBlock {
  123036. /**
  123037. * Create a new FresnelBlock
  123038. * @param name defines the block name
  123039. */
  123040. constructor(name: string);
  123041. /**
  123042. * Gets the current class name
  123043. * @returns the class name
  123044. */
  123045. getClassName(): string;
  123046. /**
  123047. * Gets the world normal input component
  123048. */
  123049. readonly worldNormal: NodeMaterialConnectionPoint;
  123050. /**
  123051. * Gets the view direction input component
  123052. */
  123053. readonly viewDirection: NodeMaterialConnectionPoint;
  123054. /**
  123055. * Gets the bias input component
  123056. */
  123057. readonly bias: NodeMaterialConnectionPoint;
  123058. /**
  123059. * Gets the camera (or eye) position component
  123060. */
  123061. readonly power: NodeMaterialConnectionPoint;
  123062. /**
  123063. * Gets the fresnel output component
  123064. */
  123065. readonly fresnel: NodeMaterialConnectionPoint;
  123066. autoConfigure(material: NodeMaterial): void;
  123067. protected _buildBlock(state: NodeMaterialBuildState): this;
  123068. }
  123069. }
  123070. declare module BABYLON {
  123071. /**
  123072. * Block used to get the max of 2 values
  123073. */
  123074. export class MaxBlock extends NodeMaterialBlock {
  123075. /**
  123076. * Creates a new MaxBlock
  123077. * @param name defines the block name
  123078. */
  123079. constructor(name: string);
  123080. /**
  123081. * Gets the current class name
  123082. * @returns the class name
  123083. */
  123084. getClassName(): string;
  123085. /**
  123086. * Gets the left operand input component
  123087. */
  123088. readonly left: NodeMaterialConnectionPoint;
  123089. /**
  123090. * Gets the right operand input component
  123091. */
  123092. readonly right: NodeMaterialConnectionPoint;
  123093. /**
  123094. * Gets the output component
  123095. */
  123096. readonly output: NodeMaterialConnectionPoint;
  123097. protected _buildBlock(state: NodeMaterialBuildState): this;
  123098. }
  123099. }
  123100. declare module BABYLON {
  123101. /**
  123102. * Block used to get the min of 2 values
  123103. */
  123104. export class MinBlock extends NodeMaterialBlock {
  123105. /**
  123106. * Creates a new MinBlock
  123107. * @param name defines the block name
  123108. */
  123109. constructor(name: string);
  123110. /**
  123111. * Gets the current class name
  123112. * @returns the class name
  123113. */
  123114. getClassName(): string;
  123115. /**
  123116. * Gets the left operand input component
  123117. */
  123118. readonly left: NodeMaterialConnectionPoint;
  123119. /**
  123120. * Gets the right operand input component
  123121. */
  123122. readonly right: NodeMaterialConnectionPoint;
  123123. /**
  123124. * Gets the output component
  123125. */
  123126. readonly output: NodeMaterialConnectionPoint;
  123127. protected _buildBlock(state: NodeMaterialBuildState): this;
  123128. }
  123129. }
  123130. declare module BABYLON {
  123131. /**
  123132. * Block used to get the distance between 2 values
  123133. */
  123134. export class DistanceBlock extends NodeMaterialBlock {
  123135. /**
  123136. * Creates a new DistanceBlock
  123137. * @param name defines the block name
  123138. */
  123139. constructor(name: string);
  123140. /**
  123141. * Gets the current class name
  123142. * @returns the class name
  123143. */
  123144. getClassName(): string;
  123145. /**
  123146. * Gets the left operand input component
  123147. */
  123148. readonly left: NodeMaterialConnectionPoint;
  123149. /**
  123150. * Gets the right operand input component
  123151. */
  123152. readonly right: NodeMaterialConnectionPoint;
  123153. /**
  123154. * Gets the output component
  123155. */
  123156. readonly output: NodeMaterialConnectionPoint;
  123157. protected _buildBlock(state: NodeMaterialBuildState): this;
  123158. }
  123159. }
  123160. declare module BABYLON {
  123161. /**
  123162. * Block used to get the length of a vector
  123163. */
  123164. export class LengthBlock extends NodeMaterialBlock {
  123165. /**
  123166. * Creates a new LengthBlock
  123167. * @param name defines the block name
  123168. */
  123169. constructor(name: string);
  123170. /**
  123171. * Gets the current class name
  123172. * @returns the class name
  123173. */
  123174. getClassName(): string;
  123175. /**
  123176. * Gets the value input component
  123177. */
  123178. readonly value: NodeMaterialConnectionPoint;
  123179. /**
  123180. * Gets the output component
  123181. */
  123182. readonly output: NodeMaterialConnectionPoint;
  123183. protected _buildBlock(state: NodeMaterialBuildState): this;
  123184. }
  123185. }
  123186. declare module BABYLON {
  123187. /**
  123188. * Block used to get negative version of a value (i.e. x * -1)
  123189. */
  123190. export class NegateBlock extends NodeMaterialBlock {
  123191. /**
  123192. * Creates a new NegateBlock
  123193. * @param name defines the block name
  123194. */
  123195. constructor(name: string);
  123196. /**
  123197. * Gets the current class name
  123198. * @returns the class name
  123199. */
  123200. getClassName(): string;
  123201. /**
  123202. * Gets the value input component
  123203. */
  123204. readonly value: NodeMaterialConnectionPoint;
  123205. /**
  123206. * Gets the output component
  123207. */
  123208. readonly output: NodeMaterialConnectionPoint;
  123209. protected _buildBlock(state: NodeMaterialBuildState): this;
  123210. }
  123211. }
  123212. declare module BABYLON {
  123213. /**
  123214. * Block used to get the value of the first parameter raised to the power of the second
  123215. */
  123216. export class PowBlock extends NodeMaterialBlock {
  123217. /**
  123218. * Creates a new PowBlock
  123219. * @param name defines the block name
  123220. */
  123221. constructor(name: string);
  123222. /**
  123223. * Gets the current class name
  123224. * @returns the class name
  123225. */
  123226. getClassName(): string;
  123227. /**
  123228. * Gets the value operand input component
  123229. */
  123230. readonly value: NodeMaterialConnectionPoint;
  123231. /**
  123232. * Gets the power operand input component
  123233. */
  123234. readonly power: NodeMaterialConnectionPoint;
  123235. /**
  123236. * Gets the output component
  123237. */
  123238. readonly output: NodeMaterialConnectionPoint;
  123239. protected _buildBlock(state: NodeMaterialBuildState): this;
  123240. }
  123241. }
  123242. declare module BABYLON {
  123243. /**
  123244. * Block used to get a random number
  123245. */
  123246. export class RandomNumberBlock extends NodeMaterialBlock {
  123247. /**
  123248. * Creates a new RandomNumberBlock
  123249. * @param name defines the block name
  123250. */
  123251. constructor(name: string);
  123252. /**
  123253. * Gets the current class name
  123254. * @returns the class name
  123255. */
  123256. getClassName(): string;
  123257. /**
  123258. * Gets the seed input component
  123259. */
  123260. readonly seed: NodeMaterialConnectionPoint;
  123261. /**
  123262. * Gets the output component
  123263. */
  123264. readonly output: NodeMaterialConnectionPoint;
  123265. protected _buildBlock(state: NodeMaterialBuildState): this;
  123266. }
  123267. }
  123268. declare module BABYLON {
  123269. /**
  123270. * Block used to compute arc tangent of 2 values
  123271. */
  123272. export class ArcTan2Block extends NodeMaterialBlock {
  123273. /**
  123274. * Creates a new ArcTan2Block
  123275. * @param name defines the block name
  123276. */
  123277. constructor(name: string);
  123278. /**
  123279. * Gets the current class name
  123280. * @returns the class name
  123281. */
  123282. getClassName(): string;
  123283. /**
  123284. * Gets the x operand input component
  123285. */
  123286. readonly x: NodeMaterialConnectionPoint;
  123287. /**
  123288. * Gets the y operand input component
  123289. */
  123290. readonly y: NodeMaterialConnectionPoint;
  123291. /**
  123292. * Gets the output component
  123293. */
  123294. readonly output: NodeMaterialConnectionPoint;
  123295. protected _buildBlock(state: NodeMaterialBuildState): this;
  123296. }
  123297. }
  123298. declare module BABYLON {
  123299. /**
  123300. * Block used to smooth step a value
  123301. */
  123302. export class SmoothStepBlock extends NodeMaterialBlock {
  123303. /**
  123304. * Creates a new SmoothStepBlock
  123305. * @param name defines the block name
  123306. */
  123307. constructor(name: string);
  123308. /**
  123309. * Gets the current class name
  123310. * @returns the class name
  123311. */
  123312. getClassName(): string;
  123313. /**
  123314. * Gets the value operand input component
  123315. */
  123316. readonly value: NodeMaterialConnectionPoint;
  123317. /**
  123318. * Gets the first edge operand input component
  123319. */
  123320. readonly edge0: NodeMaterialConnectionPoint;
  123321. /**
  123322. * Gets the second edge operand input component
  123323. */
  123324. readonly edge1: NodeMaterialConnectionPoint;
  123325. /**
  123326. * Gets the output component
  123327. */
  123328. readonly output: NodeMaterialConnectionPoint;
  123329. protected _buildBlock(state: NodeMaterialBuildState): this;
  123330. }
  123331. }
  123332. declare module BABYLON {
  123333. /**
  123334. * Block used to get the reciprocal (1 / x) of a value
  123335. */
  123336. export class ReciprocalBlock extends NodeMaterialBlock {
  123337. /**
  123338. * Creates a new ReciprocalBlock
  123339. * @param name defines the block name
  123340. */
  123341. constructor(name: string);
  123342. /**
  123343. * Gets the current class name
  123344. * @returns the class name
  123345. */
  123346. getClassName(): string;
  123347. /**
  123348. * Gets the input component
  123349. */
  123350. readonly input: NodeMaterialConnectionPoint;
  123351. /**
  123352. * Gets the output component
  123353. */
  123354. readonly output: NodeMaterialConnectionPoint;
  123355. protected _buildBlock(state: NodeMaterialBuildState): this;
  123356. }
  123357. }
  123358. declare module BABYLON {
  123359. /**
  123360. * Block used to replace a color by another one
  123361. */
  123362. export class ReplaceColorBlock extends NodeMaterialBlock {
  123363. /**
  123364. * Creates a new ReplaceColorBlock
  123365. * @param name defines the block name
  123366. */
  123367. constructor(name: string);
  123368. /**
  123369. * Gets the current class name
  123370. * @returns the class name
  123371. */
  123372. getClassName(): string;
  123373. /**
  123374. * Gets the value input component
  123375. */
  123376. readonly value: NodeMaterialConnectionPoint;
  123377. /**
  123378. * Gets the reference input component
  123379. */
  123380. readonly reference: NodeMaterialConnectionPoint;
  123381. /**
  123382. * Gets the distance input component
  123383. */
  123384. readonly distance: NodeMaterialConnectionPoint;
  123385. /**
  123386. * Gets the replacement input component
  123387. */
  123388. readonly replacement: NodeMaterialConnectionPoint;
  123389. /**
  123390. * Gets the output component
  123391. */
  123392. readonly output: NodeMaterialConnectionPoint;
  123393. protected _buildBlock(state: NodeMaterialBuildState): this;
  123394. }
  123395. }
  123396. declare module BABYLON {
  123397. /**
  123398. * Block used to posterize a value
  123399. * @see https://en.wikipedia.org/wiki/Posterization
  123400. */
  123401. export class PosterizeBlock extends NodeMaterialBlock {
  123402. /**
  123403. * Creates a new PosterizeBlock
  123404. * @param name defines the block name
  123405. */
  123406. constructor(name: string);
  123407. /**
  123408. * Gets the current class name
  123409. * @returns the class name
  123410. */
  123411. getClassName(): string;
  123412. /**
  123413. * Gets the value input component
  123414. */
  123415. readonly value: NodeMaterialConnectionPoint;
  123416. /**
  123417. * Gets the steps input component
  123418. */
  123419. readonly steps: NodeMaterialConnectionPoint;
  123420. /**
  123421. * Gets the output component
  123422. */
  123423. readonly output: NodeMaterialConnectionPoint;
  123424. protected _buildBlock(state: NodeMaterialBuildState): this;
  123425. }
  123426. }
  123427. declare module BABYLON {
  123428. /**
  123429. * Operations supported by the Wave block
  123430. */
  123431. export enum WaveBlockKind {
  123432. /** SawTooth */
  123433. SawTooth = 0,
  123434. /** Square */
  123435. Square = 1,
  123436. /** Triangle */
  123437. Triangle = 2
  123438. }
  123439. /**
  123440. * Block used to apply wave operation to floats
  123441. */
  123442. export class WaveBlock extends NodeMaterialBlock {
  123443. /**
  123444. * Gets or sets the kibnd of wave to be applied by the block
  123445. */
  123446. kind: WaveBlockKind;
  123447. /**
  123448. * Creates a new WaveBlock
  123449. * @param name defines the block name
  123450. */
  123451. constructor(name: string);
  123452. /**
  123453. * Gets the current class name
  123454. * @returns the class name
  123455. */
  123456. getClassName(): string;
  123457. /**
  123458. * Gets the input component
  123459. */
  123460. readonly input: NodeMaterialConnectionPoint;
  123461. /**
  123462. * Gets the output component
  123463. */
  123464. readonly output: NodeMaterialConnectionPoint;
  123465. protected _buildBlock(state: NodeMaterialBuildState): this;
  123466. serialize(): any;
  123467. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123468. }
  123469. }
  123470. declare module BABYLON {
  123471. /**
  123472. * Class used to store a color step for the GradientBlock
  123473. */
  123474. export class GradientBlockColorStep {
  123475. /**
  123476. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123477. */
  123478. step: number;
  123479. /**
  123480. * Gets or sets the color associated with this step
  123481. */
  123482. color: Color3;
  123483. /**
  123484. * Creates a new GradientBlockColorStep
  123485. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  123486. * @param color defines the color associated with this step
  123487. */
  123488. constructor(
  123489. /**
  123490. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  123491. */
  123492. step: number,
  123493. /**
  123494. * Gets or sets the color associated with this step
  123495. */
  123496. color: Color3);
  123497. }
  123498. /**
  123499. * Block used to return a color from a gradient based on an input value between 0 and 1
  123500. */
  123501. export class GradientBlock extends NodeMaterialBlock {
  123502. /**
  123503. * Gets or sets the list of color steps
  123504. */
  123505. colorSteps: GradientBlockColorStep[];
  123506. /**
  123507. * Creates a new GradientBlock
  123508. * @param name defines the block name
  123509. */
  123510. constructor(name: string);
  123511. /**
  123512. * Gets the current class name
  123513. * @returns the class name
  123514. */
  123515. getClassName(): string;
  123516. /**
  123517. * Gets the gradient input component
  123518. */
  123519. readonly gradient: NodeMaterialConnectionPoint;
  123520. /**
  123521. * Gets the output component
  123522. */
  123523. readonly output: NodeMaterialConnectionPoint;
  123524. private _writeColorConstant;
  123525. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123526. serialize(): any;
  123527. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123528. protected _dumpPropertiesCode(): string;
  123529. }
  123530. }
  123531. declare module BABYLON {
  123532. /**
  123533. * Block used to normalize lerp between 2 values
  123534. */
  123535. export class NLerpBlock extends NodeMaterialBlock {
  123536. /**
  123537. * Creates a new NLerpBlock
  123538. * @param name defines the block name
  123539. */
  123540. constructor(name: string);
  123541. /**
  123542. * Gets the current class name
  123543. * @returns the class name
  123544. */
  123545. getClassName(): string;
  123546. /**
  123547. * Gets the left operand input component
  123548. */
  123549. readonly left: NodeMaterialConnectionPoint;
  123550. /**
  123551. * Gets the right operand input component
  123552. */
  123553. readonly right: NodeMaterialConnectionPoint;
  123554. /**
  123555. * Gets the gradient operand input component
  123556. */
  123557. readonly gradient: NodeMaterialConnectionPoint;
  123558. /**
  123559. * Gets the output component
  123560. */
  123561. readonly output: NodeMaterialConnectionPoint;
  123562. protected _buildBlock(state: NodeMaterialBuildState): this;
  123563. }
  123564. }
  123565. declare module BABYLON {
  123566. /**
  123567. * Block used to test if the fragment shader is front facing
  123568. */
  123569. export class FrontFacingBlock extends NodeMaterialBlock {
  123570. /**
  123571. * Creates a new FrontFacingBlock
  123572. * @param name defines the block name
  123573. */
  123574. constructor(name: string);
  123575. /**
  123576. * Gets the current class name
  123577. * @returns the class name
  123578. */
  123579. getClassName(): string;
  123580. /**
  123581. * Gets the world normal component
  123582. */
  123583. readonly worldNormal: NodeMaterialConnectionPoint;
  123584. /**
  123585. * Gets the view direction input component
  123586. */
  123587. readonly viewDirection: NodeMaterialConnectionPoint;
  123588. /**
  123589. * Gets the output component
  123590. */
  123591. readonly output: NodeMaterialConnectionPoint;
  123592. autoConfigure(material: NodeMaterial): void;
  123593. protected _buildBlock(state: NodeMaterialBuildState): this;
  123594. }
  123595. }
  123596. declare module BABYLON {
  123597. /**
  123598. * Effect Render Options
  123599. */
  123600. export interface IEffectRendererOptions {
  123601. /**
  123602. * Defines the vertices positions.
  123603. */
  123604. positions?: number[];
  123605. /**
  123606. * Defines the indices.
  123607. */
  123608. indices?: number[];
  123609. }
  123610. /**
  123611. * Helper class to render one or more effects
  123612. */
  123613. export class EffectRenderer {
  123614. private engine;
  123615. private static _DefaultOptions;
  123616. private _vertexBuffers;
  123617. private _indexBuffer;
  123618. private _ringBufferIndex;
  123619. private _ringScreenBuffer;
  123620. private _fullscreenViewport;
  123621. private _getNextFrameBuffer;
  123622. /**
  123623. * Creates an effect renderer
  123624. * @param engine the engine to use for rendering
  123625. * @param options defines the options of the effect renderer
  123626. */
  123627. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  123628. /**
  123629. * Sets the current viewport in normalized coordinates 0-1
  123630. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  123631. */
  123632. setViewport(viewport?: Viewport): void;
  123633. /**
  123634. * Binds the embedded attributes buffer to the effect.
  123635. * @param effect Defines the effect to bind the attributes for
  123636. */
  123637. bindBuffers(effect: Effect): void;
  123638. /**
  123639. * Sets the current effect wrapper to use during draw.
  123640. * The effect needs to be ready before calling this api.
  123641. * This also sets the default full screen position attribute.
  123642. * @param effectWrapper Defines the effect to draw with
  123643. */
  123644. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  123645. /**
  123646. * Draws a full screen quad.
  123647. */
  123648. draw(): void;
  123649. /**
  123650. * renders one or more effects to a specified texture
  123651. * @param effectWrappers list of effects to renderer
  123652. * @param outputTexture texture to draw to, if null it will render to the screen
  123653. */
  123654. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  123655. /**
  123656. * Disposes of the effect renderer
  123657. */
  123658. dispose(): void;
  123659. }
  123660. /**
  123661. * Options to create an EffectWrapper
  123662. */
  123663. interface EffectWrapperCreationOptions {
  123664. /**
  123665. * Engine to use to create the effect
  123666. */
  123667. engine: ThinEngine;
  123668. /**
  123669. * Fragment shader for the effect
  123670. */
  123671. fragmentShader: string;
  123672. /**
  123673. * Vertex shader for the effect
  123674. */
  123675. vertexShader?: string;
  123676. /**
  123677. * Attributes to use in the shader
  123678. */
  123679. attributeNames?: Array<string>;
  123680. /**
  123681. * Uniforms to use in the shader
  123682. */
  123683. uniformNames?: Array<string>;
  123684. /**
  123685. * Texture sampler names to use in the shader
  123686. */
  123687. samplerNames?: Array<string>;
  123688. /**
  123689. * The friendly name of the effect displayed in Spector.
  123690. */
  123691. name?: string;
  123692. }
  123693. /**
  123694. * Wraps an effect to be used for rendering
  123695. */
  123696. export class EffectWrapper {
  123697. /**
  123698. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  123699. */
  123700. onApplyObservable: Observable<{}>;
  123701. /**
  123702. * The underlying effect
  123703. */
  123704. effect: Effect;
  123705. /**
  123706. * Creates an effect to be renderer
  123707. * @param creationOptions options to create the effect
  123708. */
  123709. constructor(creationOptions: EffectWrapperCreationOptions);
  123710. /**
  123711. * Disposes of the effect wrapper
  123712. */
  123713. dispose(): void;
  123714. }
  123715. }
  123716. declare module BABYLON {
  123717. /**
  123718. * Helper class to push actions to a pool of workers.
  123719. */
  123720. export class WorkerPool implements IDisposable {
  123721. private _workerInfos;
  123722. private _pendingActions;
  123723. /**
  123724. * Constructor
  123725. * @param workers Array of workers to use for actions
  123726. */
  123727. constructor(workers: Array<Worker>);
  123728. /**
  123729. * Terminates all workers and clears any pending actions.
  123730. */
  123731. dispose(): void;
  123732. /**
  123733. * Pushes an action to the worker pool. If all the workers are active, the action will be
  123734. * pended until a worker has completed its action.
  123735. * @param action The action to perform. Call onComplete when the action is complete.
  123736. */
  123737. push(action: (worker: Worker, onComplete: () => void) => void): void;
  123738. private _execute;
  123739. }
  123740. }
  123741. declare module BABYLON {
  123742. /**
  123743. * Configuration for Draco compression
  123744. */
  123745. export interface IDracoCompressionConfiguration {
  123746. /**
  123747. * Configuration for the decoder.
  123748. */
  123749. decoder: {
  123750. /**
  123751. * The url to the WebAssembly module.
  123752. */
  123753. wasmUrl?: string;
  123754. /**
  123755. * The url to the WebAssembly binary.
  123756. */
  123757. wasmBinaryUrl?: string;
  123758. /**
  123759. * The url to the fallback JavaScript module.
  123760. */
  123761. fallbackUrl?: string;
  123762. };
  123763. }
  123764. /**
  123765. * Draco compression (https://google.github.io/draco/)
  123766. *
  123767. * This class wraps the Draco module.
  123768. *
  123769. * **Encoder**
  123770. *
  123771. * The encoder is not currently implemented.
  123772. *
  123773. * **Decoder**
  123774. *
  123775. * 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.
  123776. *
  123777. * To update the configuration, use the following code:
  123778. * ```javascript
  123779. * DracoCompression.Configuration = {
  123780. * decoder: {
  123781. * wasmUrl: "<url to the WebAssembly library>",
  123782. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  123783. * fallbackUrl: "<url to the fallback JavaScript library>",
  123784. * }
  123785. * };
  123786. * ```
  123787. *
  123788. * 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.
  123789. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  123790. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  123791. *
  123792. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  123793. * ```javascript
  123794. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  123795. * ```
  123796. *
  123797. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  123798. */
  123799. export class DracoCompression implements IDisposable {
  123800. private _workerPoolPromise?;
  123801. private _decoderModulePromise?;
  123802. /**
  123803. * The configuration. Defaults to the following urls:
  123804. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  123805. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  123806. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  123807. */
  123808. static Configuration: IDracoCompressionConfiguration;
  123809. /**
  123810. * Returns true if the decoder configuration is available.
  123811. */
  123812. static readonly DecoderAvailable: boolean;
  123813. /**
  123814. * Default number of workers to create when creating the draco compression object.
  123815. */
  123816. static DefaultNumWorkers: number;
  123817. private static GetDefaultNumWorkers;
  123818. private static _Default;
  123819. /**
  123820. * Default instance for the draco compression object.
  123821. */
  123822. static readonly Default: DracoCompression;
  123823. /**
  123824. * Constructor
  123825. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  123826. */
  123827. constructor(numWorkers?: number);
  123828. /**
  123829. * Stop all async operations and release resources.
  123830. */
  123831. dispose(): void;
  123832. /**
  123833. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  123834. * @returns a promise that resolves when ready
  123835. */
  123836. whenReadyAsync(): Promise<void>;
  123837. /**
  123838. * Decode Draco compressed mesh data to vertex data.
  123839. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  123840. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  123841. * @returns A promise that resolves with the decoded vertex data
  123842. */
  123843. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  123844. [kind: string]: number;
  123845. }): Promise<VertexData>;
  123846. }
  123847. }
  123848. declare module BABYLON {
  123849. /**
  123850. * Class for building Constructive Solid Geometry
  123851. */
  123852. export class CSG {
  123853. private polygons;
  123854. /**
  123855. * The world matrix
  123856. */
  123857. matrix: Matrix;
  123858. /**
  123859. * Stores the position
  123860. */
  123861. position: Vector3;
  123862. /**
  123863. * Stores the rotation
  123864. */
  123865. rotation: Vector3;
  123866. /**
  123867. * Stores the rotation quaternion
  123868. */
  123869. rotationQuaternion: Nullable<Quaternion>;
  123870. /**
  123871. * Stores the scaling vector
  123872. */
  123873. scaling: Vector3;
  123874. /**
  123875. * Convert the Mesh to CSG
  123876. * @param mesh The Mesh to convert to CSG
  123877. * @returns A new CSG from the Mesh
  123878. */
  123879. static FromMesh(mesh: Mesh): CSG;
  123880. /**
  123881. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  123882. * @param polygons Polygons used to construct a CSG solid
  123883. */
  123884. private static FromPolygons;
  123885. /**
  123886. * Clones, or makes a deep copy, of the CSG
  123887. * @returns A new CSG
  123888. */
  123889. clone(): CSG;
  123890. /**
  123891. * Unions this CSG with another CSG
  123892. * @param csg The CSG to union against this CSG
  123893. * @returns The unioned CSG
  123894. */
  123895. union(csg: CSG): CSG;
  123896. /**
  123897. * Unions this CSG with another CSG in place
  123898. * @param csg The CSG to union against this CSG
  123899. */
  123900. unionInPlace(csg: CSG): void;
  123901. /**
  123902. * Subtracts this CSG with another CSG
  123903. * @param csg The CSG to subtract against this CSG
  123904. * @returns A new CSG
  123905. */
  123906. subtract(csg: CSG): CSG;
  123907. /**
  123908. * Subtracts this CSG with another CSG in place
  123909. * @param csg The CSG to subtact against this CSG
  123910. */
  123911. subtractInPlace(csg: CSG): void;
  123912. /**
  123913. * Intersect this CSG with another CSG
  123914. * @param csg The CSG to intersect against this CSG
  123915. * @returns A new CSG
  123916. */
  123917. intersect(csg: CSG): CSG;
  123918. /**
  123919. * Intersects this CSG with another CSG in place
  123920. * @param csg The CSG to intersect against this CSG
  123921. */
  123922. intersectInPlace(csg: CSG): void;
  123923. /**
  123924. * Return a new CSG solid with solid and empty space switched. This solid is
  123925. * not modified.
  123926. * @returns A new CSG solid with solid and empty space switched
  123927. */
  123928. inverse(): CSG;
  123929. /**
  123930. * Inverses the CSG in place
  123931. */
  123932. inverseInPlace(): void;
  123933. /**
  123934. * This is used to keep meshes transformations so they can be restored
  123935. * when we build back a Babylon Mesh
  123936. * NB : All CSG operations are performed in world coordinates
  123937. * @param csg The CSG to copy the transform attributes from
  123938. * @returns This CSG
  123939. */
  123940. copyTransformAttributes(csg: CSG): CSG;
  123941. /**
  123942. * Build Raw mesh from CSG
  123943. * Coordinates here are in world space
  123944. * @param name The name of the mesh geometry
  123945. * @param scene The Scene
  123946. * @param keepSubMeshes Specifies if the submeshes should be kept
  123947. * @returns A new Mesh
  123948. */
  123949. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  123950. /**
  123951. * Build Mesh from CSG taking material and transforms into account
  123952. * @param name The name of the Mesh
  123953. * @param material The material of the Mesh
  123954. * @param scene The Scene
  123955. * @param keepSubMeshes Specifies if submeshes should be kept
  123956. * @returns The new Mesh
  123957. */
  123958. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  123959. }
  123960. }
  123961. declare module BABYLON {
  123962. /**
  123963. * Class used to create a trail following a mesh
  123964. */
  123965. export class TrailMesh extends Mesh {
  123966. private _generator;
  123967. private _autoStart;
  123968. private _running;
  123969. private _diameter;
  123970. private _length;
  123971. private _sectionPolygonPointsCount;
  123972. private _sectionVectors;
  123973. private _sectionNormalVectors;
  123974. private _beforeRenderObserver;
  123975. /**
  123976. * @constructor
  123977. * @param name The value used by scene.getMeshByName() to do a lookup.
  123978. * @param generator The mesh to generate a trail.
  123979. * @param scene The scene to add this mesh to.
  123980. * @param diameter Diameter of trailing mesh. Default is 1.
  123981. * @param length Length of trailing mesh. Default is 60.
  123982. * @param autoStart Automatically start trailing mesh. Default true.
  123983. */
  123984. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  123985. /**
  123986. * "TrailMesh"
  123987. * @returns "TrailMesh"
  123988. */
  123989. getClassName(): string;
  123990. private _createMesh;
  123991. /**
  123992. * Start trailing mesh.
  123993. */
  123994. start(): void;
  123995. /**
  123996. * Stop trailing mesh.
  123997. */
  123998. stop(): void;
  123999. /**
  124000. * Update trailing mesh geometry.
  124001. */
  124002. update(): void;
  124003. /**
  124004. * Returns a new TrailMesh object.
  124005. * @param name is a string, the name given to the new mesh
  124006. * @param newGenerator use new generator object for cloned trail mesh
  124007. * @returns a new mesh
  124008. */
  124009. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  124010. /**
  124011. * Serializes this trail mesh
  124012. * @param serializationObject object to write serialization to
  124013. */
  124014. serialize(serializationObject: any): void;
  124015. /**
  124016. * Parses a serialized trail mesh
  124017. * @param parsedMesh the serialized mesh
  124018. * @param scene the scene to create the trail mesh in
  124019. * @returns the created trail mesh
  124020. */
  124021. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  124022. }
  124023. }
  124024. declare module BABYLON {
  124025. /**
  124026. * Class containing static functions to help procedurally build meshes
  124027. */
  124028. export class TiledBoxBuilder {
  124029. /**
  124030. * Creates a box mesh
  124031. * 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)
  124032. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124033. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124034. * * If you create a double-sided mesh, you can choose what parts of 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
  124035. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124036. * @param name defines the name of the mesh
  124037. * @param options defines the options used to create the mesh
  124038. * @param scene defines the hosting scene
  124039. * @returns the box mesh
  124040. */
  124041. static CreateTiledBox(name: string, options: {
  124042. pattern?: number;
  124043. width?: number;
  124044. height?: number;
  124045. depth?: number;
  124046. tileSize?: number;
  124047. tileWidth?: number;
  124048. tileHeight?: number;
  124049. alignHorizontal?: number;
  124050. alignVertical?: number;
  124051. faceUV?: Vector4[];
  124052. faceColors?: Color4[];
  124053. sideOrientation?: number;
  124054. updatable?: boolean;
  124055. }, scene?: Nullable<Scene>): Mesh;
  124056. }
  124057. }
  124058. declare module BABYLON {
  124059. /**
  124060. * Class containing static functions to help procedurally build meshes
  124061. */
  124062. export class TorusKnotBuilder {
  124063. /**
  124064. * Creates a torus knot mesh
  124065. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124066. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124067. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124068. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124069. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124070. * * If you create a double-sided mesh, you can choose what parts of 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
  124071. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124072. * @param name defines the name of the mesh
  124073. * @param options defines the options used to create the mesh
  124074. * @param scene defines the hosting scene
  124075. * @returns the torus knot mesh
  124076. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124077. */
  124078. static CreateTorusKnot(name: string, options: {
  124079. radius?: number;
  124080. tube?: number;
  124081. radialSegments?: number;
  124082. tubularSegments?: number;
  124083. p?: number;
  124084. q?: number;
  124085. updatable?: boolean;
  124086. sideOrientation?: number;
  124087. frontUVs?: Vector4;
  124088. backUVs?: Vector4;
  124089. }, scene: any): Mesh;
  124090. }
  124091. }
  124092. declare module BABYLON {
  124093. /**
  124094. * Polygon
  124095. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  124096. */
  124097. export class Polygon {
  124098. /**
  124099. * Creates a rectangle
  124100. * @param xmin bottom X coord
  124101. * @param ymin bottom Y coord
  124102. * @param xmax top X coord
  124103. * @param ymax top Y coord
  124104. * @returns points that make the resulting rectation
  124105. */
  124106. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  124107. /**
  124108. * Creates a circle
  124109. * @param radius radius of circle
  124110. * @param cx scale in x
  124111. * @param cy scale in y
  124112. * @param numberOfSides number of sides that make up the circle
  124113. * @returns points that make the resulting circle
  124114. */
  124115. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  124116. /**
  124117. * Creates a polygon from input string
  124118. * @param input Input polygon data
  124119. * @returns the parsed points
  124120. */
  124121. static Parse(input: string): Vector2[];
  124122. /**
  124123. * Starts building a polygon from x and y coordinates
  124124. * @param x x coordinate
  124125. * @param y y coordinate
  124126. * @returns the started path2
  124127. */
  124128. static StartingAt(x: number, y: number): Path2;
  124129. }
  124130. /**
  124131. * Builds a polygon
  124132. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  124133. */
  124134. export class PolygonMeshBuilder {
  124135. private _points;
  124136. private _outlinepoints;
  124137. private _holes;
  124138. private _name;
  124139. private _scene;
  124140. private _epoints;
  124141. private _eholes;
  124142. private _addToepoint;
  124143. /**
  124144. * Babylon reference to the earcut plugin.
  124145. */
  124146. bjsEarcut: any;
  124147. /**
  124148. * Creates a PolygonMeshBuilder
  124149. * @param name name of the builder
  124150. * @param contours Path of the polygon
  124151. * @param scene scene to add to when creating the mesh
  124152. * @param earcutInjection can be used to inject your own earcut reference
  124153. */
  124154. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  124155. /**
  124156. * Adds a whole within the polygon
  124157. * @param hole Array of points defining the hole
  124158. * @returns this
  124159. */
  124160. addHole(hole: Vector2[]): PolygonMeshBuilder;
  124161. /**
  124162. * Creates the polygon
  124163. * @param updatable If the mesh should be updatable
  124164. * @param depth The depth of the mesh created
  124165. * @returns the created mesh
  124166. */
  124167. build(updatable?: boolean, depth?: number): Mesh;
  124168. /**
  124169. * Creates the polygon
  124170. * @param depth The depth of the mesh created
  124171. * @returns the created VertexData
  124172. */
  124173. buildVertexData(depth?: number): VertexData;
  124174. /**
  124175. * Adds a side to the polygon
  124176. * @param positions points that make the polygon
  124177. * @param normals normals of the polygon
  124178. * @param uvs uvs of the polygon
  124179. * @param indices indices of the polygon
  124180. * @param bounds bounds of the polygon
  124181. * @param points points of the polygon
  124182. * @param depth depth of the polygon
  124183. * @param flip flip of the polygon
  124184. */
  124185. private addSide;
  124186. }
  124187. }
  124188. declare module BABYLON {
  124189. /**
  124190. * Class containing static functions to help procedurally build meshes
  124191. */
  124192. export class PolygonBuilder {
  124193. /**
  124194. * Creates a polygon mesh
  124195. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124196. * * 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
  124197. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124198. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124199. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  124200. * * Remember you can only change the shape positions, not their number when updating a polygon
  124201. * @param name defines the name of the mesh
  124202. * @param options defines the options used to create the mesh
  124203. * @param scene defines the hosting scene
  124204. * @param earcutInjection can be used to inject your own earcut reference
  124205. * @returns the polygon mesh
  124206. */
  124207. static CreatePolygon(name: string, options: {
  124208. shape: Vector3[];
  124209. holes?: Vector3[][];
  124210. depth?: number;
  124211. faceUV?: Vector4[];
  124212. faceColors?: Color4[];
  124213. updatable?: boolean;
  124214. sideOrientation?: number;
  124215. frontUVs?: Vector4;
  124216. backUVs?: Vector4;
  124217. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124218. /**
  124219. * Creates an extruded polygon mesh, with depth in the Y direction.
  124220. * * 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)
  124221. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124222. * @param name defines the name of the mesh
  124223. * @param options defines the options used to create the mesh
  124224. * @param scene defines the hosting scene
  124225. * @param earcutInjection can be used to inject your own earcut reference
  124226. * @returns the polygon mesh
  124227. */
  124228. static ExtrudePolygon(name: string, options: {
  124229. shape: Vector3[];
  124230. holes?: Vector3[][];
  124231. depth?: number;
  124232. faceUV?: Vector4[];
  124233. faceColors?: Color4[];
  124234. updatable?: boolean;
  124235. sideOrientation?: number;
  124236. frontUVs?: Vector4;
  124237. backUVs?: Vector4;
  124238. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124239. }
  124240. }
  124241. declare module BABYLON {
  124242. /**
  124243. * Class containing static functions to help procedurally build meshes
  124244. */
  124245. export class LatheBuilder {
  124246. /**
  124247. * Creates lathe mesh.
  124248. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124249. * * 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
  124250. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124251. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124252. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124253. * * 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
  124254. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124255. * * 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
  124256. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124257. * * If you create a double-sided mesh, you can choose what parts of 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
  124258. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124259. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124260. * @param name defines the name of the mesh
  124261. * @param options defines the options used to create the mesh
  124262. * @param scene defines the hosting scene
  124263. * @returns the lathe mesh
  124264. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124265. */
  124266. static CreateLathe(name: string, options: {
  124267. shape: Vector3[];
  124268. radius?: number;
  124269. tessellation?: number;
  124270. clip?: number;
  124271. arc?: number;
  124272. closed?: boolean;
  124273. updatable?: boolean;
  124274. sideOrientation?: number;
  124275. frontUVs?: Vector4;
  124276. backUVs?: Vector4;
  124277. cap?: number;
  124278. invertUV?: boolean;
  124279. }, scene?: Nullable<Scene>): Mesh;
  124280. }
  124281. }
  124282. declare module BABYLON {
  124283. /**
  124284. * Class containing static functions to help procedurally build meshes
  124285. */
  124286. export class TiledPlaneBuilder {
  124287. /**
  124288. * Creates a tiled plane mesh
  124289. * * The parameter `pattern` will, depending on value, do nothing or
  124290. * * * flip (reflect about central vertical) alternate tiles across and up
  124291. * * * flip every tile on alternate rows
  124292. * * * rotate (180 degs) alternate tiles across and up
  124293. * * * rotate every tile on alternate rows
  124294. * * * flip and rotate alternate tiles across and up
  124295. * * * flip and rotate every tile on alternate rows
  124296. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  124297. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  124298. * * If you create a double-sided mesh, you can choose what parts of 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
  124299. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124300. * * 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)
  124301. * * 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)
  124302. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124303. * @param name defines the name of the mesh
  124304. * @param options defines the options used to create the mesh
  124305. * @param scene defines the hosting scene
  124306. * @returns the box mesh
  124307. */
  124308. static CreateTiledPlane(name: string, options: {
  124309. pattern?: number;
  124310. tileSize?: number;
  124311. tileWidth?: number;
  124312. tileHeight?: number;
  124313. size?: number;
  124314. width?: number;
  124315. height?: number;
  124316. alignHorizontal?: number;
  124317. alignVertical?: number;
  124318. sideOrientation?: number;
  124319. frontUVs?: Vector4;
  124320. backUVs?: Vector4;
  124321. updatable?: boolean;
  124322. }, scene?: Nullable<Scene>): Mesh;
  124323. }
  124324. }
  124325. declare module BABYLON {
  124326. /**
  124327. * Class containing static functions to help procedurally build meshes
  124328. */
  124329. export class TubeBuilder {
  124330. /**
  124331. * Creates a tube mesh.
  124332. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124333. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  124334. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  124335. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  124336. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  124337. * * 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)
  124338. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  124339. * * 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
  124340. * * 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
  124341. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124342. * * If you create a double-sided mesh, you can choose what parts of 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
  124343. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124344. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124345. * @param name defines the name of the mesh
  124346. * @param options defines the options used to create the mesh
  124347. * @param scene defines the hosting scene
  124348. * @returns the tube mesh
  124349. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124350. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  124351. */
  124352. static CreateTube(name: string, options: {
  124353. path: Vector3[];
  124354. radius?: number;
  124355. tessellation?: number;
  124356. radiusFunction?: {
  124357. (i: number, distance: number): number;
  124358. };
  124359. cap?: number;
  124360. arc?: number;
  124361. updatable?: boolean;
  124362. sideOrientation?: number;
  124363. frontUVs?: Vector4;
  124364. backUVs?: Vector4;
  124365. instance?: Mesh;
  124366. invertUV?: boolean;
  124367. }, scene?: Nullable<Scene>): Mesh;
  124368. }
  124369. }
  124370. declare module BABYLON {
  124371. /**
  124372. * Class containing static functions to help procedurally build meshes
  124373. */
  124374. export class IcoSphereBuilder {
  124375. /**
  124376. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124377. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124378. * * 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`)
  124379. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124380. * * 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
  124381. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124382. * * If you create a double-sided mesh, you can choose what parts of 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
  124383. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124384. * @param name defines the name of the mesh
  124385. * @param options defines the options used to create the mesh
  124386. * @param scene defines the hosting scene
  124387. * @returns the icosahedron mesh
  124388. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124389. */
  124390. static CreateIcoSphere(name: string, options: {
  124391. radius?: number;
  124392. radiusX?: number;
  124393. radiusY?: number;
  124394. radiusZ?: number;
  124395. flat?: boolean;
  124396. subdivisions?: number;
  124397. sideOrientation?: number;
  124398. frontUVs?: Vector4;
  124399. backUVs?: Vector4;
  124400. updatable?: boolean;
  124401. }, scene?: Nullable<Scene>): Mesh;
  124402. }
  124403. }
  124404. declare module BABYLON {
  124405. /**
  124406. * Class containing static functions to help procedurally build meshes
  124407. */
  124408. export class DecalBuilder {
  124409. /**
  124410. * Creates a decal mesh.
  124411. * 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
  124412. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  124413. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  124414. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  124415. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  124416. * @param name defines the name of the mesh
  124417. * @param sourceMesh defines the mesh where the decal must be applied
  124418. * @param options defines the options used to create the mesh
  124419. * @param scene defines the hosting scene
  124420. * @returns the decal mesh
  124421. * @see https://doc.babylonjs.com/how_to/decals
  124422. */
  124423. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  124424. position?: Vector3;
  124425. normal?: Vector3;
  124426. size?: Vector3;
  124427. angle?: number;
  124428. }): Mesh;
  124429. }
  124430. }
  124431. declare module BABYLON {
  124432. /**
  124433. * Class containing static functions to help procedurally build meshes
  124434. */
  124435. export class MeshBuilder {
  124436. /**
  124437. * Creates a box mesh
  124438. * * The parameter `size` sets the size (float) of each box side (default 1)
  124439. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  124440. * * 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)
  124441. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124442. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124443. * * If you create a double-sided mesh, you can choose what parts of 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
  124444. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124445. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124446. * @param name defines the name of the mesh
  124447. * @param options defines the options used to create the mesh
  124448. * @param scene defines the hosting scene
  124449. * @returns the box mesh
  124450. */
  124451. static CreateBox(name: string, options: {
  124452. size?: number;
  124453. width?: number;
  124454. height?: number;
  124455. depth?: number;
  124456. faceUV?: Vector4[];
  124457. faceColors?: Color4[];
  124458. sideOrientation?: number;
  124459. frontUVs?: Vector4;
  124460. backUVs?: Vector4;
  124461. updatable?: boolean;
  124462. }, scene?: Nullable<Scene>): Mesh;
  124463. /**
  124464. * Creates a tiled box mesh
  124465. * * faceTiles sets the pattern, tile size and number of tiles for a face
  124466. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124467. * @param name defines the name of the mesh
  124468. * @param options defines the options used to create the mesh
  124469. * @param scene defines the hosting scene
  124470. * @returns the tiled box mesh
  124471. */
  124472. static CreateTiledBox(name: string, options: {
  124473. pattern?: number;
  124474. size?: number;
  124475. width?: number;
  124476. height?: number;
  124477. depth: number;
  124478. tileSize?: number;
  124479. tileWidth?: number;
  124480. tileHeight?: number;
  124481. faceUV?: Vector4[];
  124482. faceColors?: Color4[];
  124483. alignHorizontal?: number;
  124484. alignVertical?: number;
  124485. sideOrientation?: number;
  124486. updatable?: boolean;
  124487. }, scene?: Nullable<Scene>): Mesh;
  124488. /**
  124489. * Creates a sphere mesh
  124490. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  124491. * * 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`)
  124492. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  124493. * * 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
  124494. * * 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)
  124495. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124496. * * If you create a double-sided mesh, you can choose what parts of 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
  124497. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124498. * @param name defines the name of the mesh
  124499. * @param options defines the options used to create the mesh
  124500. * @param scene defines the hosting scene
  124501. * @returns the sphere mesh
  124502. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  124503. */
  124504. static CreateSphere(name: string, options: {
  124505. segments?: number;
  124506. diameter?: number;
  124507. diameterX?: number;
  124508. diameterY?: number;
  124509. diameterZ?: number;
  124510. arc?: number;
  124511. slice?: number;
  124512. sideOrientation?: number;
  124513. frontUVs?: Vector4;
  124514. backUVs?: Vector4;
  124515. updatable?: boolean;
  124516. }, scene?: Nullable<Scene>): Mesh;
  124517. /**
  124518. * Creates a plane polygonal mesh. By default, this is a disc
  124519. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  124520. * * 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
  124521. * * 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
  124522. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124523. * * If you create a double-sided mesh, you can choose what parts of 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
  124524. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124525. * @param name defines the name of the mesh
  124526. * @param options defines the options used to create the mesh
  124527. * @param scene defines the hosting scene
  124528. * @returns the plane polygonal mesh
  124529. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  124530. */
  124531. static CreateDisc(name: string, options: {
  124532. radius?: number;
  124533. tessellation?: number;
  124534. arc?: number;
  124535. updatable?: boolean;
  124536. sideOrientation?: number;
  124537. frontUVs?: Vector4;
  124538. backUVs?: Vector4;
  124539. }, scene?: Nullable<Scene>): Mesh;
  124540. /**
  124541. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  124542. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  124543. * * 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`)
  124544. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  124545. * * 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
  124546. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124547. * * If you create a double-sided mesh, you can choose what parts of 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
  124548. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124549. * @param name defines the name of the mesh
  124550. * @param options defines the options used to create the mesh
  124551. * @param scene defines the hosting scene
  124552. * @returns the icosahedron mesh
  124553. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  124554. */
  124555. static CreateIcoSphere(name: string, options: {
  124556. radius?: number;
  124557. radiusX?: number;
  124558. radiusY?: number;
  124559. radiusZ?: number;
  124560. flat?: boolean;
  124561. subdivisions?: number;
  124562. sideOrientation?: number;
  124563. frontUVs?: Vector4;
  124564. backUVs?: Vector4;
  124565. updatable?: boolean;
  124566. }, scene?: Nullable<Scene>): Mesh;
  124567. /**
  124568. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124569. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  124570. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  124571. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  124572. * * 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
  124573. * * 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
  124574. * * 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
  124575. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124576. * * If you create a double-sided mesh, you can choose what parts of 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
  124577. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124578. * * 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
  124579. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  124580. * * 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
  124581. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  124582. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124583. * @param name defines the name of the mesh
  124584. * @param options defines the options used to create the mesh
  124585. * @param scene defines the hosting scene
  124586. * @returns the ribbon mesh
  124587. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  124588. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124589. */
  124590. static CreateRibbon(name: string, options: {
  124591. pathArray: Vector3[][];
  124592. closeArray?: boolean;
  124593. closePath?: boolean;
  124594. offset?: number;
  124595. updatable?: boolean;
  124596. sideOrientation?: number;
  124597. frontUVs?: Vector4;
  124598. backUVs?: Vector4;
  124599. instance?: Mesh;
  124600. invertUV?: boolean;
  124601. uvs?: Vector2[];
  124602. colors?: Color4[];
  124603. }, scene?: Nullable<Scene>): Mesh;
  124604. /**
  124605. * Creates a cylinder or a cone mesh
  124606. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  124607. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  124608. * * 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.
  124609. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  124610. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  124611. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  124612. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  124613. * * 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).
  124614. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  124615. * * 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).
  124616. * * 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
  124617. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  124618. * * 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
  124619. * * 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.
  124620. * * If `enclose` is false, a ring surface is one element.
  124621. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  124622. * * 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
  124623. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124624. * * If you create a double-sided mesh, you can choose what parts of 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
  124625. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124626. * @param name defines the name of the mesh
  124627. * @param options defines the options used to create the mesh
  124628. * @param scene defines the hosting scene
  124629. * @returns the cylinder mesh
  124630. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  124631. */
  124632. static CreateCylinder(name: string, options: {
  124633. height?: number;
  124634. diameterTop?: number;
  124635. diameterBottom?: number;
  124636. diameter?: number;
  124637. tessellation?: number;
  124638. subdivisions?: number;
  124639. arc?: number;
  124640. faceColors?: Color4[];
  124641. faceUV?: Vector4[];
  124642. updatable?: boolean;
  124643. hasRings?: boolean;
  124644. enclose?: boolean;
  124645. cap?: number;
  124646. sideOrientation?: number;
  124647. frontUVs?: Vector4;
  124648. backUVs?: Vector4;
  124649. }, scene?: Nullable<Scene>): Mesh;
  124650. /**
  124651. * Creates a torus mesh
  124652. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  124653. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  124654. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  124655. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124656. * * If you create a double-sided mesh, you can choose what parts of 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
  124657. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124658. * @param name defines the name of the mesh
  124659. * @param options defines the options used to create the mesh
  124660. * @param scene defines the hosting scene
  124661. * @returns the torus mesh
  124662. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  124663. */
  124664. static CreateTorus(name: string, options: {
  124665. diameter?: number;
  124666. thickness?: number;
  124667. tessellation?: number;
  124668. updatable?: boolean;
  124669. sideOrientation?: number;
  124670. frontUVs?: Vector4;
  124671. backUVs?: Vector4;
  124672. }, scene?: Nullable<Scene>): Mesh;
  124673. /**
  124674. * Creates a torus knot mesh
  124675. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124676. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124677. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124678. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124679. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124680. * * If you create a double-sided mesh, you can choose what parts of 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
  124681. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124682. * @param name defines the name of the mesh
  124683. * @param options defines the options used to create the mesh
  124684. * @param scene defines the hosting scene
  124685. * @returns the torus knot mesh
  124686. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124687. */
  124688. static CreateTorusKnot(name: string, options: {
  124689. radius?: number;
  124690. tube?: number;
  124691. radialSegments?: number;
  124692. tubularSegments?: number;
  124693. p?: number;
  124694. q?: number;
  124695. updatable?: boolean;
  124696. sideOrientation?: number;
  124697. frontUVs?: Vector4;
  124698. backUVs?: Vector4;
  124699. }, scene?: Nullable<Scene>): Mesh;
  124700. /**
  124701. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  124702. * * 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
  124703. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  124704. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  124705. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  124706. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  124707. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  124708. * * 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
  124709. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  124710. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124711. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  124712. * @param name defines the name of the new line system
  124713. * @param options defines the options used to create the line system
  124714. * @param scene defines the hosting scene
  124715. * @returns a new line system mesh
  124716. */
  124717. static CreateLineSystem(name: string, options: {
  124718. lines: Vector3[][];
  124719. updatable?: boolean;
  124720. instance?: Nullable<LinesMesh>;
  124721. colors?: Nullable<Color4[][]>;
  124722. useVertexAlpha?: boolean;
  124723. }, scene: Nullable<Scene>): LinesMesh;
  124724. /**
  124725. * Creates a line mesh
  124726. * 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
  124727. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124728. * * The parameter `points` is an array successive Vector3
  124729. * * 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
  124730. * * The optional parameter `colors` is an array of successive Color4, one per line point
  124731. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  124732. * * When updating an instance, remember that only point positions can change, not the number of points
  124733. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124734. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  124735. * @param name defines the name of the new line system
  124736. * @param options defines the options used to create the line system
  124737. * @param scene defines the hosting scene
  124738. * @returns a new line mesh
  124739. */
  124740. static CreateLines(name: string, options: {
  124741. points: Vector3[];
  124742. updatable?: boolean;
  124743. instance?: Nullable<LinesMesh>;
  124744. colors?: Color4[];
  124745. useVertexAlpha?: boolean;
  124746. }, scene?: Nullable<Scene>): LinesMesh;
  124747. /**
  124748. * Creates a dashed line mesh
  124749. * * 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
  124750. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  124751. * * The parameter `points` is an array successive Vector3
  124752. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  124753. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  124754. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  124755. * * 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
  124756. * * When updating an instance, remember that only point positions can change, not the number of points
  124757. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124758. * @param name defines the name of the mesh
  124759. * @param options defines the options used to create the mesh
  124760. * @param scene defines the hosting scene
  124761. * @returns the dashed line mesh
  124762. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  124763. */
  124764. static CreateDashedLines(name: string, options: {
  124765. points: Vector3[];
  124766. dashSize?: number;
  124767. gapSize?: number;
  124768. dashNb?: number;
  124769. updatable?: boolean;
  124770. instance?: LinesMesh;
  124771. }, scene?: Nullable<Scene>): LinesMesh;
  124772. /**
  124773. * 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.
  124774. * * 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.
  124775. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124776. * * 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.
  124777. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  124778. * * 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
  124779. * * 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
  124780. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  124781. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124782. * * If you create a double-sided mesh, you can choose what parts of 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
  124783. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  124784. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124785. * @param name defines the name of the mesh
  124786. * @param options defines the options used to create the mesh
  124787. * @param scene defines the hosting scene
  124788. * @returns the extruded shape mesh
  124789. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124790. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124791. */
  124792. static ExtrudeShape(name: string, options: {
  124793. shape: Vector3[];
  124794. path: Vector3[];
  124795. scale?: number;
  124796. rotation?: number;
  124797. cap?: number;
  124798. updatable?: boolean;
  124799. sideOrientation?: number;
  124800. frontUVs?: Vector4;
  124801. backUVs?: Vector4;
  124802. instance?: Mesh;
  124803. invertUV?: boolean;
  124804. }, scene?: Nullable<Scene>): Mesh;
  124805. /**
  124806. * Creates an custom extruded shape mesh.
  124807. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  124808. * * 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.
  124809. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  124810. * * 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
  124811. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  124812. * * 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
  124813. * * It must returns a float value that will be the scale value applied to the shape on each path point
  124814. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  124815. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  124816. * * 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
  124817. * * 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
  124818. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  124819. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124820. * * If you create a double-sided mesh, you can choose what parts of 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
  124821. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124822. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124823. * @param name defines the name of the mesh
  124824. * @param options defines the options used to create the mesh
  124825. * @param scene defines the hosting scene
  124826. * @returns the custom extruded shape mesh
  124827. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  124828. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  124829. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  124830. */
  124831. static ExtrudeShapeCustom(name: string, options: {
  124832. shape: Vector3[];
  124833. path: Vector3[];
  124834. scaleFunction?: any;
  124835. rotationFunction?: any;
  124836. ribbonCloseArray?: boolean;
  124837. ribbonClosePath?: boolean;
  124838. cap?: number;
  124839. updatable?: boolean;
  124840. sideOrientation?: number;
  124841. frontUVs?: Vector4;
  124842. backUVs?: Vector4;
  124843. instance?: Mesh;
  124844. invertUV?: boolean;
  124845. }, scene?: Nullable<Scene>): Mesh;
  124846. /**
  124847. * Creates lathe mesh.
  124848. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124849. * * 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
  124850. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124851. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124852. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124853. * * 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
  124854. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124855. * * 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
  124856. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124857. * * If you create a double-sided mesh, you can choose what parts of 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
  124858. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124859. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124860. * @param name defines the name of the mesh
  124861. * @param options defines the options used to create the mesh
  124862. * @param scene defines the hosting scene
  124863. * @returns the lathe mesh
  124864. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124865. */
  124866. static CreateLathe(name: string, options: {
  124867. shape: Vector3[];
  124868. radius?: number;
  124869. tessellation?: number;
  124870. clip?: number;
  124871. arc?: number;
  124872. closed?: boolean;
  124873. updatable?: boolean;
  124874. sideOrientation?: number;
  124875. frontUVs?: Vector4;
  124876. backUVs?: Vector4;
  124877. cap?: number;
  124878. invertUV?: boolean;
  124879. }, scene?: Nullable<Scene>): Mesh;
  124880. /**
  124881. * Creates a tiled plane mesh
  124882. * * You can set a limited pattern arrangement with the tiles
  124883. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124884. * * If you create a double-sided mesh, you can choose what parts of 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
  124885. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124886. * @param name defines the name of the mesh
  124887. * @param options defines the options used to create the mesh
  124888. * @param scene defines the hosting scene
  124889. * @returns the plane mesh
  124890. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124891. */
  124892. static CreateTiledPlane(name: string, options: {
  124893. pattern?: number;
  124894. tileSize?: number;
  124895. tileWidth?: number;
  124896. tileHeight?: number;
  124897. size?: number;
  124898. width?: number;
  124899. height?: number;
  124900. alignHorizontal?: number;
  124901. alignVertical?: number;
  124902. sideOrientation?: number;
  124903. frontUVs?: Vector4;
  124904. backUVs?: Vector4;
  124905. updatable?: boolean;
  124906. }, scene?: Nullable<Scene>): Mesh;
  124907. /**
  124908. * Creates a plane mesh
  124909. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  124910. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  124911. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  124912. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124913. * * If you create a double-sided mesh, you can choose what parts of 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
  124914. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124915. * @param name defines the name of the mesh
  124916. * @param options defines the options used to create the mesh
  124917. * @param scene defines the hosting scene
  124918. * @returns the plane mesh
  124919. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  124920. */
  124921. static CreatePlane(name: string, options: {
  124922. size?: number;
  124923. width?: number;
  124924. height?: number;
  124925. sideOrientation?: number;
  124926. frontUVs?: Vector4;
  124927. backUVs?: Vector4;
  124928. updatable?: boolean;
  124929. sourcePlane?: Plane;
  124930. }, scene?: Nullable<Scene>): Mesh;
  124931. /**
  124932. * Creates a ground mesh
  124933. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  124934. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  124935. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124936. * @param name defines the name of the mesh
  124937. * @param options defines the options used to create the mesh
  124938. * @param scene defines the hosting scene
  124939. * @returns the ground mesh
  124940. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  124941. */
  124942. static CreateGround(name: string, options: {
  124943. width?: number;
  124944. height?: number;
  124945. subdivisions?: number;
  124946. subdivisionsX?: number;
  124947. subdivisionsY?: number;
  124948. updatable?: boolean;
  124949. }, scene?: Nullable<Scene>): Mesh;
  124950. /**
  124951. * Creates a tiled ground mesh
  124952. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  124953. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  124954. * * 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
  124955. * * 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
  124956. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124957. * @param name defines the name of the mesh
  124958. * @param options defines the options used to create the mesh
  124959. * @param scene defines the hosting scene
  124960. * @returns the tiled ground mesh
  124961. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  124962. */
  124963. static CreateTiledGround(name: string, options: {
  124964. xmin: number;
  124965. zmin: number;
  124966. xmax: number;
  124967. zmax: number;
  124968. subdivisions?: {
  124969. w: number;
  124970. h: number;
  124971. };
  124972. precision?: {
  124973. w: number;
  124974. h: number;
  124975. };
  124976. updatable?: boolean;
  124977. }, scene?: Nullable<Scene>): Mesh;
  124978. /**
  124979. * Creates a ground mesh from a height map
  124980. * * The parameter `url` sets the URL of the height map image resource.
  124981. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  124982. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  124983. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  124984. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  124985. * * 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.
  124986. * * 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).
  124987. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  124988. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124989. * @param name defines the name of the mesh
  124990. * @param url defines the url to the height map
  124991. * @param options defines the options used to create the mesh
  124992. * @param scene defines the hosting scene
  124993. * @returns the ground mesh
  124994. * @see https://doc.babylonjs.com/babylon101/height_map
  124995. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  124996. */
  124997. static CreateGroundFromHeightMap(name: string, url: string, options: {
  124998. width?: number;
  124999. height?: number;
  125000. subdivisions?: number;
  125001. minHeight?: number;
  125002. maxHeight?: number;
  125003. colorFilter?: Color3;
  125004. alphaFilter?: number;
  125005. updatable?: boolean;
  125006. onReady?: (mesh: GroundMesh) => void;
  125007. }, scene?: Nullable<Scene>): GroundMesh;
  125008. /**
  125009. * Creates a polygon mesh
  125010. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125011. * * 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
  125012. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125013. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125014. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  125015. * * Remember you can only change the shape positions, not their number when updating a polygon
  125016. * @param name defines the name of the mesh
  125017. * @param options defines the options used to create the mesh
  125018. * @param scene defines the hosting scene
  125019. * @param earcutInjection can be used to inject your own earcut reference
  125020. * @returns the polygon mesh
  125021. */
  125022. static CreatePolygon(name: string, options: {
  125023. shape: Vector3[];
  125024. holes?: Vector3[][];
  125025. depth?: number;
  125026. faceUV?: Vector4[];
  125027. faceColors?: Color4[];
  125028. updatable?: boolean;
  125029. sideOrientation?: number;
  125030. frontUVs?: Vector4;
  125031. backUVs?: Vector4;
  125032. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125033. /**
  125034. * Creates an extruded polygon mesh, with depth in the Y direction.
  125035. * * 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)
  125036. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125037. * @param name defines the name of the mesh
  125038. * @param options defines the options used to create the mesh
  125039. * @param scene defines the hosting scene
  125040. * @param earcutInjection can be used to inject your own earcut reference
  125041. * @returns the polygon mesh
  125042. */
  125043. static ExtrudePolygon(name: string, options: {
  125044. shape: Vector3[];
  125045. holes?: Vector3[][];
  125046. depth?: number;
  125047. faceUV?: Vector4[];
  125048. faceColors?: Color4[];
  125049. updatable?: boolean;
  125050. sideOrientation?: number;
  125051. frontUVs?: Vector4;
  125052. backUVs?: Vector4;
  125053. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125054. /**
  125055. * Creates a tube mesh.
  125056. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125057. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125058. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125059. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125060. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125061. * * 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)
  125062. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125063. * * 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
  125064. * * 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
  125065. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125066. * * If you create a double-sided mesh, you can choose what parts of 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
  125067. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125068. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125069. * @param name defines the name of the mesh
  125070. * @param options defines the options used to create the mesh
  125071. * @param scene defines the hosting scene
  125072. * @returns the tube mesh
  125073. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125074. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125075. */
  125076. static CreateTube(name: string, options: {
  125077. path: Vector3[];
  125078. radius?: number;
  125079. tessellation?: number;
  125080. radiusFunction?: {
  125081. (i: number, distance: number): number;
  125082. };
  125083. cap?: number;
  125084. arc?: number;
  125085. updatable?: boolean;
  125086. sideOrientation?: number;
  125087. frontUVs?: Vector4;
  125088. backUVs?: Vector4;
  125089. instance?: Mesh;
  125090. invertUV?: boolean;
  125091. }, scene?: Nullable<Scene>): Mesh;
  125092. /**
  125093. * Creates a polyhedron mesh
  125094. * * 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
  125095. * * The parameter `size` (positive float, default 1) sets the polygon size
  125096. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  125097. * * 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`
  125098. * * 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
  125099. * * 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)`)
  125100. * * 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
  125101. * * 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
  125102. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125103. * * If you create a double-sided mesh, you can choose what parts of 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
  125104. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125105. * @param name defines the name of the mesh
  125106. * @param options defines the options used to create the mesh
  125107. * @param scene defines the hosting scene
  125108. * @returns the polyhedron mesh
  125109. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  125110. */
  125111. static CreatePolyhedron(name: string, options: {
  125112. type?: number;
  125113. size?: number;
  125114. sizeX?: number;
  125115. sizeY?: number;
  125116. sizeZ?: number;
  125117. custom?: any;
  125118. faceUV?: Vector4[];
  125119. faceColors?: Color4[];
  125120. flat?: boolean;
  125121. updatable?: boolean;
  125122. sideOrientation?: number;
  125123. frontUVs?: Vector4;
  125124. backUVs?: Vector4;
  125125. }, scene?: Nullable<Scene>): Mesh;
  125126. /**
  125127. * Creates a decal mesh.
  125128. * 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
  125129. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125130. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125131. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125132. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125133. * @param name defines the name of the mesh
  125134. * @param sourceMesh defines the mesh where the decal must be applied
  125135. * @param options defines the options used to create the mesh
  125136. * @param scene defines the hosting scene
  125137. * @returns the decal mesh
  125138. * @see https://doc.babylonjs.com/how_to/decals
  125139. */
  125140. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125141. position?: Vector3;
  125142. normal?: Vector3;
  125143. size?: Vector3;
  125144. angle?: number;
  125145. }): Mesh;
  125146. }
  125147. }
  125148. declare module BABYLON {
  125149. /**
  125150. * A simplifier interface for future simplification implementations
  125151. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125152. */
  125153. export interface ISimplifier {
  125154. /**
  125155. * Simplification of a given mesh according to the given settings.
  125156. * Since this requires computation, it is assumed that the function runs async.
  125157. * @param settings The settings of the simplification, including quality and distance
  125158. * @param successCallback A callback that will be called after the mesh was simplified.
  125159. * @param errorCallback in case of an error, this callback will be called. optional.
  125160. */
  125161. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  125162. }
  125163. /**
  125164. * Expected simplification settings.
  125165. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  125166. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125167. */
  125168. export interface ISimplificationSettings {
  125169. /**
  125170. * Gets or sets the expected quality
  125171. */
  125172. quality: number;
  125173. /**
  125174. * Gets or sets the distance when this optimized version should be used
  125175. */
  125176. distance: number;
  125177. /**
  125178. * Gets an already optimized mesh
  125179. */
  125180. optimizeMesh?: boolean;
  125181. }
  125182. /**
  125183. * Class used to specify simplification options
  125184. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125185. */
  125186. export class SimplificationSettings implements ISimplificationSettings {
  125187. /** expected quality */
  125188. quality: number;
  125189. /** distance when this optimized version should be used */
  125190. distance: number;
  125191. /** already optimized mesh */
  125192. optimizeMesh?: boolean | undefined;
  125193. /**
  125194. * Creates a SimplificationSettings
  125195. * @param quality expected quality
  125196. * @param distance distance when this optimized version should be used
  125197. * @param optimizeMesh already optimized mesh
  125198. */
  125199. constructor(
  125200. /** expected quality */
  125201. quality: number,
  125202. /** distance when this optimized version should be used */
  125203. distance: number,
  125204. /** already optimized mesh */
  125205. optimizeMesh?: boolean | undefined);
  125206. }
  125207. /**
  125208. * Interface used to define a simplification task
  125209. */
  125210. export interface ISimplificationTask {
  125211. /**
  125212. * Array of settings
  125213. */
  125214. settings: Array<ISimplificationSettings>;
  125215. /**
  125216. * Simplification type
  125217. */
  125218. simplificationType: SimplificationType;
  125219. /**
  125220. * Mesh to simplify
  125221. */
  125222. mesh: Mesh;
  125223. /**
  125224. * Callback called on success
  125225. */
  125226. successCallback?: () => void;
  125227. /**
  125228. * Defines if parallel processing can be used
  125229. */
  125230. parallelProcessing: boolean;
  125231. }
  125232. /**
  125233. * Queue used to order the simplification tasks
  125234. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125235. */
  125236. export class SimplificationQueue {
  125237. private _simplificationArray;
  125238. /**
  125239. * Gets a boolean indicating that the process is still running
  125240. */
  125241. running: boolean;
  125242. /**
  125243. * Creates a new queue
  125244. */
  125245. constructor();
  125246. /**
  125247. * Adds a new simplification task
  125248. * @param task defines a task to add
  125249. */
  125250. addTask(task: ISimplificationTask): void;
  125251. /**
  125252. * Execute next task
  125253. */
  125254. executeNext(): void;
  125255. /**
  125256. * Execute a simplification task
  125257. * @param task defines the task to run
  125258. */
  125259. runSimplification(task: ISimplificationTask): void;
  125260. private getSimplifier;
  125261. }
  125262. /**
  125263. * The implemented types of simplification
  125264. * At the moment only Quadratic Error Decimation is implemented
  125265. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125266. */
  125267. export enum SimplificationType {
  125268. /** Quadratic error decimation */
  125269. QUADRATIC = 0
  125270. }
  125271. }
  125272. declare module BABYLON {
  125273. interface Scene {
  125274. /** @hidden (Backing field) */
  125275. _simplificationQueue: SimplificationQueue;
  125276. /**
  125277. * Gets or sets the simplification queue attached to the scene
  125278. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125279. */
  125280. simplificationQueue: SimplificationQueue;
  125281. }
  125282. interface Mesh {
  125283. /**
  125284. * Simplify the mesh according to the given array of settings.
  125285. * Function will return immediately and will simplify async
  125286. * @param settings a collection of simplification settings
  125287. * @param parallelProcessing should all levels calculate parallel or one after the other
  125288. * @param simplificationType the type of simplification to run
  125289. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  125290. * @returns the current mesh
  125291. */
  125292. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  125293. }
  125294. /**
  125295. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  125296. * created in a scene
  125297. */
  125298. export class SimplicationQueueSceneComponent implements ISceneComponent {
  125299. /**
  125300. * The component name helpfull to identify the component in the list of scene components.
  125301. */
  125302. readonly name: string;
  125303. /**
  125304. * The scene the component belongs to.
  125305. */
  125306. scene: Scene;
  125307. /**
  125308. * Creates a new instance of the component for the given scene
  125309. * @param scene Defines the scene to register the component in
  125310. */
  125311. constructor(scene: Scene);
  125312. /**
  125313. * Registers the component in a given scene
  125314. */
  125315. register(): void;
  125316. /**
  125317. * Rebuilds the elements related to this component in case of
  125318. * context lost for instance.
  125319. */
  125320. rebuild(): void;
  125321. /**
  125322. * Disposes the component and the associated ressources
  125323. */
  125324. dispose(): void;
  125325. private _beforeCameraUpdate;
  125326. }
  125327. }
  125328. declare module BABYLON {
  125329. /**
  125330. * Navigation plugin interface to add navigation constrained by a navigation mesh
  125331. */
  125332. export interface INavigationEnginePlugin {
  125333. /**
  125334. * plugin name
  125335. */
  125336. name: string;
  125337. /**
  125338. * Creates a navigation mesh
  125339. * @param meshes array of all the geometry used to compute the navigatio mesh
  125340. * @param parameters bunch of parameters used to filter geometry
  125341. */
  125342. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125343. /**
  125344. * Create a navigation mesh debug mesh
  125345. * @param scene is where the mesh will be added
  125346. * @returns debug display mesh
  125347. */
  125348. createDebugNavMesh(scene: Scene): Mesh;
  125349. /**
  125350. * Get a navigation mesh constrained position, closest to the parameter position
  125351. * @param position world position
  125352. * @returns the closest point to position constrained by the navigation mesh
  125353. */
  125354. getClosestPoint(position: Vector3): Vector3;
  125355. /**
  125356. * Get a navigation mesh constrained position, within a particular radius
  125357. * @param position world position
  125358. * @param maxRadius the maximum distance to the constrained world position
  125359. * @returns the closest point to position constrained by the navigation mesh
  125360. */
  125361. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125362. /**
  125363. * Compute the final position from a segment made of destination-position
  125364. * @param position world position
  125365. * @param destination world position
  125366. * @returns the resulting point along the navmesh
  125367. */
  125368. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125369. /**
  125370. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125371. * @param start world position
  125372. * @param end world position
  125373. * @returns array containing world position composing the path
  125374. */
  125375. computePath(start: Vector3, end: Vector3): Vector3[];
  125376. /**
  125377. * If this plugin is supported
  125378. * @returns true if plugin is supported
  125379. */
  125380. isSupported(): boolean;
  125381. /**
  125382. * Create a new Crowd so you can add agents
  125383. * @param maxAgents the maximum agent count in the crowd
  125384. * @param maxAgentRadius the maximum radius an agent can have
  125385. * @param scene to attach the crowd to
  125386. * @returns the crowd you can add agents to
  125387. */
  125388. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125389. /**
  125390. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125391. * The queries will try to find a solution within those bounds
  125392. * default is (1,1,1)
  125393. * @param extent x,y,z value that define the extent around the queries point of reference
  125394. */
  125395. setDefaultQueryExtent(extent: Vector3): void;
  125396. /**
  125397. * Get the Bounding box extent specified by setDefaultQueryExtent
  125398. * @returns the box extent values
  125399. */
  125400. getDefaultQueryExtent(): Vector3;
  125401. /**
  125402. * Release all resources
  125403. */
  125404. dispose(): void;
  125405. }
  125406. /**
  125407. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  125408. */
  125409. export interface ICrowd {
  125410. /**
  125411. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125412. * You can attach anything to that node. The node position is updated in the scene update tick.
  125413. * @param pos world position that will be constrained by the navigation mesh
  125414. * @param parameters agent parameters
  125415. * @param transform hooked to the agent that will be update by the scene
  125416. * @returns agent index
  125417. */
  125418. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125419. /**
  125420. * Returns the agent position in world space
  125421. * @param index agent index returned by addAgent
  125422. * @returns world space position
  125423. */
  125424. getAgentPosition(index: number): Vector3;
  125425. /**
  125426. * Gets the agent velocity in world space
  125427. * @param index agent index returned by addAgent
  125428. * @returns world space velocity
  125429. */
  125430. getAgentVelocity(index: number): Vector3;
  125431. /**
  125432. * remove a particular agent previously created
  125433. * @param index agent index returned by addAgent
  125434. */
  125435. removeAgent(index: number): void;
  125436. /**
  125437. * get the list of all agents attached to this crowd
  125438. * @returns list of agent indices
  125439. */
  125440. getAgents(): number[];
  125441. /**
  125442. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125443. * @param deltaTime in seconds
  125444. */
  125445. update(deltaTime: number): void;
  125446. /**
  125447. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125448. * @param index agent index returned by addAgent
  125449. * @param destination targeted world position
  125450. */
  125451. agentGoto(index: number, destination: Vector3): void;
  125452. /**
  125453. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125454. * The queries will try to find a solution within those bounds
  125455. * default is (1,1,1)
  125456. * @param extent x,y,z value that define the extent around the queries point of reference
  125457. */
  125458. setDefaultQueryExtent(extent: Vector3): void;
  125459. /**
  125460. * Get the Bounding box extent specified by setDefaultQueryExtent
  125461. * @returns the box extent values
  125462. */
  125463. getDefaultQueryExtent(): Vector3;
  125464. /**
  125465. * Release all resources
  125466. */
  125467. dispose(): void;
  125468. }
  125469. /**
  125470. * Configures an agent
  125471. */
  125472. export interface IAgentParameters {
  125473. /**
  125474. * Agent radius. [Limit: >= 0]
  125475. */
  125476. radius: number;
  125477. /**
  125478. * Agent height. [Limit: > 0]
  125479. */
  125480. height: number;
  125481. /**
  125482. * Maximum allowed acceleration. [Limit: >= 0]
  125483. */
  125484. maxAcceleration: number;
  125485. /**
  125486. * Maximum allowed speed. [Limit: >= 0]
  125487. */
  125488. maxSpeed: number;
  125489. /**
  125490. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  125491. */
  125492. collisionQueryRange: number;
  125493. /**
  125494. * The path visibility optimization range. [Limit: > 0]
  125495. */
  125496. pathOptimizationRange: number;
  125497. /**
  125498. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  125499. */
  125500. separationWeight: number;
  125501. }
  125502. /**
  125503. * Configures the navigation mesh creation
  125504. */
  125505. export interface INavMeshParameters {
  125506. /**
  125507. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  125508. */
  125509. cs: number;
  125510. /**
  125511. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  125512. */
  125513. ch: number;
  125514. /**
  125515. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  125516. */
  125517. walkableSlopeAngle: number;
  125518. /**
  125519. * Minimum floor to 'ceiling' height that will still allow the floor area to
  125520. * be considered walkable. [Limit: >= 3] [Units: vx]
  125521. */
  125522. walkableHeight: number;
  125523. /**
  125524. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  125525. */
  125526. walkableClimb: number;
  125527. /**
  125528. * The distance to erode/shrink the walkable area of the heightfield away from
  125529. * obstructions. [Limit: >=0] [Units: vx]
  125530. */
  125531. walkableRadius: number;
  125532. /**
  125533. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  125534. */
  125535. maxEdgeLen: number;
  125536. /**
  125537. * The maximum distance a simplfied contour's border edges should deviate
  125538. * the original raw contour. [Limit: >=0] [Units: vx]
  125539. */
  125540. maxSimplificationError: number;
  125541. /**
  125542. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  125543. */
  125544. minRegionArea: number;
  125545. /**
  125546. * Any regions with a span count smaller than this value will, if possible,
  125547. * be merged with larger regions. [Limit: >=0] [Units: vx]
  125548. */
  125549. mergeRegionArea: number;
  125550. /**
  125551. * The maximum number of vertices allowed for polygons generated during the
  125552. * contour to polygon conversion process. [Limit: >= 3]
  125553. */
  125554. maxVertsPerPoly: number;
  125555. /**
  125556. * Sets the sampling distance to use when generating the detail mesh.
  125557. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  125558. */
  125559. detailSampleDist: number;
  125560. /**
  125561. * The maximum distance the detail mesh surface should deviate from heightfield
  125562. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  125563. */
  125564. detailSampleMaxError: number;
  125565. }
  125566. }
  125567. declare module BABYLON {
  125568. /**
  125569. * RecastJS navigation plugin
  125570. */
  125571. export class RecastJSPlugin implements INavigationEnginePlugin {
  125572. /**
  125573. * Reference to the Recast library
  125574. */
  125575. bjsRECAST: any;
  125576. /**
  125577. * plugin name
  125578. */
  125579. name: string;
  125580. /**
  125581. * the first navmesh created. We might extend this to support multiple navmeshes
  125582. */
  125583. navMesh: any;
  125584. /**
  125585. * Initializes the recastJS plugin
  125586. * @param recastInjection can be used to inject your own recast reference
  125587. */
  125588. constructor(recastInjection?: any);
  125589. /**
  125590. * Creates a navigation mesh
  125591. * @param meshes array of all the geometry used to compute the navigatio mesh
  125592. * @param parameters bunch of parameters used to filter geometry
  125593. */
  125594. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  125595. /**
  125596. * Create a navigation mesh debug mesh
  125597. * @param scene is where the mesh will be added
  125598. * @returns debug display mesh
  125599. */
  125600. createDebugNavMesh(scene: Scene): Mesh;
  125601. /**
  125602. * Get a navigation mesh constrained position, closest to the parameter position
  125603. * @param position world position
  125604. * @returns the closest point to position constrained by the navigation mesh
  125605. */
  125606. getClosestPoint(position: Vector3): Vector3;
  125607. /**
  125608. * Get a navigation mesh constrained position, within a particular radius
  125609. * @param position world position
  125610. * @param maxRadius the maximum distance to the constrained world position
  125611. * @returns the closest point to position constrained by the navigation mesh
  125612. */
  125613. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  125614. /**
  125615. * Compute the final position from a segment made of destination-position
  125616. * @param position world position
  125617. * @param destination world position
  125618. * @returns the resulting point along the navmesh
  125619. */
  125620. moveAlong(position: Vector3, destination: Vector3): Vector3;
  125621. /**
  125622. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  125623. * @param start world position
  125624. * @param end world position
  125625. * @returns array containing world position composing the path
  125626. */
  125627. computePath(start: Vector3, end: Vector3): Vector3[];
  125628. /**
  125629. * Create a new Crowd so you can add agents
  125630. * @param maxAgents the maximum agent count in the crowd
  125631. * @param maxAgentRadius the maximum radius an agent can have
  125632. * @param scene to attach the crowd to
  125633. * @returns the crowd you can add agents to
  125634. */
  125635. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  125636. /**
  125637. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125638. * The queries will try to find a solution within those bounds
  125639. * default is (1,1,1)
  125640. * @param extent x,y,z value that define the extent around the queries point of reference
  125641. */
  125642. setDefaultQueryExtent(extent: Vector3): void;
  125643. /**
  125644. * Get the Bounding box extent specified by setDefaultQueryExtent
  125645. * @returns the box extent values
  125646. */
  125647. getDefaultQueryExtent(): Vector3;
  125648. /**
  125649. * Disposes
  125650. */
  125651. dispose(): void;
  125652. /**
  125653. * If this plugin is supported
  125654. * @returns true if plugin is supported
  125655. */
  125656. isSupported(): boolean;
  125657. }
  125658. /**
  125659. * Recast detour crowd implementation
  125660. */
  125661. export class RecastJSCrowd implements ICrowd {
  125662. /**
  125663. * Recast/detour plugin
  125664. */
  125665. bjsRECASTPlugin: RecastJSPlugin;
  125666. /**
  125667. * Link to the detour crowd
  125668. */
  125669. recastCrowd: any;
  125670. /**
  125671. * One transform per agent
  125672. */
  125673. transforms: TransformNode[];
  125674. /**
  125675. * All agents created
  125676. */
  125677. agents: number[];
  125678. /**
  125679. * Link to the scene is kept to unregister the crowd from the scene
  125680. */
  125681. private _scene;
  125682. /**
  125683. * Observer for crowd updates
  125684. */
  125685. private _onBeforeAnimationsObserver;
  125686. /**
  125687. * Constructor
  125688. * @param plugin recastJS plugin
  125689. * @param maxAgents the maximum agent count in the crowd
  125690. * @param maxAgentRadius the maximum radius an agent can have
  125691. * @param scene to attach the crowd to
  125692. * @returns the crowd you can add agents to
  125693. */
  125694. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  125695. /**
  125696. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  125697. * You can attach anything to that node. The node position is updated in the scene update tick.
  125698. * @param pos world position that will be constrained by the navigation mesh
  125699. * @param parameters agent parameters
  125700. * @param transform hooked to the agent that will be update by the scene
  125701. * @returns agent index
  125702. */
  125703. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  125704. /**
  125705. * Returns the agent position in world space
  125706. * @param index agent index returned by addAgent
  125707. * @returns world space position
  125708. */
  125709. getAgentPosition(index: number): Vector3;
  125710. /**
  125711. * Returns the agent velocity in world space
  125712. * @param index agent index returned by addAgent
  125713. * @returns world space velocity
  125714. */
  125715. getAgentVelocity(index: number): Vector3;
  125716. /**
  125717. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  125718. * @param index agent index returned by addAgent
  125719. * @param destination targeted world position
  125720. */
  125721. agentGoto(index: number, destination: Vector3): void;
  125722. /**
  125723. * remove a particular agent previously created
  125724. * @param index agent index returned by addAgent
  125725. */
  125726. removeAgent(index: number): void;
  125727. /**
  125728. * get the list of all agents attached to this crowd
  125729. * @returns list of agent indices
  125730. */
  125731. getAgents(): number[];
  125732. /**
  125733. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  125734. * @param deltaTime in seconds
  125735. */
  125736. update(deltaTime: number): void;
  125737. /**
  125738. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  125739. * The queries will try to find a solution within those bounds
  125740. * default is (1,1,1)
  125741. * @param extent x,y,z value that define the extent around the queries point of reference
  125742. */
  125743. setDefaultQueryExtent(extent: Vector3): void;
  125744. /**
  125745. * Get the Bounding box extent specified by setDefaultQueryExtent
  125746. * @returns the box extent values
  125747. */
  125748. getDefaultQueryExtent(): Vector3;
  125749. /**
  125750. * Release all resources
  125751. */
  125752. dispose(): void;
  125753. }
  125754. }
  125755. declare module BABYLON {
  125756. /**
  125757. * Class used to enable access to IndexedDB
  125758. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  125759. */
  125760. export class Database implements IOfflineProvider {
  125761. private _callbackManifestChecked;
  125762. private _currentSceneUrl;
  125763. private _db;
  125764. private _enableSceneOffline;
  125765. private _enableTexturesOffline;
  125766. private _manifestVersionFound;
  125767. private _mustUpdateRessources;
  125768. private _hasReachedQuota;
  125769. private _isSupported;
  125770. private _idbFactory;
  125771. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  125772. private static IsUASupportingBlobStorage;
  125773. /**
  125774. * Gets a boolean indicating if Database storate is enabled (off by default)
  125775. */
  125776. static IDBStorageEnabled: boolean;
  125777. /**
  125778. * Gets a boolean indicating if scene must be saved in the database
  125779. */
  125780. readonly enableSceneOffline: boolean;
  125781. /**
  125782. * Gets a boolean indicating if textures must be saved in the database
  125783. */
  125784. readonly enableTexturesOffline: boolean;
  125785. /**
  125786. * Creates a new Database
  125787. * @param urlToScene defines the url to load the scene
  125788. * @param callbackManifestChecked defines the callback to use when manifest is checked
  125789. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  125790. */
  125791. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  125792. private static _ParseURL;
  125793. private static _ReturnFullUrlLocation;
  125794. private _checkManifestFile;
  125795. /**
  125796. * Open the database and make it available
  125797. * @param successCallback defines the callback to call on success
  125798. * @param errorCallback defines the callback to call on error
  125799. */
  125800. open(successCallback: () => void, errorCallback: () => void): void;
  125801. /**
  125802. * Loads an image from the database
  125803. * @param url defines the url to load from
  125804. * @param image defines the target DOM image
  125805. */
  125806. loadImage(url: string, image: HTMLImageElement): void;
  125807. private _loadImageFromDBAsync;
  125808. private _saveImageIntoDBAsync;
  125809. private _checkVersionFromDB;
  125810. private _loadVersionFromDBAsync;
  125811. private _saveVersionIntoDBAsync;
  125812. /**
  125813. * Loads a file from database
  125814. * @param url defines the URL to load from
  125815. * @param sceneLoaded defines a callback to call on success
  125816. * @param progressCallBack defines a callback to call when progress changed
  125817. * @param errorCallback defines a callback to call on error
  125818. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  125819. */
  125820. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  125821. private _loadFileAsync;
  125822. private _saveFileAsync;
  125823. /**
  125824. * Validates if xhr data is correct
  125825. * @param xhr defines the request to validate
  125826. * @param dataType defines the expected data type
  125827. * @returns true if data is correct
  125828. */
  125829. private static _ValidateXHRData;
  125830. }
  125831. }
  125832. declare module BABYLON {
  125833. /** @hidden */
  125834. export var gpuUpdateParticlesPixelShader: {
  125835. name: string;
  125836. shader: string;
  125837. };
  125838. }
  125839. declare module BABYLON {
  125840. /** @hidden */
  125841. export var gpuUpdateParticlesVertexShader: {
  125842. name: string;
  125843. shader: string;
  125844. };
  125845. }
  125846. declare module BABYLON {
  125847. /** @hidden */
  125848. export var clipPlaneFragmentDeclaration2: {
  125849. name: string;
  125850. shader: string;
  125851. };
  125852. }
  125853. declare module BABYLON {
  125854. /** @hidden */
  125855. export var gpuRenderParticlesPixelShader: {
  125856. name: string;
  125857. shader: string;
  125858. };
  125859. }
  125860. declare module BABYLON {
  125861. /** @hidden */
  125862. export var clipPlaneVertexDeclaration2: {
  125863. name: string;
  125864. shader: string;
  125865. };
  125866. }
  125867. declare module BABYLON {
  125868. /** @hidden */
  125869. export var gpuRenderParticlesVertexShader: {
  125870. name: string;
  125871. shader: string;
  125872. };
  125873. }
  125874. declare module BABYLON {
  125875. /**
  125876. * This represents a GPU particle system in Babylon
  125877. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  125878. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  125879. */
  125880. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  125881. /**
  125882. * The layer mask we are rendering the particles through.
  125883. */
  125884. layerMask: number;
  125885. private _capacity;
  125886. private _activeCount;
  125887. private _currentActiveCount;
  125888. private _accumulatedCount;
  125889. private _renderEffect;
  125890. private _updateEffect;
  125891. private _buffer0;
  125892. private _buffer1;
  125893. private _spriteBuffer;
  125894. private _updateVAO;
  125895. private _renderVAO;
  125896. private _targetIndex;
  125897. private _sourceBuffer;
  125898. private _targetBuffer;
  125899. private _engine;
  125900. private _currentRenderId;
  125901. private _started;
  125902. private _stopped;
  125903. private _timeDelta;
  125904. private _randomTexture;
  125905. private _randomTexture2;
  125906. private _attributesStrideSize;
  125907. private _updateEffectOptions;
  125908. private _randomTextureSize;
  125909. private _actualFrame;
  125910. private readonly _rawTextureWidth;
  125911. /**
  125912. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  125913. */
  125914. static readonly IsSupported: boolean;
  125915. /**
  125916. * An event triggered when the system is disposed.
  125917. */
  125918. onDisposeObservable: Observable<GPUParticleSystem>;
  125919. /**
  125920. * Gets the maximum number of particles active at the same time.
  125921. * @returns The max number of active particles.
  125922. */
  125923. getCapacity(): number;
  125924. /**
  125925. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  125926. * to override the particles.
  125927. */
  125928. forceDepthWrite: boolean;
  125929. /**
  125930. * Gets or set the number of active particles
  125931. */
  125932. activeParticleCount: number;
  125933. private _preWarmDone;
  125934. /**
  125935. * Is this system ready to be used/rendered
  125936. * @return true if the system is ready
  125937. */
  125938. isReady(): boolean;
  125939. /**
  125940. * Gets if the system has been started. (Note: this will still be true after stop is called)
  125941. * @returns True if it has been started, otherwise false.
  125942. */
  125943. isStarted(): boolean;
  125944. /**
  125945. * Starts the particle system and begins to emit
  125946. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  125947. */
  125948. start(delay?: number): void;
  125949. /**
  125950. * Stops the particle system.
  125951. */
  125952. stop(): void;
  125953. /**
  125954. * Remove all active particles
  125955. */
  125956. reset(): void;
  125957. /**
  125958. * Returns the string "GPUParticleSystem"
  125959. * @returns a string containing the class name
  125960. */
  125961. getClassName(): string;
  125962. private _colorGradientsTexture;
  125963. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  125964. /**
  125965. * Adds a new color gradient
  125966. * @param gradient defines the gradient to use (between 0 and 1)
  125967. * @param color1 defines the color to affect to the specified gradient
  125968. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  125969. * @returns the current particle system
  125970. */
  125971. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  125972. /**
  125973. * Remove a specific color gradient
  125974. * @param gradient defines the gradient to remove
  125975. * @returns the current particle system
  125976. */
  125977. removeColorGradient(gradient: number): GPUParticleSystem;
  125978. private _angularSpeedGradientsTexture;
  125979. private _sizeGradientsTexture;
  125980. private _velocityGradientsTexture;
  125981. private _limitVelocityGradientsTexture;
  125982. private _dragGradientsTexture;
  125983. private _addFactorGradient;
  125984. /**
  125985. * Adds a new size gradient
  125986. * @param gradient defines the gradient to use (between 0 and 1)
  125987. * @param factor defines the size factor to affect to the specified gradient
  125988. * @returns the current particle system
  125989. */
  125990. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  125991. /**
  125992. * Remove a specific size gradient
  125993. * @param gradient defines the gradient to remove
  125994. * @returns the current particle system
  125995. */
  125996. removeSizeGradient(gradient: number): GPUParticleSystem;
  125997. /**
  125998. * Adds a new angular speed gradient
  125999. * @param gradient defines the gradient to use (between 0 and 1)
  126000. * @param factor defines the angular speed to affect to the specified gradient
  126001. * @returns the current particle system
  126002. */
  126003. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  126004. /**
  126005. * Remove a specific angular speed gradient
  126006. * @param gradient defines the gradient to remove
  126007. * @returns the current particle system
  126008. */
  126009. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  126010. /**
  126011. * Adds a new velocity gradient
  126012. * @param gradient defines the gradient to use (between 0 and 1)
  126013. * @param factor defines the velocity to affect to the specified gradient
  126014. * @returns the current particle system
  126015. */
  126016. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126017. /**
  126018. * Remove a specific velocity gradient
  126019. * @param gradient defines the gradient to remove
  126020. * @returns the current particle system
  126021. */
  126022. removeVelocityGradient(gradient: number): GPUParticleSystem;
  126023. /**
  126024. * Adds a new limit velocity gradient
  126025. * @param gradient defines the gradient to use (between 0 and 1)
  126026. * @param factor defines the limit velocity value to affect to the specified gradient
  126027. * @returns the current particle system
  126028. */
  126029. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126030. /**
  126031. * Remove a specific limit velocity gradient
  126032. * @param gradient defines the gradient to remove
  126033. * @returns the current particle system
  126034. */
  126035. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  126036. /**
  126037. * Adds a new drag gradient
  126038. * @param gradient defines the gradient to use (between 0 and 1)
  126039. * @param factor defines the drag value to affect to the specified gradient
  126040. * @returns the current particle system
  126041. */
  126042. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  126043. /**
  126044. * Remove a specific drag gradient
  126045. * @param gradient defines the gradient to remove
  126046. * @returns the current particle system
  126047. */
  126048. removeDragGradient(gradient: number): GPUParticleSystem;
  126049. /**
  126050. * Not supported by GPUParticleSystem
  126051. * @param gradient defines the gradient to use (between 0 and 1)
  126052. * @param factor defines the emit rate value to affect to the specified gradient
  126053. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126054. * @returns the current particle system
  126055. */
  126056. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126057. /**
  126058. * Not supported by GPUParticleSystem
  126059. * @param gradient defines the gradient to remove
  126060. * @returns the current particle system
  126061. */
  126062. removeEmitRateGradient(gradient: number): IParticleSystem;
  126063. /**
  126064. * Not supported by GPUParticleSystem
  126065. * @param gradient defines the gradient to use (between 0 and 1)
  126066. * @param factor defines the start size value to affect to the specified gradient
  126067. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126068. * @returns the current particle system
  126069. */
  126070. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126071. /**
  126072. * Not supported by GPUParticleSystem
  126073. * @param gradient defines the gradient to remove
  126074. * @returns the current particle system
  126075. */
  126076. removeStartSizeGradient(gradient: number): IParticleSystem;
  126077. /**
  126078. * Not supported by GPUParticleSystem
  126079. * @param gradient defines the gradient to use (between 0 and 1)
  126080. * @param min defines the color remap minimal range
  126081. * @param max defines the color remap maximal range
  126082. * @returns the current particle system
  126083. */
  126084. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126085. /**
  126086. * Not supported by GPUParticleSystem
  126087. * @param gradient defines the gradient to remove
  126088. * @returns the current particle system
  126089. */
  126090. removeColorRemapGradient(): IParticleSystem;
  126091. /**
  126092. * Not supported by GPUParticleSystem
  126093. * @param gradient defines the gradient to use (between 0 and 1)
  126094. * @param min defines the alpha remap minimal range
  126095. * @param max defines the alpha remap maximal range
  126096. * @returns the current particle system
  126097. */
  126098. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126099. /**
  126100. * Not supported by GPUParticleSystem
  126101. * @param gradient defines the gradient to remove
  126102. * @returns the current particle system
  126103. */
  126104. removeAlphaRemapGradient(): IParticleSystem;
  126105. /**
  126106. * Not supported by GPUParticleSystem
  126107. * @param gradient defines the gradient to use (between 0 and 1)
  126108. * @param color defines the color to affect to the specified gradient
  126109. * @returns the current particle system
  126110. */
  126111. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  126112. /**
  126113. * Not supported by GPUParticleSystem
  126114. * @param gradient defines the gradient to remove
  126115. * @returns the current particle system
  126116. */
  126117. removeRampGradient(): IParticleSystem;
  126118. /**
  126119. * Not supported by GPUParticleSystem
  126120. * @returns the list of ramp gradients
  126121. */
  126122. getRampGradients(): Nullable<Array<Color3Gradient>>;
  126123. /**
  126124. * Not supported by GPUParticleSystem
  126125. * Gets or sets a boolean indicating that ramp gradients must be used
  126126. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  126127. */
  126128. useRampGradients: boolean;
  126129. /**
  126130. * Not supported by GPUParticleSystem
  126131. * @param gradient defines the gradient to use (between 0 and 1)
  126132. * @param factor defines the life time factor to affect to the specified gradient
  126133. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126134. * @returns the current particle system
  126135. */
  126136. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126137. /**
  126138. * Not supported by GPUParticleSystem
  126139. * @param gradient defines the gradient to remove
  126140. * @returns the current particle system
  126141. */
  126142. removeLifeTimeGradient(gradient: number): IParticleSystem;
  126143. /**
  126144. * Instantiates a GPU particle system.
  126145. * 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.
  126146. * @param name The name of the particle system
  126147. * @param options The options used to create the system
  126148. * @param scene The scene the particle system belongs to
  126149. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  126150. */
  126151. constructor(name: string, options: Partial<{
  126152. capacity: number;
  126153. randomTextureSize: number;
  126154. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  126155. protected _reset(): void;
  126156. private _createUpdateVAO;
  126157. private _createRenderVAO;
  126158. private _initialize;
  126159. /** @hidden */
  126160. _recreateUpdateEffect(): void;
  126161. /** @hidden */
  126162. _recreateRenderEffect(): void;
  126163. /**
  126164. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  126165. * @param preWarm defines if we are in the pre-warmimg phase
  126166. */
  126167. animate(preWarm?: boolean): void;
  126168. private _createFactorGradientTexture;
  126169. private _createSizeGradientTexture;
  126170. private _createAngularSpeedGradientTexture;
  126171. private _createVelocityGradientTexture;
  126172. private _createLimitVelocityGradientTexture;
  126173. private _createDragGradientTexture;
  126174. private _createColorGradientTexture;
  126175. /**
  126176. * Renders the particle system in its current state
  126177. * @param preWarm defines if the system should only update the particles but not render them
  126178. * @returns the current number of particles
  126179. */
  126180. render(preWarm?: boolean): number;
  126181. /**
  126182. * Rebuilds the particle system
  126183. */
  126184. rebuild(): void;
  126185. private _releaseBuffers;
  126186. private _releaseVAOs;
  126187. /**
  126188. * Disposes the particle system and free the associated resources
  126189. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  126190. */
  126191. dispose(disposeTexture?: boolean): void;
  126192. /**
  126193. * Clones the particle system.
  126194. * @param name The name of the cloned object
  126195. * @param newEmitter The new emitter to use
  126196. * @returns the cloned particle system
  126197. */
  126198. clone(name: string, newEmitter: any): GPUParticleSystem;
  126199. /**
  126200. * Serializes the particle system to a JSON object.
  126201. * @returns the JSON object
  126202. */
  126203. serialize(): any;
  126204. /**
  126205. * Parses a JSON object to create a GPU particle system.
  126206. * @param parsedParticleSystem The JSON object to parse
  126207. * @param scene The scene to create the particle system in
  126208. * @param rootUrl The root url to use to load external dependencies like texture
  126209. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  126210. * @returns the parsed GPU particle system
  126211. */
  126212. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  126213. }
  126214. }
  126215. declare module BABYLON {
  126216. /**
  126217. * Represents a set of particle systems working together to create a specific effect
  126218. */
  126219. export class ParticleSystemSet implements IDisposable {
  126220. /**
  126221. * Gets or sets base Assets URL
  126222. */
  126223. static BaseAssetsUrl: string;
  126224. private _emitterCreationOptions;
  126225. private _emitterNode;
  126226. /**
  126227. * Gets the particle system list
  126228. */
  126229. systems: IParticleSystem[];
  126230. /**
  126231. * Gets the emitter node used with this set
  126232. */
  126233. readonly emitterNode: Nullable<TransformNode>;
  126234. /**
  126235. * Creates a new emitter mesh as a sphere
  126236. * @param options defines the options used to create the sphere
  126237. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  126238. * @param scene defines the hosting scene
  126239. */
  126240. setEmitterAsSphere(options: {
  126241. diameter: number;
  126242. segments: number;
  126243. color: Color3;
  126244. }, renderingGroupId: number, scene: Scene): void;
  126245. /**
  126246. * Starts all particle systems of the set
  126247. * @param emitter defines an optional mesh to use as emitter for the particle systems
  126248. */
  126249. start(emitter?: AbstractMesh): void;
  126250. /**
  126251. * Release all associated resources
  126252. */
  126253. dispose(): void;
  126254. /**
  126255. * Serialize the set into a JSON compatible object
  126256. * @returns a JSON compatible representation of the set
  126257. */
  126258. serialize(): any;
  126259. /**
  126260. * Parse a new ParticleSystemSet from a serialized source
  126261. * @param data defines a JSON compatible representation of the set
  126262. * @param scene defines the hosting scene
  126263. * @param gpu defines if we want GPU particles or CPU particles
  126264. * @returns a new ParticleSystemSet
  126265. */
  126266. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  126267. }
  126268. }
  126269. declare module BABYLON {
  126270. /**
  126271. * This class is made for on one-liner static method to help creating particle system set.
  126272. */
  126273. export class ParticleHelper {
  126274. /**
  126275. * Gets or sets base Assets URL
  126276. */
  126277. static BaseAssetsUrl: string;
  126278. /**
  126279. * Create a default particle system that you can tweak
  126280. * @param emitter defines the emitter to use
  126281. * @param capacity defines the system capacity (default is 500 particles)
  126282. * @param scene defines the hosting scene
  126283. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  126284. * @returns the new Particle system
  126285. */
  126286. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  126287. /**
  126288. * This is the main static method (one-liner) of this helper to create different particle systems
  126289. * @param type This string represents the type to the particle system to create
  126290. * @param scene The scene where the particle system should live
  126291. * @param gpu If the system will use gpu
  126292. * @returns the ParticleSystemSet created
  126293. */
  126294. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  126295. /**
  126296. * Static function used to export a particle system to a ParticleSystemSet variable.
  126297. * Please note that the emitter shape is not exported
  126298. * @param systems defines the particle systems to export
  126299. * @returns the created particle system set
  126300. */
  126301. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  126302. }
  126303. }
  126304. declare module BABYLON {
  126305. interface Engine {
  126306. /**
  126307. * Create an effect to use with particle systems.
  126308. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  126309. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  126310. * @param uniformsNames defines a list of attribute names
  126311. * @param samplers defines an array of string used to represent textures
  126312. * @param defines defines the string containing the defines to use to compile the shaders
  126313. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  126314. * @param onCompiled defines a function to call when the effect creation is successful
  126315. * @param onError defines a function to call when the effect creation has failed
  126316. * @returns the new Effect
  126317. */
  126318. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  126319. }
  126320. interface Mesh {
  126321. /**
  126322. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  126323. * @returns an array of IParticleSystem
  126324. */
  126325. getEmittedParticleSystems(): IParticleSystem[];
  126326. /**
  126327. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  126328. * @returns an array of IParticleSystem
  126329. */
  126330. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  126331. }
  126332. /**
  126333. * @hidden
  126334. */
  126335. export var _IDoNeedToBeInTheBuild: number;
  126336. }
  126337. declare module BABYLON {
  126338. /** Defines the 4 color options */
  126339. export enum PointColor {
  126340. /** color value */
  126341. Color = 2,
  126342. /** uv value */
  126343. UV = 1,
  126344. /** random value */
  126345. Random = 0,
  126346. /** stated value */
  126347. Stated = 3
  126348. }
  126349. /**
  126350. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  126351. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  126352. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  126353. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  126354. *
  126355. * Full documentation here : TO BE ENTERED
  126356. */
  126357. export class PointsCloudSystem implements IDisposable {
  126358. /**
  126359. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  126360. * Example : var p = SPS.particles[i];
  126361. */
  126362. particles: CloudPoint[];
  126363. /**
  126364. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  126365. */
  126366. nbParticles: number;
  126367. /**
  126368. * This a counter for your own usage. It's not set by any SPS functions.
  126369. */
  126370. counter: number;
  126371. /**
  126372. * The PCS name. This name is also given to the underlying mesh.
  126373. */
  126374. name: string;
  126375. /**
  126376. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  126377. */
  126378. mesh: Mesh;
  126379. /**
  126380. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  126381. * Please read :
  126382. */
  126383. vars: any;
  126384. /**
  126385. * @hidden
  126386. */
  126387. _size: number;
  126388. private _scene;
  126389. private _promises;
  126390. private _positions;
  126391. private _indices;
  126392. private _normals;
  126393. private _colors;
  126394. private _uvs;
  126395. private _indices32;
  126396. private _positions32;
  126397. private _colors32;
  126398. private _uvs32;
  126399. private _updatable;
  126400. private _isVisibilityBoxLocked;
  126401. private _alwaysVisible;
  126402. private _groups;
  126403. private _groupCounter;
  126404. private _computeParticleColor;
  126405. private _computeParticleTexture;
  126406. private _computeParticleRotation;
  126407. private _computeBoundingBox;
  126408. private _isReady;
  126409. /**
  126410. * Creates a PCS (Points Cloud System) object
  126411. * @param name (String) is the PCS name, this will be the underlying mesh name
  126412. * @param pointSize (number) is the size for each point
  126413. * @param scene (Scene) is the scene in which the PCS is added
  126414. * @param options defines the options of the PCS e.g.
  126415. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  126416. */
  126417. constructor(name: string, pointSize: number, scene: Scene, options?: {
  126418. updatable?: boolean;
  126419. });
  126420. /**
  126421. * Builds the PCS underlying mesh. Returns a standard Mesh.
  126422. * If no points were added to the PCS, the returned mesh is just a single point.
  126423. * @returns a promise for the created mesh
  126424. */
  126425. buildMeshAsync(): Promise<Mesh>;
  126426. /**
  126427. * @hidden
  126428. */
  126429. private _buildMesh;
  126430. private _addParticle;
  126431. private _randomUnitVector;
  126432. private _getColorIndicesForCoord;
  126433. private _setPointsColorOrUV;
  126434. private _colorFromTexture;
  126435. private _calculateDensity;
  126436. /**
  126437. * Adds points to the PCS in random positions within a unit sphere
  126438. * @param nb (positive integer) the number of particles to be created from this model
  126439. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  126440. * @returns the number of groups in the system
  126441. */
  126442. addPoints(nb: number, pointFunction?: any): number;
  126443. /**
  126444. * Adds points to the PCS from the surface of the model shape
  126445. * @param mesh is any Mesh object that will be used as a surface model for the points
  126446. * @param nb (positive integer) the number of particles to be created from this model
  126447. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  126448. * @param color (color3) to be used when colorWith is stated
  126449. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126450. * @returns the number of groups in the system
  126451. */
  126452. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126453. /**
  126454. * Adds points to the PCS inside the model shape
  126455. * @param mesh is any Mesh object that will be used as a surface model for the points
  126456. * @param nb (positive integer) the number of particles to be created from this model
  126457. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible),
  126458. * @param color (color4) to be used when colorWith is stated
  126459. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  126460. * @returns the number of groups in the system
  126461. */
  126462. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4, range?: number): number;
  126463. /**
  126464. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  126465. * This method calls `updateParticle()` for each particle of the SPS.
  126466. * For an animated SPS, it is usually called within the render loop.
  126467. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  126468. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  126469. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  126470. * @returns the PCS.
  126471. */
  126472. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  126473. /**
  126474. * Disposes the PCS.
  126475. */
  126476. dispose(): void;
  126477. /**
  126478. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  126479. * doc :
  126480. * @returns the PCS.
  126481. */
  126482. refreshVisibleSize(): PointsCloudSystem;
  126483. /**
  126484. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  126485. * @param size the size (float) of the visibility box
  126486. * note : this doesn't lock the PCS mesh bounding box.
  126487. * doc :
  126488. */
  126489. setVisibilityBox(size: number): void;
  126490. /**
  126491. * Gets whether the PCS is always visible or not
  126492. * doc :
  126493. */
  126494. /**
  126495. * Sets the PCS as always visible or not
  126496. * doc :
  126497. */
  126498. isAlwaysVisible: boolean;
  126499. /**
  126500. * Tells to `setParticles()` to compute the particle rotations or not
  126501. * Default value : false. The PCS is faster when it's set to false
  126502. * Note : particle rotations are only applied to parent particles
  126503. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  126504. */
  126505. computeParticleRotation: boolean;
  126506. /**
  126507. * Tells to `setParticles()` to compute the particle colors or not.
  126508. * Default value : true. The PCS is faster when it's set to false.
  126509. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126510. */
  126511. /**
  126512. * Gets if `setParticles()` computes the particle colors or not.
  126513. * Default value : false. The PCS is faster when it's set to false.
  126514. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  126515. */
  126516. computeParticleColor: boolean;
  126517. /**
  126518. * Gets if `setParticles()` computes the particle textures or not.
  126519. * Default value : false. The PCS is faster when it's set to false.
  126520. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  126521. */
  126522. computeParticleTexture: boolean;
  126523. /**
  126524. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  126525. */
  126526. /**
  126527. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  126528. */
  126529. computeBoundingBox: boolean;
  126530. /**
  126531. * This function does nothing. It may be overwritten to set all the particle first values.
  126532. * The PCS doesn't call this function, you may have to call it by your own.
  126533. * doc :
  126534. */
  126535. initParticles(): void;
  126536. /**
  126537. * This function does nothing. It may be overwritten to recycle a particle
  126538. * The PCS doesn't call this function, you can to call it
  126539. * doc :
  126540. * @param particle The particle to recycle
  126541. * @returns the recycled particle
  126542. */
  126543. recycleParticle(particle: CloudPoint): CloudPoint;
  126544. /**
  126545. * Updates a particle : this function should be overwritten by the user.
  126546. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  126547. * doc :
  126548. * @example : just set a particle position or velocity and recycle conditions
  126549. * @param particle The particle to update
  126550. * @returns the updated particle
  126551. */
  126552. updateParticle(particle: CloudPoint): CloudPoint;
  126553. /**
  126554. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  126555. * This does nothing and may be overwritten by the user.
  126556. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126557. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126558. * @param update the boolean update value actually passed to setParticles()
  126559. */
  126560. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126561. /**
  126562. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  126563. * This will be passed three parameters.
  126564. * This does nothing and may be overwritten by the user.
  126565. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  126566. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  126567. * @param update the boolean update value actually passed to setParticles()
  126568. */
  126569. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  126570. }
  126571. }
  126572. declare module BABYLON {
  126573. /**
  126574. * Represents one particle of a points cloud system.
  126575. */
  126576. export class CloudPoint {
  126577. /**
  126578. * particle global index
  126579. */
  126580. idx: number;
  126581. /**
  126582. * The color of the particle
  126583. */
  126584. color: Nullable<Color4>;
  126585. /**
  126586. * The world space position of the particle.
  126587. */
  126588. position: Vector3;
  126589. /**
  126590. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  126591. */
  126592. rotation: Vector3;
  126593. /**
  126594. * The world space rotation quaternion of the particle.
  126595. */
  126596. rotationQuaternion: Nullable<Quaternion>;
  126597. /**
  126598. * The uv of the particle.
  126599. */
  126600. uv: Nullable<Vector2>;
  126601. /**
  126602. * The current speed of the particle.
  126603. */
  126604. velocity: Vector3;
  126605. /**
  126606. * The pivot point in the particle local space.
  126607. */
  126608. pivot: Vector3;
  126609. /**
  126610. * Must the particle be translated from its pivot point in its local space ?
  126611. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  126612. * Default : false
  126613. */
  126614. translateFromPivot: boolean;
  126615. /**
  126616. * Index of this particle in the global "positions" array (Internal use)
  126617. * @hidden
  126618. */
  126619. _pos: number;
  126620. /**
  126621. * @hidden Index of this particle in the global "indices" array (Internal use)
  126622. */
  126623. _ind: number;
  126624. /**
  126625. * Group this particle belongs to
  126626. */
  126627. _group: PointsGroup;
  126628. /**
  126629. * Group id of this particle
  126630. */
  126631. groupId: number;
  126632. /**
  126633. * Index of the particle in its group id (Internal use)
  126634. */
  126635. idxInGroup: number;
  126636. /**
  126637. * @hidden Particle BoundingInfo object (Internal use)
  126638. */
  126639. _boundingInfo: BoundingInfo;
  126640. /**
  126641. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  126642. */
  126643. _pcs: PointsCloudSystem;
  126644. /**
  126645. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  126646. */
  126647. _stillInvisible: boolean;
  126648. /**
  126649. * @hidden Last computed particle rotation matrix
  126650. */
  126651. _rotationMatrix: number[];
  126652. /**
  126653. * Parent particle Id, if any.
  126654. * Default null.
  126655. */
  126656. parentId: Nullable<number>;
  126657. /**
  126658. * @hidden Internal global position in the PCS.
  126659. */
  126660. _globalPosition: Vector3;
  126661. /**
  126662. * Creates a Point Cloud object.
  126663. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  126664. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  126665. * @param group (PointsGroup) is the group the particle belongs to
  126666. * @param groupId (integer) is the group identifier in the PCS.
  126667. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  126668. * @param pcs defines the PCS it is associated to
  126669. */
  126670. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  126671. /**
  126672. * get point size
  126673. */
  126674. /**
  126675. * Set point size
  126676. */
  126677. size: Vector3;
  126678. /**
  126679. * Legacy support, changed quaternion to rotationQuaternion
  126680. */
  126681. /**
  126682. * Legacy support, changed quaternion to rotationQuaternion
  126683. */
  126684. quaternion: Nullable<Quaternion>;
  126685. /**
  126686. * Returns a boolean. True if the particle intersects a mesh, else false
  126687. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  126688. * @param target is the object (point or mesh) what the intersection is computed against
  126689. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  126690. * @returns true if it intersects
  126691. */
  126692. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  126693. /**
  126694. * get the rotation matrix of the particle
  126695. * @hidden
  126696. */
  126697. getRotationMatrix(m: Matrix): void;
  126698. }
  126699. /**
  126700. * Represents a group of points in a points cloud system
  126701. * * PCS internal tool, don't use it manually.
  126702. */
  126703. export class PointsGroup {
  126704. /**
  126705. * The group id
  126706. * @hidden
  126707. */
  126708. groupID: number;
  126709. /**
  126710. * image data for group (internal use)
  126711. * @hidden
  126712. */
  126713. _groupImageData: Nullable<ArrayBufferView>;
  126714. /**
  126715. * Image Width (internal use)
  126716. * @hidden
  126717. */
  126718. _groupImgWidth: number;
  126719. /**
  126720. * Image Height (internal use)
  126721. * @hidden
  126722. */
  126723. _groupImgHeight: number;
  126724. /**
  126725. * Custom position function (internal use)
  126726. * @hidden
  126727. */
  126728. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  126729. /**
  126730. * density per facet for surface points
  126731. * @hidden
  126732. */
  126733. _groupDensity: number[];
  126734. /**
  126735. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  126736. * PCS internal tool, don't use it manually.
  126737. * @hidden
  126738. */
  126739. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  126740. }
  126741. }
  126742. declare module BABYLON {
  126743. interface Scene {
  126744. /** @hidden (Backing field) */
  126745. _physicsEngine: Nullable<IPhysicsEngine>;
  126746. /**
  126747. * Gets the current physics engine
  126748. * @returns a IPhysicsEngine or null if none attached
  126749. */
  126750. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  126751. /**
  126752. * Enables physics to the current scene
  126753. * @param gravity defines the scene's gravity for the physics engine
  126754. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  126755. * @return a boolean indicating if the physics engine was initialized
  126756. */
  126757. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  126758. /**
  126759. * Disables and disposes the physics engine associated with the scene
  126760. */
  126761. disablePhysicsEngine(): void;
  126762. /**
  126763. * Gets a boolean indicating if there is an active physics engine
  126764. * @returns a boolean indicating if there is an active physics engine
  126765. */
  126766. isPhysicsEnabled(): boolean;
  126767. /**
  126768. * Deletes a physics compound impostor
  126769. * @param compound defines the compound to delete
  126770. */
  126771. deleteCompoundImpostor(compound: any): void;
  126772. /**
  126773. * An event triggered when physic simulation is about to be run
  126774. */
  126775. onBeforePhysicsObservable: Observable<Scene>;
  126776. /**
  126777. * An event triggered when physic simulation has been done
  126778. */
  126779. onAfterPhysicsObservable: Observable<Scene>;
  126780. }
  126781. interface AbstractMesh {
  126782. /** @hidden */
  126783. _physicsImpostor: Nullable<PhysicsImpostor>;
  126784. /**
  126785. * Gets or sets impostor used for physic simulation
  126786. * @see http://doc.babylonjs.com/features/physics_engine
  126787. */
  126788. physicsImpostor: Nullable<PhysicsImpostor>;
  126789. /**
  126790. * Gets the current physics impostor
  126791. * @see http://doc.babylonjs.com/features/physics_engine
  126792. * @returns a physics impostor or null
  126793. */
  126794. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  126795. /** Apply a physic impulse to the mesh
  126796. * @param force defines the force to apply
  126797. * @param contactPoint defines where to apply the force
  126798. * @returns the current mesh
  126799. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  126800. */
  126801. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  126802. /**
  126803. * Creates a physic joint between two meshes
  126804. * @param otherMesh defines the other mesh to use
  126805. * @param pivot1 defines the pivot to use on this mesh
  126806. * @param pivot2 defines the pivot to use on the other mesh
  126807. * @param options defines additional options (can be plugin dependent)
  126808. * @returns the current mesh
  126809. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  126810. */
  126811. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  126812. /** @hidden */
  126813. _disposePhysicsObserver: Nullable<Observer<Node>>;
  126814. }
  126815. /**
  126816. * Defines the physics engine scene component responsible to manage a physics engine
  126817. */
  126818. export class PhysicsEngineSceneComponent implements ISceneComponent {
  126819. /**
  126820. * The component name helpful to identify the component in the list of scene components.
  126821. */
  126822. readonly name: string;
  126823. /**
  126824. * The scene the component belongs to.
  126825. */
  126826. scene: Scene;
  126827. /**
  126828. * Creates a new instance of the component for the given scene
  126829. * @param scene Defines the scene to register the component in
  126830. */
  126831. constructor(scene: Scene);
  126832. /**
  126833. * Registers the component in a given scene
  126834. */
  126835. register(): void;
  126836. /**
  126837. * Rebuilds the elements related to this component in case of
  126838. * context lost for instance.
  126839. */
  126840. rebuild(): void;
  126841. /**
  126842. * Disposes the component and the associated ressources
  126843. */
  126844. dispose(): void;
  126845. }
  126846. }
  126847. declare module BABYLON {
  126848. /**
  126849. * A helper for physics simulations
  126850. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  126851. */
  126852. export class PhysicsHelper {
  126853. private _scene;
  126854. private _physicsEngine;
  126855. /**
  126856. * Initializes the Physics helper
  126857. * @param scene Babylon.js scene
  126858. */
  126859. constructor(scene: Scene);
  126860. /**
  126861. * Applies a radial explosion impulse
  126862. * @param origin the origin of the explosion
  126863. * @param radiusOrEventOptions the radius or the options of radial explosion
  126864. * @param strength the explosion strength
  126865. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126866. * @returns A physics radial explosion event, or null
  126867. */
  126868. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126869. /**
  126870. * Applies a radial explosion force
  126871. * @param origin the origin of the explosion
  126872. * @param radiusOrEventOptions the radius or the options of radial explosion
  126873. * @param strength the explosion strength
  126874. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126875. * @returns A physics radial explosion event, or null
  126876. */
  126877. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  126878. /**
  126879. * Creates a gravitational field
  126880. * @param origin the origin of the explosion
  126881. * @param radiusOrEventOptions the radius or the options of radial explosion
  126882. * @param strength the explosion strength
  126883. * @param falloff possible options: Constant & Linear. Defaults to Constant
  126884. * @returns A physics gravitational field event, or null
  126885. */
  126886. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  126887. /**
  126888. * Creates a physics updraft event
  126889. * @param origin the origin of the updraft
  126890. * @param radiusOrEventOptions the radius or the options of the updraft
  126891. * @param strength the strength of the updraft
  126892. * @param height the height of the updraft
  126893. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  126894. * @returns A physics updraft event, or null
  126895. */
  126896. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  126897. /**
  126898. * Creates a physics vortex event
  126899. * @param origin the of the vortex
  126900. * @param radiusOrEventOptions the radius or the options of the vortex
  126901. * @param strength the strength of the vortex
  126902. * @param height the height of the vortex
  126903. * @returns a Physics vortex event, or null
  126904. * A physics vortex event or null
  126905. */
  126906. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  126907. }
  126908. /**
  126909. * Represents a physics radial explosion event
  126910. */
  126911. class PhysicsRadialExplosionEvent {
  126912. private _scene;
  126913. private _options;
  126914. private _sphere;
  126915. private _dataFetched;
  126916. /**
  126917. * Initializes a radial explosioin event
  126918. * @param _scene BabylonJS scene
  126919. * @param _options The options for the vortex event
  126920. */
  126921. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  126922. /**
  126923. * Returns the data related to the radial explosion event (sphere).
  126924. * @returns The radial explosion event data
  126925. */
  126926. getData(): PhysicsRadialExplosionEventData;
  126927. /**
  126928. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  126929. * @param impostor A physics imposter
  126930. * @param origin the origin of the explosion
  126931. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  126932. */
  126933. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  126934. /**
  126935. * Triggers affecterd impostors callbacks
  126936. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  126937. */
  126938. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  126939. /**
  126940. * Disposes the sphere.
  126941. * @param force Specifies if the sphere should be disposed by force
  126942. */
  126943. dispose(force?: boolean): void;
  126944. /*** Helpers ***/
  126945. private _prepareSphere;
  126946. private _intersectsWithSphere;
  126947. }
  126948. /**
  126949. * Represents a gravitational field event
  126950. */
  126951. class PhysicsGravitationalFieldEvent {
  126952. private _physicsHelper;
  126953. private _scene;
  126954. private _origin;
  126955. private _options;
  126956. private _tickCallback;
  126957. private _sphere;
  126958. private _dataFetched;
  126959. /**
  126960. * Initializes the physics gravitational field event
  126961. * @param _physicsHelper A physics helper
  126962. * @param _scene BabylonJS scene
  126963. * @param _origin The origin position of the gravitational field event
  126964. * @param _options The options for the vortex event
  126965. */
  126966. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  126967. /**
  126968. * Returns the data related to the gravitational field event (sphere).
  126969. * @returns A gravitational field event
  126970. */
  126971. getData(): PhysicsGravitationalFieldEventData;
  126972. /**
  126973. * Enables the gravitational field.
  126974. */
  126975. enable(): void;
  126976. /**
  126977. * Disables the gravitational field.
  126978. */
  126979. disable(): void;
  126980. /**
  126981. * Disposes the sphere.
  126982. * @param force The force to dispose from the gravitational field event
  126983. */
  126984. dispose(force?: boolean): void;
  126985. private _tick;
  126986. }
  126987. /**
  126988. * Represents a physics updraft event
  126989. */
  126990. class PhysicsUpdraftEvent {
  126991. private _scene;
  126992. private _origin;
  126993. private _options;
  126994. private _physicsEngine;
  126995. private _originTop;
  126996. private _originDirection;
  126997. private _tickCallback;
  126998. private _cylinder;
  126999. private _cylinderPosition;
  127000. private _dataFetched;
  127001. /**
  127002. * Initializes the physics updraft event
  127003. * @param _scene BabylonJS scene
  127004. * @param _origin The origin position of the updraft
  127005. * @param _options The options for the updraft event
  127006. */
  127007. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  127008. /**
  127009. * Returns the data related to the updraft event (cylinder).
  127010. * @returns A physics updraft event
  127011. */
  127012. getData(): PhysicsUpdraftEventData;
  127013. /**
  127014. * Enables the updraft.
  127015. */
  127016. enable(): void;
  127017. /**
  127018. * Disables the updraft.
  127019. */
  127020. disable(): void;
  127021. /**
  127022. * Disposes the cylinder.
  127023. * @param force Specifies if the updraft should be disposed by force
  127024. */
  127025. dispose(force?: boolean): void;
  127026. private getImpostorHitData;
  127027. private _tick;
  127028. /*** Helpers ***/
  127029. private _prepareCylinder;
  127030. private _intersectsWithCylinder;
  127031. }
  127032. /**
  127033. * Represents a physics vortex event
  127034. */
  127035. class PhysicsVortexEvent {
  127036. private _scene;
  127037. private _origin;
  127038. private _options;
  127039. private _physicsEngine;
  127040. private _originTop;
  127041. private _tickCallback;
  127042. private _cylinder;
  127043. private _cylinderPosition;
  127044. private _dataFetched;
  127045. /**
  127046. * Initializes the physics vortex event
  127047. * @param _scene The BabylonJS scene
  127048. * @param _origin The origin position of the vortex
  127049. * @param _options The options for the vortex event
  127050. */
  127051. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  127052. /**
  127053. * Returns the data related to the vortex event (cylinder).
  127054. * @returns The physics vortex event data
  127055. */
  127056. getData(): PhysicsVortexEventData;
  127057. /**
  127058. * Enables the vortex.
  127059. */
  127060. enable(): void;
  127061. /**
  127062. * Disables the cortex.
  127063. */
  127064. disable(): void;
  127065. /**
  127066. * Disposes the sphere.
  127067. * @param force
  127068. */
  127069. dispose(force?: boolean): void;
  127070. private getImpostorHitData;
  127071. private _tick;
  127072. /*** Helpers ***/
  127073. private _prepareCylinder;
  127074. private _intersectsWithCylinder;
  127075. }
  127076. /**
  127077. * Options fot the radial explosion event
  127078. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127079. */
  127080. export class PhysicsRadialExplosionEventOptions {
  127081. /**
  127082. * The radius of the sphere for the radial explosion.
  127083. */
  127084. radius: number;
  127085. /**
  127086. * The strenth of the explosion.
  127087. */
  127088. strength: number;
  127089. /**
  127090. * The strenght of the force in correspondence to the distance of the affected object
  127091. */
  127092. falloff: PhysicsRadialImpulseFalloff;
  127093. /**
  127094. * Sphere options for the radial explosion.
  127095. */
  127096. sphere: {
  127097. segments: number;
  127098. diameter: number;
  127099. };
  127100. /**
  127101. * Sphere options for the radial explosion.
  127102. */
  127103. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  127104. }
  127105. /**
  127106. * Options fot the updraft event
  127107. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127108. */
  127109. export class PhysicsUpdraftEventOptions {
  127110. /**
  127111. * The radius of the cylinder for the vortex
  127112. */
  127113. radius: number;
  127114. /**
  127115. * The strenth of the updraft.
  127116. */
  127117. strength: number;
  127118. /**
  127119. * The height of the cylinder for the updraft.
  127120. */
  127121. height: number;
  127122. /**
  127123. * The mode for the the updraft.
  127124. */
  127125. updraftMode: PhysicsUpdraftMode;
  127126. }
  127127. /**
  127128. * Options fot the vortex event
  127129. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127130. */
  127131. export class PhysicsVortexEventOptions {
  127132. /**
  127133. * The radius of the cylinder for the vortex
  127134. */
  127135. radius: number;
  127136. /**
  127137. * The strenth of the vortex.
  127138. */
  127139. strength: number;
  127140. /**
  127141. * The height of the cylinder for the vortex.
  127142. */
  127143. height: number;
  127144. /**
  127145. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  127146. */
  127147. centripetalForceThreshold: number;
  127148. /**
  127149. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  127150. */
  127151. centripetalForceMultiplier: number;
  127152. /**
  127153. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  127154. */
  127155. centrifugalForceMultiplier: number;
  127156. /**
  127157. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  127158. */
  127159. updraftForceMultiplier: number;
  127160. }
  127161. /**
  127162. * The strenght of the force in correspondence to the distance of the affected object
  127163. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127164. */
  127165. export enum PhysicsRadialImpulseFalloff {
  127166. /** Defines that impulse is constant in strength across it's whole radius */
  127167. Constant = 0,
  127168. /** Defines that impulse gets weaker if it's further from the origin */
  127169. Linear = 1
  127170. }
  127171. /**
  127172. * The strength of the force in correspondence to the distance of the affected object
  127173. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127174. */
  127175. export enum PhysicsUpdraftMode {
  127176. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  127177. Center = 0,
  127178. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  127179. Perpendicular = 1
  127180. }
  127181. /**
  127182. * Interface for a physics hit data
  127183. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127184. */
  127185. export interface PhysicsHitData {
  127186. /**
  127187. * The force applied at the contact point
  127188. */
  127189. force: Vector3;
  127190. /**
  127191. * The contact point
  127192. */
  127193. contactPoint: Vector3;
  127194. /**
  127195. * The distance from the origin to the contact point
  127196. */
  127197. distanceFromOrigin: number;
  127198. }
  127199. /**
  127200. * Interface for radial explosion event data
  127201. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127202. */
  127203. export interface PhysicsRadialExplosionEventData {
  127204. /**
  127205. * A sphere used for the radial explosion event
  127206. */
  127207. sphere: Mesh;
  127208. }
  127209. /**
  127210. * Interface for gravitational field event data
  127211. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127212. */
  127213. export interface PhysicsGravitationalFieldEventData {
  127214. /**
  127215. * A sphere mesh used for the gravitational field event
  127216. */
  127217. sphere: Mesh;
  127218. }
  127219. /**
  127220. * Interface for updraft event data
  127221. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127222. */
  127223. export interface PhysicsUpdraftEventData {
  127224. /**
  127225. * A cylinder used for the updraft event
  127226. */
  127227. cylinder: Mesh;
  127228. }
  127229. /**
  127230. * Interface for vortex event data
  127231. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127232. */
  127233. export interface PhysicsVortexEventData {
  127234. /**
  127235. * A cylinder used for the vortex event
  127236. */
  127237. cylinder: Mesh;
  127238. }
  127239. /**
  127240. * Interface for an affected physics impostor
  127241. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127242. */
  127243. export interface PhysicsAffectedImpostorWithData {
  127244. /**
  127245. * The impostor affected by the effect
  127246. */
  127247. impostor: PhysicsImpostor;
  127248. /**
  127249. * The data about the hit/horce from the explosion
  127250. */
  127251. hitData: PhysicsHitData;
  127252. }
  127253. }
  127254. declare module BABYLON {
  127255. /** @hidden */
  127256. export var blackAndWhitePixelShader: {
  127257. name: string;
  127258. shader: string;
  127259. };
  127260. }
  127261. declare module BABYLON {
  127262. /**
  127263. * Post process used to render in black and white
  127264. */
  127265. export class BlackAndWhitePostProcess extends PostProcess {
  127266. /**
  127267. * Linear about to convert he result to black and white (default: 1)
  127268. */
  127269. degree: number;
  127270. /**
  127271. * Creates a black and white post process
  127272. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  127273. * @param name The name of the effect.
  127274. * @param options The required width/height ratio to downsize to before computing the render pass.
  127275. * @param camera The camera to apply the render pass to.
  127276. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127277. * @param engine The engine which the post process will be applied. (default: current engine)
  127278. * @param reusable If the post process can be reused on the same frame. (default: false)
  127279. */
  127280. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127281. }
  127282. }
  127283. declare module BABYLON {
  127284. /**
  127285. * This represents a set of one or more post processes in Babylon.
  127286. * A post process can be used to apply a shader to a texture after it is rendered.
  127287. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127288. */
  127289. export class PostProcessRenderEffect {
  127290. private _postProcesses;
  127291. private _getPostProcesses;
  127292. private _singleInstance;
  127293. private _cameras;
  127294. private _indicesForCamera;
  127295. /**
  127296. * Name of the effect
  127297. * @hidden
  127298. */
  127299. _name: string;
  127300. /**
  127301. * Instantiates a post process render effect.
  127302. * A post process can be used to apply a shader to a texture after it is rendered.
  127303. * @param engine The engine the effect is tied to
  127304. * @param name The name of the effect
  127305. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  127306. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  127307. */
  127308. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  127309. /**
  127310. * Checks if all the post processes in the effect are supported.
  127311. */
  127312. readonly isSupported: boolean;
  127313. /**
  127314. * Updates the current state of the effect
  127315. * @hidden
  127316. */
  127317. _update(): void;
  127318. /**
  127319. * Attaches the effect on cameras
  127320. * @param cameras The camera to attach to.
  127321. * @hidden
  127322. */
  127323. _attachCameras(cameras: Camera): void;
  127324. /**
  127325. * Attaches the effect on cameras
  127326. * @param cameras The camera to attach to.
  127327. * @hidden
  127328. */
  127329. _attachCameras(cameras: Camera[]): void;
  127330. /**
  127331. * Detaches the effect on cameras
  127332. * @param cameras The camera to detatch from.
  127333. * @hidden
  127334. */
  127335. _detachCameras(cameras: Camera): void;
  127336. /**
  127337. * Detatches the effect on cameras
  127338. * @param cameras The camera to detatch from.
  127339. * @hidden
  127340. */
  127341. _detachCameras(cameras: Camera[]): void;
  127342. /**
  127343. * Enables the effect on given cameras
  127344. * @param cameras The camera to enable.
  127345. * @hidden
  127346. */
  127347. _enable(cameras: Camera): void;
  127348. /**
  127349. * Enables the effect on given cameras
  127350. * @param cameras The camera to enable.
  127351. * @hidden
  127352. */
  127353. _enable(cameras: Nullable<Camera[]>): void;
  127354. /**
  127355. * Disables the effect on the given cameras
  127356. * @param cameras The camera to disable.
  127357. * @hidden
  127358. */
  127359. _disable(cameras: Camera): void;
  127360. /**
  127361. * Disables the effect on the given cameras
  127362. * @param cameras The camera to disable.
  127363. * @hidden
  127364. */
  127365. _disable(cameras: Nullable<Camera[]>): void;
  127366. /**
  127367. * Gets a list of the post processes contained in the effect.
  127368. * @param camera The camera to get the post processes on.
  127369. * @returns The list of the post processes in the effect.
  127370. */
  127371. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  127372. }
  127373. }
  127374. declare module BABYLON {
  127375. /** @hidden */
  127376. export var extractHighlightsPixelShader: {
  127377. name: string;
  127378. shader: string;
  127379. };
  127380. }
  127381. declare module BABYLON {
  127382. /**
  127383. * 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.
  127384. */
  127385. export class ExtractHighlightsPostProcess extends PostProcess {
  127386. /**
  127387. * The luminance threshold, pixels below this value will be set to black.
  127388. */
  127389. threshold: number;
  127390. /** @hidden */
  127391. _exposure: number;
  127392. /**
  127393. * Post process which has the input texture to be used when performing highlight extraction
  127394. * @hidden
  127395. */
  127396. _inputPostProcess: Nullable<PostProcess>;
  127397. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127398. }
  127399. }
  127400. declare module BABYLON {
  127401. /** @hidden */
  127402. export var bloomMergePixelShader: {
  127403. name: string;
  127404. shader: string;
  127405. };
  127406. }
  127407. declare module BABYLON {
  127408. /**
  127409. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127410. */
  127411. export class BloomMergePostProcess extends PostProcess {
  127412. /** Weight of the bloom to be added to the original input. */
  127413. weight: number;
  127414. /**
  127415. * Creates a new instance of @see BloomMergePostProcess
  127416. * @param name The name of the effect.
  127417. * @param originalFromInput Post process which's input will be used for the merge.
  127418. * @param blurred Blurred highlights post process which's output will be used.
  127419. * @param weight Weight of the bloom to be added to the original input.
  127420. * @param options The required width/height ratio to downsize to before computing the render pass.
  127421. * @param camera The camera to apply the render pass to.
  127422. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127423. * @param engine The engine which the post process will be applied. (default: current engine)
  127424. * @param reusable If the post process can be reused on the same frame. (default: false)
  127425. * @param textureType Type of textures used when performing the post process. (default: 0)
  127426. * @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)
  127427. */
  127428. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  127429. /** Weight of the bloom to be added to the original input. */
  127430. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127431. }
  127432. }
  127433. declare module BABYLON {
  127434. /**
  127435. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  127436. */
  127437. export class BloomEffect extends PostProcessRenderEffect {
  127438. private bloomScale;
  127439. /**
  127440. * @hidden Internal
  127441. */
  127442. _effects: Array<PostProcess>;
  127443. /**
  127444. * @hidden Internal
  127445. */
  127446. _downscale: ExtractHighlightsPostProcess;
  127447. private _blurX;
  127448. private _blurY;
  127449. private _merge;
  127450. /**
  127451. * The luminance threshold to find bright areas of the image to bloom.
  127452. */
  127453. threshold: number;
  127454. /**
  127455. * The strength of the bloom.
  127456. */
  127457. weight: number;
  127458. /**
  127459. * Specifies the size of the bloom blur kernel, relative to the final output size
  127460. */
  127461. kernel: number;
  127462. /**
  127463. * Creates a new instance of @see BloomEffect
  127464. * @param scene The scene the effect belongs to.
  127465. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  127466. * @param bloomKernel The size of the kernel to be used when applying the blur.
  127467. * @param bloomWeight The the strength of bloom.
  127468. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127469. * @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)
  127470. */
  127471. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  127472. /**
  127473. * Disposes each of the internal effects for a given camera.
  127474. * @param camera The camera to dispose the effect on.
  127475. */
  127476. disposeEffects(camera: Camera): void;
  127477. /**
  127478. * @hidden Internal
  127479. */
  127480. _updateEffects(): void;
  127481. /**
  127482. * Internal
  127483. * @returns if all the contained post processes are ready.
  127484. * @hidden
  127485. */
  127486. _isReady(): boolean;
  127487. }
  127488. }
  127489. declare module BABYLON {
  127490. /** @hidden */
  127491. export var chromaticAberrationPixelShader: {
  127492. name: string;
  127493. shader: string;
  127494. };
  127495. }
  127496. declare module BABYLON {
  127497. /**
  127498. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  127499. */
  127500. export class ChromaticAberrationPostProcess extends PostProcess {
  127501. /**
  127502. * The amount of seperation of rgb channels (default: 30)
  127503. */
  127504. aberrationAmount: number;
  127505. /**
  127506. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  127507. */
  127508. radialIntensity: number;
  127509. /**
  127510. * 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))
  127511. */
  127512. direction: Vector2;
  127513. /**
  127514. * 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))
  127515. */
  127516. centerPosition: Vector2;
  127517. /**
  127518. * Creates a new instance ChromaticAberrationPostProcess
  127519. * @param name The name of the effect.
  127520. * @param screenWidth The width of the screen to apply the effect on.
  127521. * @param screenHeight The height of the screen to apply the effect on.
  127522. * @param options The required width/height ratio to downsize to before computing the render pass.
  127523. * @param camera The camera to apply the render pass to.
  127524. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127525. * @param engine The engine which the post process will be applied. (default: current engine)
  127526. * @param reusable If the post process can be reused on the same frame. (default: false)
  127527. * @param textureType Type of textures used when performing the post process. (default: 0)
  127528. * @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)
  127529. */
  127530. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127531. }
  127532. }
  127533. declare module BABYLON {
  127534. /** @hidden */
  127535. export var circleOfConfusionPixelShader: {
  127536. name: string;
  127537. shader: string;
  127538. };
  127539. }
  127540. declare module BABYLON {
  127541. /**
  127542. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  127543. */
  127544. export class CircleOfConfusionPostProcess extends PostProcess {
  127545. /**
  127546. * 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.
  127547. */
  127548. lensSize: number;
  127549. /**
  127550. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127551. */
  127552. fStop: number;
  127553. /**
  127554. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127555. */
  127556. focusDistance: number;
  127557. /**
  127558. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  127559. */
  127560. focalLength: number;
  127561. private _depthTexture;
  127562. /**
  127563. * Creates a new instance CircleOfConfusionPostProcess
  127564. * @param name The name of the effect.
  127565. * @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.
  127566. * @param options The required width/height ratio to downsize to before computing the render pass.
  127567. * @param camera The camera to apply the render pass to.
  127568. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127569. * @param engine The engine which the post process will be applied. (default: current engine)
  127570. * @param reusable If the post process can be reused on the same frame. (default: false)
  127571. * @param textureType Type of textures used when performing the post process. (default: 0)
  127572. * @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)
  127573. */
  127574. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127575. /**
  127576. * 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.
  127577. */
  127578. depthTexture: RenderTargetTexture;
  127579. }
  127580. }
  127581. declare module BABYLON {
  127582. /** @hidden */
  127583. export var colorCorrectionPixelShader: {
  127584. name: string;
  127585. shader: string;
  127586. };
  127587. }
  127588. declare module BABYLON {
  127589. /**
  127590. *
  127591. * This post-process allows the modification of rendered colors by using
  127592. * a 'look-up table' (LUT). This effect is also called Color Grading.
  127593. *
  127594. * The object needs to be provided an url to a texture containing the color
  127595. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  127596. * Use an image editing software to tweak the LUT to match your needs.
  127597. *
  127598. * For an example of a color LUT, see here:
  127599. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  127600. * For explanations on color grading, see here:
  127601. * @see http://udn.epicgames.com/Three/ColorGrading.html
  127602. *
  127603. */
  127604. export class ColorCorrectionPostProcess extends PostProcess {
  127605. private _colorTableTexture;
  127606. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127607. }
  127608. }
  127609. declare module BABYLON {
  127610. /** @hidden */
  127611. export var convolutionPixelShader: {
  127612. name: string;
  127613. shader: string;
  127614. };
  127615. }
  127616. declare module BABYLON {
  127617. /**
  127618. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  127619. * input texture to perform effects such as edge detection or sharpening
  127620. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  127621. */
  127622. export class ConvolutionPostProcess extends PostProcess {
  127623. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127624. kernel: number[];
  127625. /**
  127626. * Creates a new instance ConvolutionPostProcess
  127627. * @param name The name of the effect.
  127628. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  127629. * @param options The required width/height ratio to downsize to before computing the render pass.
  127630. * @param camera The camera to apply the render pass to.
  127631. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127632. * @param engine The engine which the post process will be applied. (default: current engine)
  127633. * @param reusable If the post process can be reused on the same frame. (default: false)
  127634. * @param textureType Type of textures used when performing the post process. (default: 0)
  127635. */
  127636. constructor(name: string,
  127637. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  127638. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127639. /**
  127640. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127641. */
  127642. static EdgeDetect0Kernel: number[];
  127643. /**
  127644. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127645. */
  127646. static EdgeDetect1Kernel: number[];
  127647. /**
  127648. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127649. */
  127650. static EdgeDetect2Kernel: number[];
  127651. /**
  127652. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127653. */
  127654. static SharpenKernel: number[];
  127655. /**
  127656. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127657. */
  127658. static EmbossKernel: number[];
  127659. /**
  127660. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  127661. */
  127662. static GaussianKernel: number[];
  127663. }
  127664. }
  127665. declare module BABYLON {
  127666. /**
  127667. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  127668. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  127669. * based on samples that have a large difference in distance than the center pixel.
  127670. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  127671. */
  127672. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  127673. direction: Vector2;
  127674. /**
  127675. * Creates a new instance CircleOfConfusionPostProcess
  127676. * @param name The name of the effect.
  127677. * @param scene The scene the effect belongs to.
  127678. * @param direction The direction the blur should be applied.
  127679. * @param kernel The size of the kernel used to blur.
  127680. * @param options The required width/height ratio to downsize to before computing the render pass.
  127681. * @param camera The camera to apply the render pass to.
  127682. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  127683. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  127684. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127685. * @param engine The engine which the post process will be applied. (default: current engine)
  127686. * @param reusable If the post process can be reused on the same frame. (default: false)
  127687. * @param textureType Type of textures used when performing the post process. (default: 0)
  127688. * @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)
  127689. */
  127690. 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);
  127691. }
  127692. }
  127693. declare module BABYLON {
  127694. /** @hidden */
  127695. export var depthOfFieldMergePixelShader: {
  127696. name: string;
  127697. shader: string;
  127698. };
  127699. }
  127700. declare module BABYLON {
  127701. /**
  127702. * Options to be set when merging outputs from the default pipeline.
  127703. */
  127704. export class DepthOfFieldMergePostProcessOptions {
  127705. /**
  127706. * The original image to merge on top of
  127707. */
  127708. originalFromInput: PostProcess;
  127709. /**
  127710. * Parameters to perform the merge of the depth of field effect
  127711. */
  127712. depthOfField?: {
  127713. circleOfConfusion: PostProcess;
  127714. blurSteps: Array<PostProcess>;
  127715. };
  127716. /**
  127717. * Parameters to perform the merge of bloom effect
  127718. */
  127719. bloom?: {
  127720. blurred: PostProcess;
  127721. weight: number;
  127722. };
  127723. }
  127724. /**
  127725. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  127726. */
  127727. export class DepthOfFieldMergePostProcess extends PostProcess {
  127728. private blurSteps;
  127729. /**
  127730. * Creates a new instance of DepthOfFieldMergePostProcess
  127731. * @param name The name of the effect.
  127732. * @param originalFromInput Post process which's input will be used for the merge.
  127733. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  127734. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  127735. * @param options The required width/height ratio to downsize to before computing the render pass.
  127736. * @param camera The camera to apply the render pass to.
  127737. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127738. * @param engine The engine which the post process will be applied. (default: current engine)
  127739. * @param reusable If the post process can be reused on the same frame. (default: false)
  127740. * @param textureType Type of textures used when performing the post process. (default: 0)
  127741. * @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)
  127742. */
  127743. 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);
  127744. /**
  127745. * Updates the effect with the current post process compile time values and recompiles the shader.
  127746. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  127747. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  127748. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  127749. * @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
  127750. * @param onCompiled Called when the shader has been compiled.
  127751. * @param onError Called if there is an error when compiling a shader.
  127752. */
  127753. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  127754. }
  127755. }
  127756. declare module BABYLON {
  127757. /**
  127758. * Specifies the level of max blur that should be applied when using the depth of field effect
  127759. */
  127760. export enum DepthOfFieldEffectBlurLevel {
  127761. /**
  127762. * Subtle blur
  127763. */
  127764. Low = 0,
  127765. /**
  127766. * Medium blur
  127767. */
  127768. Medium = 1,
  127769. /**
  127770. * Large blur
  127771. */
  127772. High = 2
  127773. }
  127774. /**
  127775. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  127776. */
  127777. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  127778. private _circleOfConfusion;
  127779. /**
  127780. * @hidden Internal, blurs from high to low
  127781. */
  127782. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  127783. private _depthOfFieldBlurY;
  127784. private _dofMerge;
  127785. /**
  127786. * @hidden Internal post processes in depth of field effect
  127787. */
  127788. _effects: Array<PostProcess>;
  127789. /**
  127790. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  127791. */
  127792. focalLength: number;
  127793. /**
  127794. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  127795. */
  127796. fStop: number;
  127797. /**
  127798. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  127799. */
  127800. focusDistance: number;
  127801. /**
  127802. * 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.
  127803. */
  127804. lensSize: number;
  127805. /**
  127806. * Creates a new instance DepthOfFieldEffect
  127807. * @param scene The scene the effect belongs to.
  127808. * @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.
  127809. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  127810. * @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)
  127811. */
  127812. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  127813. /**
  127814. * Get the current class name of the current effet
  127815. * @returns "DepthOfFieldEffect"
  127816. */
  127817. getClassName(): string;
  127818. /**
  127819. * 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.
  127820. */
  127821. depthTexture: RenderTargetTexture;
  127822. /**
  127823. * Disposes each of the internal effects for a given camera.
  127824. * @param camera The camera to dispose the effect on.
  127825. */
  127826. disposeEffects(camera: Camera): void;
  127827. /**
  127828. * @hidden Internal
  127829. */
  127830. _updateEffects(): void;
  127831. /**
  127832. * Internal
  127833. * @returns if all the contained post processes are ready.
  127834. * @hidden
  127835. */
  127836. _isReady(): boolean;
  127837. }
  127838. }
  127839. declare module BABYLON {
  127840. /** @hidden */
  127841. export var displayPassPixelShader: {
  127842. name: string;
  127843. shader: string;
  127844. };
  127845. }
  127846. declare module BABYLON {
  127847. /**
  127848. * DisplayPassPostProcess which produces an output the same as it's input
  127849. */
  127850. export class DisplayPassPostProcess extends PostProcess {
  127851. /**
  127852. * Creates the DisplayPassPostProcess
  127853. * @param name The name of the effect.
  127854. * @param options The required width/height ratio to downsize to before computing the render pass.
  127855. * @param camera The camera to apply the render pass to.
  127856. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127857. * @param engine The engine which the post process will be applied. (default: current engine)
  127858. * @param reusable If the post process can be reused on the same frame. (default: false)
  127859. */
  127860. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127861. }
  127862. }
  127863. declare module BABYLON {
  127864. /** @hidden */
  127865. export var filterPixelShader: {
  127866. name: string;
  127867. shader: string;
  127868. };
  127869. }
  127870. declare module BABYLON {
  127871. /**
  127872. * Applies a kernel filter to the image
  127873. */
  127874. export class FilterPostProcess extends PostProcess {
  127875. /** The matrix to be applied to the image */
  127876. kernelMatrix: Matrix;
  127877. /**
  127878. *
  127879. * @param name The name of the effect.
  127880. * @param kernelMatrix The matrix to be applied to the image
  127881. * @param options The required width/height ratio to downsize to before computing the render pass.
  127882. * @param camera The camera to apply the render pass to.
  127883. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127884. * @param engine The engine which the post process will be applied. (default: current engine)
  127885. * @param reusable If the post process can be reused on the same frame. (default: false)
  127886. */
  127887. constructor(name: string,
  127888. /** The matrix to be applied to the image */
  127889. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127890. }
  127891. }
  127892. declare module BABYLON {
  127893. /** @hidden */
  127894. export var fxaaPixelShader: {
  127895. name: string;
  127896. shader: string;
  127897. };
  127898. }
  127899. declare module BABYLON {
  127900. /** @hidden */
  127901. export var fxaaVertexShader: {
  127902. name: string;
  127903. shader: string;
  127904. };
  127905. }
  127906. declare module BABYLON {
  127907. /**
  127908. * Fxaa post process
  127909. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  127910. */
  127911. export class FxaaPostProcess extends PostProcess {
  127912. /** @hidden */
  127913. texelWidth: number;
  127914. /** @hidden */
  127915. texelHeight: number;
  127916. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127917. private _getDefines;
  127918. }
  127919. }
  127920. declare module BABYLON {
  127921. /** @hidden */
  127922. export var grainPixelShader: {
  127923. name: string;
  127924. shader: string;
  127925. };
  127926. }
  127927. declare module BABYLON {
  127928. /**
  127929. * The GrainPostProcess adds noise to the image at mid luminance levels
  127930. */
  127931. export class GrainPostProcess extends PostProcess {
  127932. /**
  127933. * The intensity of the grain added (default: 30)
  127934. */
  127935. intensity: number;
  127936. /**
  127937. * If the grain should be randomized on every frame
  127938. */
  127939. animated: boolean;
  127940. /**
  127941. * Creates a new instance of @see GrainPostProcess
  127942. * @param name The name of the effect.
  127943. * @param options The required width/height ratio to downsize to before computing the render pass.
  127944. * @param camera The camera to apply the render pass to.
  127945. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127946. * @param engine The engine which the post process will be applied. (default: current engine)
  127947. * @param reusable If the post process can be reused on the same frame. (default: false)
  127948. * @param textureType Type of textures used when performing the post process. (default: 0)
  127949. * @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)
  127950. */
  127951. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  127952. }
  127953. }
  127954. declare module BABYLON {
  127955. /** @hidden */
  127956. export var highlightsPixelShader: {
  127957. name: string;
  127958. shader: string;
  127959. };
  127960. }
  127961. declare module BABYLON {
  127962. /**
  127963. * Extracts highlights from the image
  127964. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  127965. */
  127966. export class HighlightsPostProcess extends PostProcess {
  127967. /**
  127968. * Extracts highlights from the image
  127969. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  127970. * @param name The name of the effect.
  127971. * @param options The required width/height ratio to downsize to before computing the render pass.
  127972. * @param camera The camera to apply the render pass to.
  127973. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127974. * @param engine The engine which the post process will be applied. (default: current engine)
  127975. * @param reusable If the post process can be reused on the same frame. (default: false)
  127976. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  127977. */
  127978. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  127979. }
  127980. }
  127981. declare module BABYLON {
  127982. /** @hidden */
  127983. export var mrtFragmentDeclaration: {
  127984. name: string;
  127985. shader: string;
  127986. };
  127987. }
  127988. declare module BABYLON {
  127989. /** @hidden */
  127990. export var geometryPixelShader: {
  127991. name: string;
  127992. shader: string;
  127993. };
  127994. }
  127995. declare module BABYLON {
  127996. /** @hidden */
  127997. export var geometryVertexShader: {
  127998. name: string;
  127999. shader: string;
  128000. };
  128001. }
  128002. declare module BABYLON {
  128003. /** @hidden */
  128004. interface ISavedTransformationMatrix {
  128005. world: Matrix;
  128006. viewProjection: Matrix;
  128007. }
  128008. /**
  128009. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  128010. */
  128011. export class GeometryBufferRenderer {
  128012. /**
  128013. * Constant used to retrieve the position texture index in the G-Buffer textures array
  128014. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  128015. */
  128016. static readonly POSITION_TEXTURE_TYPE: number;
  128017. /**
  128018. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  128019. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  128020. */
  128021. static readonly VELOCITY_TEXTURE_TYPE: number;
  128022. /**
  128023. * Dictionary used to store the previous transformation matrices of each rendered mesh
  128024. * in order to compute objects velocities when enableVelocity is set to "true"
  128025. * @hidden
  128026. */
  128027. _previousTransformationMatrices: {
  128028. [index: number]: ISavedTransformationMatrix;
  128029. };
  128030. /**
  128031. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  128032. * in order to compute objects velocities when enableVelocity is set to "true"
  128033. * @hidden
  128034. */
  128035. _previousBonesTransformationMatrices: {
  128036. [index: number]: Float32Array;
  128037. };
  128038. /**
  128039. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  128040. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  128041. */
  128042. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  128043. private _scene;
  128044. private _multiRenderTarget;
  128045. private _ratio;
  128046. private _enablePosition;
  128047. private _enableVelocity;
  128048. private _positionIndex;
  128049. private _velocityIndex;
  128050. protected _effect: Effect;
  128051. protected _cachedDefines: string;
  128052. /**
  128053. * Set the render list (meshes to be rendered) used in the G buffer.
  128054. */
  128055. renderList: Mesh[];
  128056. /**
  128057. * Gets wether or not G buffer are supported by the running hardware.
  128058. * This requires draw buffer supports
  128059. */
  128060. readonly isSupported: boolean;
  128061. /**
  128062. * Returns the index of the given texture type in the G-Buffer textures array
  128063. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  128064. * @returns the index of the given texture type in the G-Buffer textures array
  128065. */
  128066. getTextureIndex(textureType: number): number;
  128067. /**
  128068. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  128069. */
  128070. /**
  128071. * Sets whether or not objects positions are enabled for the G buffer.
  128072. */
  128073. enablePosition: boolean;
  128074. /**
  128075. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  128076. */
  128077. /**
  128078. * Sets wether or not objects velocities are enabled for the G buffer.
  128079. */
  128080. enableVelocity: boolean;
  128081. /**
  128082. * Gets the scene associated with the buffer.
  128083. */
  128084. readonly scene: Scene;
  128085. /**
  128086. * Gets the ratio used by the buffer during its creation.
  128087. * How big is the buffer related to the main canvas.
  128088. */
  128089. readonly ratio: number;
  128090. /** @hidden */
  128091. static _SceneComponentInitialization: (scene: Scene) => void;
  128092. /**
  128093. * Creates a new G Buffer for the scene
  128094. * @param scene The scene the buffer belongs to
  128095. * @param ratio How big is the buffer related to the main canvas.
  128096. */
  128097. constructor(scene: Scene, ratio?: number);
  128098. /**
  128099. * Checks wether everything is ready to render a submesh to the G buffer.
  128100. * @param subMesh the submesh to check readiness for
  128101. * @param useInstances is the mesh drawn using instance or not
  128102. * @returns true if ready otherwise false
  128103. */
  128104. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  128105. /**
  128106. * Gets the current underlying G Buffer.
  128107. * @returns the buffer
  128108. */
  128109. getGBuffer(): MultiRenderTarget;
  128110. /**
  128111. * Gets the number of samples used to render the buffer (anti aliasing).
  128112. */
  128113. /**
  128114. * Sets the number of samples used to render the buffer (anti aliasing).
  128115. */
  128116. samples: number;
  128117. /**
  128118. * Disposes the renderer and frees up associated resources.
  128119. */
  128120. dispose(): void;
  128121. protected _createRenderTargets(): void;
  128122. private _copyBonesTransformationMatrices;
  128123. }
  128124. }
  128125. declare module BABYLON {
  128126. interface Scene {
  128127. /** @hidden (Backing field) */
  128128. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128129. /**
  128130. * Gets or Sets the current geometry buffer associated to the scene.
  128131. */
  128132. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128133. /**
  128134. * Enables a GeometryBufferRender and associates it with the scene
  128135. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  128136. * @returns the GeometryBufferRenderer
  128137. */
  128138. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  128139. /**
  128140. * Disables the GeometryBufferRender associated with the scene
  128141. */
  128142. disableGeometryBufferRenderer(): void;
  128143. }
  128144. /**
  128145. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  128146. * in several rendering techniques.
  128147. */
  128148. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  128149. /**
  128150. * The component name helpful to identify the component in the list of scene components.
  128151. */
  128152. readonly name: string;
  128153. /**
  128154. * The scene the component belongs to.
  128155. */
  128156. scene: Scene;
  128157. /**
  128158. * Creates a new instance of the component for the given scene
  128159. * @param scene Defines the scene to register the component in
  128160. */
  128161. constructor(scene: Scene);
  128162. /**
  128163. * Registers the component in a given scene
  128164. */
  128165. register(): void;
  128166. /**
  128167. * Rebuilds the elements related to this component in case of
  128168. * context lost for instance.
  128169. */
  128170. rebuild(): void;
  128171. /**
  128172. * Disposes the component and the associated ressources
  128173. */
  128174. dispose(): void;
  128175. private _gatherRenderTargets;
  128176. }
  128177. }
  128178. declare module BABYLON {
  128179. /** @hidden */
  128180. export var motionBlurPixelShader: {
  128181. name: string;
  128182. shader: string;
  128183. };
  128184. }
  128185. declare module BABYLON {
  128186. /**
  128187. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  128188. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  128189. * As an example, all you have to do is to create the post-process:
  128190. * var mb = new BABYLON.MotionBlurPostProcess(
  128191. * 'mb', // The name of the effect.
  128192. * scene, // The scene containing the objects to blur according to their velocity.
  128193. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  128194. * camera // The camera to apply the render pass to.
  128195. * );
  128196. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  128197. */
  128198. export class MotionBlurPostProcess extends PostProcess {
  128199. /**
  128200. * Defines how much the image is blurred by the movement. Default value is equal to 1
  128201. */
  128202. motionStrength: number;
  128203. /**
  128204. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  128205. */
  128206. /**
  128207. * Sets the number of iterations to be used for motion blur quality
  128208. */
  128209. motionBlurSamples: number;
  128210. private _motionBlurSamples;
  128211. private _geometryBufferRenderer;
  128212. /**
  128213. * Creates a new instance MotionBlurPostProcess
  128214. * @param name The name of the effect.
  128215. * @param scene The scene containing the objects to blur according to their velocity.
  128216. * @param options The required width/height ratio to downsize to before computing the render pass.
  128217. * @param camera The camera to apply the render pass to.
  128218. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128219. * @param engine The engine which the post process will be applied. (default: current engine)
  128220. * @param reusable If the post process can be reused on the same frame. (default: false)
  128221. * @param textureType Type of textures used when performing the post process. (default: 0)
  128222. * @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)
  128223. */
  128224. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128225. /**
  128226. * Excludes the given skinned mesh from computing bones velocities.
  128227. * 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.
  128228. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  128229. */
  128230. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128231. /**
  128232. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  128233. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  128234. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  128235. */
  128236. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128237. /**
  128238. * Disposes the post process.
  128239. * @param camera The camera to dispose the post process on.
  128240. */
  128241. dispose(camera?: Camera): void;
  128242. }
  128243. }
  128244. declare module BABYLON {
  128245. /** @hidden */
  128246. export var refractionPixelShader: {
  128247. name: string;
  128248. shader: string;
  128249. };
  128250. }
  128251. declare module BABYLON {
  128252. /**
  128253. * Post process which applies a refractin texture
  128254. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128255. */
  128256. export class RefractionPostProcess extends PostProcess {
  128257. /** the base color of the refraction (used to taint the rendering) */
  128258. color: Color3;
  128259. /** simulated refraction depth */
  128260. depth: number;
  128261. /** the coefficient of the base color (0 to remove base color tainting) */
  128262. colorLevel: number;
  128263. private _refTexture;
  128264. private _ownRefractionTexture;
  128265. /**
  128266. * Gets or sets the refraction texture
  128267. * Please note that you are responsible for disposing the texture if you set it manually
  128268. */
  128269. refractionTexture: Texture;
  128270. /**
  128271. * Initializes the RefractionPostProcess
  128272. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128273. * @param name The name of the effect.
  128274. * @param refractionTextureUrl Url of the refraction texture to use
  128275. * @param color the base color of the refraction (used to taint the rendering)
  128276. * @param depth simulated refraction depth
  128277. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  128278. * @param camera The camera to apply the render pass to.
  128279. * @param options The required width/height ratio to downsize to before computing the render pass.
  128280. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128281. * @param engine The engine which the post process will be applied. (default: current engine)
  128282. * @param reusable If the post process can be reused on the same frame. (default: false)
  128283. */
  128284. constructor(name: string, refractionTextureUrl: string,
  128285. /** the base color of the refraction (used to taint the rendering) */
  128286. color: Color3,
  128287. /** simulated refraction depth */
  128288. depth: number,
  128289. /** the coefficient of the base color (0 to remove base color tainting) */
  128290. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128291. /**
  128292. * Disposes of the post process
  128293. * @param camera Camera to dispose post process on
  128294. */
  128295. dispose(camera: Camera): void;
  128296. }
  128297. }
  128298. declare module BABYLON {
  128299. /** @hidden */
  128300. export var sharpenPixelShader: {
  128301. name: string;
  128302. shader: string;
  128303. };
  128304. }
  128305. declare module BABYLON {
  128306. /**
  128307. * The SharpenPostProcess applies a sharpen kernel to every pixel
  128308. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128309. */
  128310. export class SharpenPostProcess extends PostProcess {
  128311. /**
  128312. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  128313. */
  128314. colorAmount: number;
  128315. /**
  128316. * How much sharpness should be applied (default: 0.3)
  128317. */
  128318. edgeAmount: number;
  128319. /**
  128320. * Creates a new instance ConvolutionPostProcess
  128321. * @param name The name of the effect.
  128322. * @param options The required width/height ratio to downsize to before computing the render pass.
  128323. * @param camera The camera to apply the render pass to.
  128324. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128325. * @param engine The engine which the post process will be applied. (default: current engine)
  128326. * @param reusable If the post process can be reused on the same frame. (default: false)
  128327. * @param textureType Type of textures used when performing the post process. (default: 0)
  128328. * @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)
  128329. */
  128330. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128331. }
  128332. }
  128333. declare module BABYLON {
  128334. /**
  128335. * PostProcessRenderPipeline
  128336. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128337. */
  128338. export class PostProcessRenderPipeline {
  128339. private engine;
  128340. private _renderEffects;
  128341. private _renderEffectsForIsolatedPass;
  128342. /**
  128343. * List of inspectable custom properties (used by the Inspector)
  128344. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  128345. */
  128346. inspectableCustomProperties: IInspectable[];
  128347. /**
  128348. * @hidden
  128349. */
  128350. protected _cameras: Camera[];
  128351. /** @hidden */
  128352. _name: string;
  128353. /**
  128354. * Gets pipeline name
  128355. */
  128356. readonly name: string;
  128357. /**
  128358. * Initializes a PostProcessRenderPipeline
  128359. * @param engine engine to add the pipeline to
  128360. * @param name name of the pipeline
  128361. */
  128362. constructor(engine: Engine, name: string);
  128363. /**
  128364. * Gets the class name
  128365. * @returns "PostProcessRenderPipeline"
  128366. */
  128367. getClassName(): string;
  128368. /**
  128369. * If all the render effects in the pipeline are supported
  128370. */
  128371. readonly isSupported: boolean;
  128372. /**
  128373. * Adds an effect to the pipeline
  128374. * @param renderEffect the effect to add
  128375. */
  128376. addEffect(renderEffect: PostProcessRenderEffect): void;
  128377. /** @hidden */
  128378. _rebuild(): void;
  128379. /** @hidden */
  128380. _enableEffect(renderEffectName: string, cameras: Camera): void;
  128381. /** @hidden */
  128382. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  128383. /** @hidden */
  128384. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  128385. /** @hidden */
  128386. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  128387. /** @hidden */
  128388. _attachCameras(cameras: Camera, unique: boolean): void;
  128389. /** @hidden */
  128390. _attachCameras(cameras: Camera[], unique: boolean): void;
  128391. /** @hidden */
  128392. _detachCameras(cameras: Camera): void;
  128393. /** @hidden */
  128394. _detachCameras(cameras: Nullable<Camera[]>): void;
  128395. /** @hidden */
  128396. _update(): void;
  128397. /** @hidden */
  128398. _reset(): void;
  128399. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  128400. /**
  128401. * Disposes of the pipeline
  128402. */
  128403. dispose(): void;
  128404. }
  128405. }
  128406. declare module BABYLON {
  128407. /**
  128408. * PostProcessRenderPipelineManager class
  128409. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128410. */
  128411. export class PostProcessRenderPipelineManager {
  128412. private _renderPipelines;
  128413. /**
  128414. * Initializes a PostProcessRenderPipelineManager
  128415. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128416. */
  128417. constructor();
  128418. /**
  128419. * Gets the list of supported render pipelines
  128420. */
  128421. readonly supportedPipelines: PostProcessRenderPipeline[];
  128422. /**
  128423. * Adds a pipeline to the manager
  128424. * @param renderPipeline The pipeline to add
  128425. */
  128426. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  128427. /**
  128428. * Attaches a camera to the pipeline
  128429. * @param renderPipelineName The name of the pipeline to attach to
  128430. * @param cameras the camera to attach
  128431. * @param unique if the camera can be attached multiple times to the pipeline
  128432. */
  128433. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  128434. /**
  128435. * Detaches a camera from the pipeline
  128436. * @param renderPipelineName The name of the pipeline to detach from
  128437. * @param cameras the camera to detach
  128438. */
  128439. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  128440. /**
  128441. * Enables an effect by name on a pipeline
  128442. * @param renderPipelineName the name of the pipeline to enable the effect in
  128443. * @param renderEffectName the name of the effect to enable
  128444. * @param cameras the cameras that the effect should be enabled on
  128445. */
  128446. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128447. /**
  128448. * Disables an effect by name on a pipeline
  128449. * @param renderPipelineName the name of the pipeline to disable the effect in
  128450. * @param renderEffectName the name of the effect to disable
  128451. * @param cameras the cameras that the effect should be disabled on
  128452. */
  128453. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  128454. /**
  128455. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  128456. */
  128457. update(): void;
  128458. /** @hidden */
  128459. _rebuild(): void;
  128460. /**
  128461. * Disposes of the manager and pipelines
  128462. */
  128463. dispose(): void;
  128464. }
  128465. }
  128466. declare module BABYLON {
  128467. interface Scene {
  128468. /** @hidden (Backing field) */
  128469. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128470. /**
  128471. * Gets the postprocess render pipeline manager
  128472. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128473. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128474. */
  128475. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  128476. }
  128477. /**
  128478. * Defines the Render Pipeline scene component responsible to rendering pipelines
  128479. */
  128480. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  128481. /**
  128482. * The component name helpfull to identify the component in the list of scene components.
  128483. */
  128484. readonly name: string;
  128485. /**
  128486. * The scene the component belongs to.
  128487. */
  128488. scene: Scene;
  128489. /**
  128490. * Creates a new instance of the component for the given scene
  128491. * @param scene Defines the scene to register the component in
  128492. */
  128493. constructor(scene: Scene);
  128494. /**
  128495. * Registers the component in a given scene
  128496. */
  128497. register(): void;
  128498. /**
  128499. * Rebuilds the elements related to this component in case of
  128500. * context lost for instance.
  128501. */
  128502. rebuild(): void;
  128503. /**
  128504. * Disposes the component and the associated ressources
  128505. */
  128506. dispose(): void;
  128507. private _gatherRenderTargets;
  128508. }
  128509. }
  128510. declare module BABYLON {
  128511. /**
  128512. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  128513. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  128514. */
  128515. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  128516. private _scene;
  128517. private _camerasToBeAttached;
  128518. /**
  128519. * ID of the sharpen post process,
  128520. */
  128521. private readonly SharpenPostProcessId;
  128522. /**
  128523. * @ignore
  128524. * ID of the image processing post process;
  128525. */
  128526. readonly ImageProcessingPostProcessId: string;
  128527. /**
  128528. * @ignore
  128529. * ID of the Fast Approximate Anti-Aliasing post process;
  128530. */
  128531. readonly FxaaPostProcessId: string;
  128532. /**
  128533. * ID of the chromatic aberration post process,
  128534. */
  128535. private readonly ChromaticAberrationPostProcessId;
  128536. /**
  128537. * ID of the grain post process
  128538. */
  128539. private readonly GrainPostProcessId;
  128540. /**
  128541. * Sharpen post process which will apply a sharpen convolution to enhance edges
  128542. */
  128543. sharpen: SharpenPostProcess;
  128544. private _sharpenEffect;
  128545. private bloom;
  128546. /**
  128547. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  128548. */
  128549. depthOfField: DepthOfFieldEffect;
  128550. /**
  128551. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  128552. */
  128553. fxaa: FxaaPostProcess;
  128554. /**
  128555. * Image post processing pass used to perform operations such as tone mapping or color grading.
  128556. */
  128557. imageProcessing: ImageProcessingPostProcess;
  128558. /**
  128559. * Chromatic aberration post process which will shift rgb colors in the image
  128560. */
  128561. chromaticAberration: ChromaticAberrationPostProcess;
  128562. private _chromaticAberrationEffect;
  128563. /**
  128564. * Grain post process which add noise to the image
  128565. */
  128566. grain: GrainPostProcess;
  128567. private _grainEffect;
  128568. /**
  128569. * Glow post process which adds a glow to emissive areas of the image
  128570. */
  128571. private _glowLayer;
  128572. /**
  128573. * Animations which can be used to tweak settings over a period of time
  128574. */
  128575. animations: Animation[];
  128576. private _imageProcessingConfigurationObserver;
  128577. private _sharpenEnabled;
  128578. private _bloomEnabled;
  128579. private _depthOfFieldEnabled;
  128580. private _depthOfFieldBlurLevel;
  128581. private _fxaaEnabled;
  128582. private _imageProcessingEnabled;
  128583. private _defaultPipelineTextureType;
  128584. private _bloomScale;
  128585. private _chromaticAberrationEnabled;
  128586. private _grainEnabled;
  128587. private _buildAllowed;
  128588. /**
  128589. * Gets active scene
  128590. */
  128591. readonly scene: Scene;
  128592. /**
  128593. * Enable or disable the sharpen process from the pipeline
  128594. */
  128595. sharpenEnabled: boolean;
  128596. private _resizeObserver;
  128597. private _hardwareScaleLevel;
  128598. private _bloomKernel;
  128599. /**
  128600. * Specifies the size of the bloom blur kernel, relative to the final output size
  128601. */
  128602. bloomKernel: number;
  128603. /**
  128604. * Specifies the weight of the bloom in the final rendering
  128605. */
  128606. private _bloomWeight;
  128607. /**
  128608. * Specifies the luma threshold for the area that will be blurred by the bloom
  128609. */
  128610. private _bloomThreshold;
  128611. private _hdr;
  128612. /**
  128613. * The strength of the bloom.
  128614. */
  128615. bloomWeight: number;
  128616. /**
  128617. * The strength of the bloom.
  128618. */
  128619. bloomThreshold: number;
  128620. /**
  128621. * The scale of the bloom, lower value will provide better performance.
  128622. */
  128623. bloomScale: number;
  128624. /**
  128625. * Enable or disable the bloom from the pipeline
  128626. */
  128627. bloomEnabled: boolean;
  128628. private _rebuildBloom;
  128629. /**
  128630. * If the depth of field is enabled.
  128631. */
  128632. depthOfFieldEnabled: boolean;
  128633. /**
  128634. * Blur level of the depth of field effect. (Higher blur will effect performance)
  128635. */
  128636. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  128637. /**
  128638. * If the anti aliasing is enabled.
  128639. */
  128640. fxaaEnabled: boolean;
  128641. private _samples;
  128642. /**
  128643. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  128644. */
  128645. samples: number;
  128646. /**
  128647. * If image processing is enabled.
  128648. */
  128649. imageProcessingEnabled: boolean;
  128650. /**
  128651. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  128652. */
  128653. glowLayerEnabled: boolean;
  128654. /**
  128655. * Gets the glow layer (or null if not defined)
  128656. */
  128657. readonly glowLayer: Nullable<GlowLayer>;
  128658. /**
  128659. * Enable or disable the chromaticAberration process from the pipeline
  128660. */
  128661. chromaticAberrationEnabled: boolean;
  128662. /**
  128663. * Enable or disable the grain process from the pipeline
  128664. */
  128665. grainEnabled: boolean;
  128666. /**
  128667. * @constructor
  128668. * @param name - The rendering pipeline name (default: "")
  128669. * @param hdr - If high dynamic range textures should be used (default: true)
  128670. * @param scene - The scene linked to this pipeline (default: the last created scene)
  128671. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  128672. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  128673. */
  128674. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  128675. /**
  128676. * Get the class name
  128677. * @returns "DefaultRenderingPipeline"
  128678. */
  128679. getClassName(): string;
  128680. /**
  128681. * Force the compilation of the entire pipeline.
  128682. */
  128683. prepare(): void;
  128684. private _hasCleared;
  128685. private _prevPostProcess;
  128686. private _prevPrevPostProcess;
  128687. private _setAutoClearAndTextureSharing;
  128688. private _depthOfFieldSceneObserver;
  128689. private _buildPipeline;
  128690. private _disposePostProcesses;
  128691. /**
  128692. * Adds a camera to the pipeline
  128693. * @param camera the camera to be added
  128694. */
  128695. addCamera(camera: Camera): void;
  128696. /**
  128697. * Removes a camera from the pipeline
  128698. * @param camera the camera to remove
  128699. */
  128700. removeCamera(camera: Camera): void;
  128701. /**
  128702. * Dispose of the pipeline and stop all post processes
  128703. */
  128704. dispose(): void;
  128705. /**
  128706. * Serialize the rendering pipeline (Used when exporting)
  128707. * @returns the serialized object
  128708. */
  128709. serialize(): any;
  128710. /**
  128711. * Parse the serialized pipeline
  128712. * @param source Source pipeline.
  128713. * @param scene The scene to load the pipeline to.
  128714. * @param rootUrl The URL of the serialized pipeline.
  128715. * @returns An instantiated pipeline from the serialized object.
  128716. */
  128717. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  128718. }
  128719. }
  128720. declare module BABYLON {
  128721. /** @hidden */
  128722. export var lensHighlightsPixelShader: {
  128723. name: string;
  128724. shader: string;
  128725. };
  128726. }
  128727. declare module BABYLON {
  128728. /** @hidden */
  128729. export var depthOfFieldPixelShader: {
  128730. name: string;
  128731. shader: string;
  128732. };
  128733. }
  128734. declare module BABYLON {
  128735. /**
  128736. * BABYLON.JS Chromatic Aberration GLSL Shader
  128737. * Author: Olivier Guyot
  128738. * Separates very slightly R, G and B colors on the edges of the screen
  128739. * Inspired by Francois Tarlier & Martins Upitis
  128740. */
  128741. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  128742. /**
  128743. * @ignore
  128744. * The chromatic aberration PostProcess id in the pipeline
  128745. */
  128746. LensChromaticAberrationEffect: string;
  128747. /**
  128748. * @ignore
  128749. * The highlights enhancing PostProcess id in the pipeline
  128750. */
  128751. HighlightsEnhancingEffect: string;
  128752. /**
  128753. * @ignore
  128754. * The depth-of-field PostProcess id in the pipeline
  128755. */
  128756. LensDepthOfFieldEffect: string;
  128757. private _scene;
  128758. private _depthTexture;
  128759. private _grainTexture;
  128760. private _chromaticAberrationPostProcess;
  128761. private _highlightsPostProcess;
  128762. private _depthOfFieldPostProcess;
  128763. private _edgeBlur;
  128764. private _grainAmount;
  128765. private _chromaticAberration;
  128766. private _distortion;
  128767. private _highlightsGain;
  128768. private _highlightsThreshold;
  128769. private _dofDistance;
  128770. private _dofAperture;
  128771. private _dofDarken;
  128772. private _dofPentagon;
  128773. private _blurNoise;
  128774. /**
  128775. * @constructor
  128776. *
  128777. * Effect parameters are as follow:
  128778. * {
  128779. * chromatic_aberration: number; // from 0 to x (1 for realism)
  128780. * edge_blur: number; // from 0 to x (1 for realism)
  128781. * distortion: number; // from 0 to x (1 for realism)
  128782. * grain_amount: number; // from 0 to 1
  128783. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  128784. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  128785. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  128786. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  128787. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  128788. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  128789. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  128790. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  128791. * }
  128792. * Note: if an effect parameter is unset, effect is disabled
  128793. *
  128794. * @param name The rendering pipeline name
  128795. * @param parameters - An object containing all parameters (see above)
  128796. * @param scene The scene linked to this pipeline
  128797. * @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)
  128798. * @param cameras The array of cameras that the rendering pipeline will be attached to
  128799. */
  128800. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  128801. /**
  128802. * Get the class name
  128803. * @returns "LensRenderingPipeline"
  128804. */
  128805. getClassName(): string;
  128806. /**
  128807. * Gets associated scene
  128808. */
  128809. readonly scene: Scene;
  128810. /**
  128811. * Gets or sets the edge blur
  128812. */
  128813. edgeBlur: number;
  128814. /**
  128815. * Gets or sets the grain amount
  128816. */
  128817. grainAmount: number;
  128818. /**
  128819. * Gets or sets the chromatic aberration amount
  128820. */
  128821. chromaticAberration: number;
  128822. /**
  128823. * Gets or sets the depth of field aperture
  128824. */
  128825. dofAperture: number;
  128826. /**
  128827. * Gets or sets the edge distortion
  128828. */
  128829. edgeDistortion: number;
  128830. /**
  128831. * Gets or sets the depth of field distortion
  128832. */
  128833. dofDistortion: number;
  128834. /**
  128835. * Gets or sets the darken out of focus amount
  128836. */
  128837. darkenOutOfFocus: number;
  128838. /**
  128839. * Gets or sets a boolean indicating if blur noise is enabled
  128840. */
  128841. blurNoise: boolean;
  128842. /**
  128843. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  128844. */
  128845. pentagonBokeh: boolean;
  128846. /**
  128847. * Gets or sets the highlight grain amount
  128848. */
  128849. highlightsGain: number;
  128850. /**
  128851. * Gets or sets the highlight threshold
  128852. */
  128853. highlightsThreshold: number;
  128854. /**
  128855. * Sets the amount of blur at the edges
  128856. * @param amount blur amount
  128857. */
  128858. setEdgeBlur(amount: number): void;
  128859. /**
  128860. * Sets edge blur to 0
  128861. */
  128862. disableEdgeBlur(): void;
  128863. /**
  128864. * Sets the amout of grain
  128865. * @param amount Amount of grain
  128866. */
  128867. setGrainAmount(amount: number): void;
  128868. /**
  128869. * Set grain amount to 0
  128870. */
  128871. disableGrain(): void;
  128872. /**
  128873. * Sets the chromatic aberration amount
  128874. * @param amount amount of chromatic aberration
  128875. */
  128876. setChromaticAberration(amount: number): void;
  128877. /**
  128878. * Sets chromatic aberration amount to 0
  128879. */
  128880. disableChromaticAberration(): void;
  128881. /**
  128882. * Sets the EdgeDistortion amount
  128883. * @param amount amount of EdgeDistortion
  128884. */
  128885. setEdgeDistortion(amount: number): void;
  128886. /**
  128887. * Sets edge distortion to 0
  128888. */
  128889. disableEdgeDistortion(): void;
  128890. /**
  128891. * Sets the FocusDistance amount
  128892. * @param amount amount of FocusDistance
  128893. */
  128894. setFocusDistance(amount: number): void;
  128895. /**
  128896. * Disables depth of field
  128897. */
  128898. disableDepthOfField(): void;
  128899. /**
  128900. * Sets the Aperture amount
  128901. * @param amount amount of Aperture
  128902. */
  128903. setAperture(amount: number): void;
  128904. /**
  128905. * Sets the DarkenOutOfFocus amount
  128906. * @param amount amount of DarkenOutOfFocus
  128907. */
  128908. setDarkenOutOfFocus(amount: number): void;
  128909. private _pentagonBokehIsEnabled;
  128910. /**
  128911. * Creates a pentagon bokeh effect
  128912. */
  128913. enablePentagonBokeh(): void;
  128914. /**
  128915. * Disables the pentagon bokeh effect
  128916. */
  128917. disablePentagonBokeh(): void;
  128918. /**
  128919. * Enables noise blur
  128920. */
  128921. enableNoiseBlur(): void;
  128922. /**
  128923. * Disables noise blur
  128924. */
  128925. disableNoiseBlur(): void;
  128926. /**
  128927. * Sets the HighlightsGain amount
  128928. * @param amount amount of HighlightsGain
  128929. */
  128930. setHighlightsGain(amount: number): void;
  128931. /**
  128932. * Sets the HighlightsThreshold amount
  128933. * @param amount amount of HighlightsThreshold
  128934. */
  128935. setHighlightsThreshold(amount: number): void;
  128936. /**
  128937. * Disables highlights
  128938. */
  128939. disableHighlights(): void;
  128940. /**
  128941. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  128942. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  128943. */
  128944. dispose(disableDepthRender?: boolean): void;
  128945. private _createChromaticAberrationPostProcess;
  128946. private _createHighlightsPostProcess;
  128947. private _createDepthOfFieldPostProcess;
  128948. private _createGrainTexture;
  128949. }
  128950. }
  128951. declare module BABYLON {
  128952. /** @hidden */
  128953. export var ssao2PixelShader: {
  128954. name: string;
  128955. shader: string;
  128956. };
  128957. }
  128958. declare module BABYLON {
  128959. /** @hidden */
  128960. export var ssaoCombinePixelShader: {
  128961. name: string;
  128962. shader: string;
  128963. };
  128964. }
  128965. declare module BABYLON {
  128966. /**
  128967. * Render pipeline to produce ssao effect
  128968. */
  128969. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  128970. /**
  128971. * @ignore
  128972. * The PassPostProcess id in the pipeline that contains the original scene color
  128973. */
  128974. SSAOOriginalSceneColorEffect: string;
  128975. /**
  128976. * @ignore
  128977. * The SSAO PostProcess id in the pipeline
  128978. */
  128979. SSAORenderEffect: string;
  128980. /**
  128981. * @ignore
  128982. * The horizontal blur PostProcess id in the pipeline
  128983. */
  128984. SSAOBlurHRenderEffect: string;
  128985. /**
  128986. * @ignore
  128987. * The vertical blur PostProcess id in the pipeline
  128988. */
  128989. SSAOBlurVRenderEffect: string;
  128990. /**
  128991. * @ignore
  128992. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  128993. */
  128994. SSAOCombineRenderEffect: string;
  128995. /**
  128996. * The output strength of the SSAO post-process. Default value is 1.0.
  128997. */
  128998. totalStrength: number;
  128999. /**
  129000. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  129001. */
  129002. maxZ: number;
  129003. /**
  129004. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  129005. */
  129006. minZAspect: number;
  129007. private _samples;
  129008. /**
  129009. * Number of samples used for the SSAO calculations. Default value is 8
  129010. */
  129011. samples: number;
  129012. private _textureSamples;
  129013. /**
  129014. * Number of samples to use for antialiasing
  129015. */
  129016. textureSamples: number;
  129017. /**
  129018. * Ratio object used for SSAO ratio and blur ratio
  129019. */
  129020. private _ratio;
  129021. /**
  129022. * Dynamically generated sphere sampler.
  129023. */
  129024. private _sampleSphere;
  129025. /**
  129026. * Blur filter offsets
  129027. */
  129028. private _samplerOffsets;
  129029. private _expensiveBlur;
  129030. /**
  129031. * If bilateral blur should be used
  129032. */
  129033. expensiveBlur: boolean;
  129034. /**
  129035. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  129036. */
  129037. radius: number;
  129038. /**
  129039. * The base color of the SSAO post-process
  129040. * The final result is "base + ssao" between [0, 1]
  129041. */
  129042. base: number;
  129043. /**
  129044. * Support test.
  129045. */
  129046. static readonly IsSupported: boolean;
  129047. private _scene;
  129048. private _depthTexture;
  129049. private _normalTexture;
  129050. private _randomTexture;
  129051. private _originalColorPostProcess;
  129052. private _ssaoPostProcess;
  129053. private _blurHPostProcess;
  129054. private _blurVPostProcess;
  129055. private _ssaoCombinePostProcess;
  129056. private _firstUpdate;
  129057. /**
  129058. * Gets active scene
  129059. */
  129060. readonly scene: Scene;
  129061. /**
  129062. * @constructor
  129063. * @param name The rendering pipeline name
  129064. * @param scene The scene linked to this pipeline
  129065. * @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 }
  129066. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129067. */
  129068. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129069. /**
  129070. * Get the class name
  129071. * @returns "SSAO2RenderingPipeline"
  129072. */
  129073. getClassName(): string;
  129074. /**
  129075. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129076. */
  129077. dispose(disableGeometryBufferRenderer?: boolean): void;
  129078. private _createBlurPostProcess;
  129079. /** @hidden */
  129080. _rebuild(): void;
  129081. private _bits;
  129082. private _radicalInverse_VdC;
  129083. private _hammersley;
  129084. private _hemisphereSample_uniform;
  129085. private _generateHemisphere;
  129086. private _createSSAOPostProcess;
  129087. private _createSSAOCombinePostProcess;
  129088. private _createRandomTexture;
  129089. /**
  129090. * Serialize the rendering pipeline (Used when exporting)
  129091. * @returns the serialized object
  129092. */
  129093. serialize(): any;
  129094. /**
  129095. * Parse the serialized pipeline
  129096. * @param source Source pipeline.
  129097. * @param scene The scene to load the pipeline to.
  129098. * @param rootUrl The URL of the serialized pipeline.
  129099. * @returns An instantiated pipeline from the serialized object.
  129100. */
  129101. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  129102. }
  129103. }
  129104. declare module BABYLON {
  129105. /** @hidden */
  129106. export var ssaoPixelShader: {
  129107. name: string;
  129108. shader: string;
  129109. };
  129110. }
  129111. declare module BABYLON {
  129112. /**
  129113. * Render pipeline to produce ssao effect
  129114. */
  129115. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  129116. /**
  129117. * @ignore
  129118. * The PassPostProcess id in the pipeline that contains the original scene color
  129119. */
  129120. SSAOOriginalSceneColorEffect: string;
  129121. /**
  129122. * @ignore
  129123. * The SSAO PostProcess id in the pipeline
  129124. */
  129125. SSAORenderEffect: string;
  129126. /**
  129127. * @ignore
  129128. * The horizontal blur PostProcess id in the pipeline
  129129. */
  129130. SSAOBlurHRenderEffect: string;
  129131. /**
  129132. * @ignore
  129133. * The vertical blur PostProcess id in the pipeline
  129134. */
  129135. SSAOBlurVRenderEffect: string;
  129136. /**
  129137. * @ignore
  129138. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129139. */
  129140. SSAOCombineRenderEffect: string;
  129141. /**
  129142. * The output strength of the SSAO post-process. Default value is 1.0.
  129143. */
  129144. totalStrength: number;
  129145. /**
  129146. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  129147. */
  129148. radius: number;
  129149. /**
  129150. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  129151. * Must not be equal to fallOff and superior to fallOff.
  129152. * Default value is 0.0075
  129153. */
  129154. area: number;
  129155. /**
  129156. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  129157. * Must not be equal to area and inferior to area.
  129158. * Default value is 0.000001
  129159. */
  129160. fallOff: number;
  129161. /**
  129162. * The base color of the SSAO post-process
  129163. * The final result is "base + ssao" between [0, 1]
  129164. */
  129165. base: number;
  129166. private _scene;
  129167. private _depthTexture;
  129168. private _randomTexture;
  129169. private _originalColorPostProcess;
  129170. private _ssaoPostProcess;
  129171. private _blurHPostProcess;
  129172. private _blurVPostProcess;
  129173. private _ssaoCombinePostProcess;
  129174. private _firstUpdate;
  129175. /**
  129176. * Gets active scene
  129177. */
  129178. readonly scene: Scene;
  129179. /**
  129180. * @constructor
  129181. * @param name - The rendering pipeline name
  129182. * @param scene - The scene linked to this pipeline
  129183. * @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 }
  129184. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  129185. */
  129186. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129187. /**
  129188. * Get the class name
  129189. * @returns "SSAORenderingPipeline"
  129190. */
  129191. getClassName(): string;
  129192. /**
  129193. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129194. */
  129195. dispose(disableDepthRender?: boolean): void;
  129196. private _createBlurPostProcess;
  129197. /** @hidden */
  129198. _rebuild(): void;
  129199. private _createSSAOPostProcess;
  129200. private _createSSAOCombinePostProcess;
  129201. private _createRandomTexture;
  129202. }
  129203. }
  129204. declare module BABYLON {
  129205. /** @hidden */
  129206. export var standardPixelShader: {
  129207. name: string;
  129208. shader: string;
  129209. };
  129210. }
  129211. declare module BABYLON {
  129212. /**
  129213. * Standard rendering pipeline
  129214. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129215. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  129216. */
  129217. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129218. /**
  129219. * Public members
  129220. */
  129221. /**
  129222. * Post-process which contains the original scene color before the pipeline applies all the effects
  129223. */
  129224. originalPostProcess: Nullable<PostProcess>;
  129225. /**
  129226. * Post-process used to down scale an image x4
  129227. */
  129228. downSampleX4PostProcess: Nullable<PostProcess>;
  129229. /**
  129230. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  129231. */
  129232. brightPassPostProcess: Nullable<PostProcess>;
  129233. /**
  129234. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  129235. */
  129236. blurHPostProcesses: PostProcess[];
  129237. /**
  129238. * Post-process array storing all the vertical blur post-processes used by the pipeline
  129239. */
  129240. blurVPostProcesses: PostProcess[];
  129241. /**
  129242. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  129243. */
  129244. textureAdderPostProcess: Nullable<PostProcess>;
  129245. /**
  129246. * Post-process used to create volumetric lighting effect
  129247. */
  129248. volumetricLightPostProcess: Nullable<PostProcess>;
  129249. /**
  129250. * Post-process used to smooth the previous volumetric light post-process on the X axis
  129251. */
  129252. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  129253. /**
  129254. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  129255. */
  129256. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  129257. /**
  129258. * Post-process used to merge the volumetric light effect and the real scene color
  129259. */
  129260. volumetricLightMergePostProces: Nullable<PostProcess>;
  129261. /**
  129262. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  129263. */
  129264. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  129265. /**
  129266. * Base post-process used to calculate the average luminance of the final image for HDR
  129267. */
  129268. luminancePostProcess: Nullable<PostProcess>;
  129269. /**
  129270. * Post-processes used to create down sample post-processes in order to get
  129271. * the average luminance of the final image for HDR
  129272. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  129273. */
  129274. luminanceDownSamplePostProcesses: PostProcess[];
  129275. /**
  129276. * Post-process used to create a HDR effect (light adaptation)
  129277. */
  129278. hdrPostProcess: Nullable<PostProcess>;
  129279. /**
  129280. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  129281. */
  129282. textureAdderFinalPostProcess: Nullable<PostProcess>;
  129283. /**
  129284. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  129285. */
  129286. lensFlareFinalPostProcess: Nullable<PostProcess>;
  129287. /**
  129288. * Post-process used to merge the final HDR post-process and the real scene color
  129289. */
  129290. hdrFinalPostProcess: Nullable<PostProcess>;
  129291. /**
  129292. * Post-process used to create a lens flare effect
  129293. */
  129294. lensFlarePostProcess: Nullable<PostProcess>;
  129295. /**
  129296. * Post-process that merges the result of the lens flare post-process and the real scene color
  129297. */
  129298. lensFlareComposePostProcess: Nullable<PostProcess>;
  129299. /**
  129300. * Post-process used to create a motion blur effect
  129301. */
  129302. motionBlurPostProcess: Nullable<PostProcess>;
  129303. /**
  129304. * Post-process used to create a depth of field effect
  129305. */
  129306. depthOfFieldPostProcess: Nullable<PostProcess>;
  129307. /**
  129308. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129309. */
  129310. fxaaPostProcess: Nullable<FxaaPostProcess>;
  129311. /**
  129312. * Represents the brightness threshold in order to configure the illuminated surfaces
  129313. */
  129314. brightThreshold: number;
  129315. /**
  129316. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  129317. */
  129318. blurWidth: number;
  129319. /**
  129320. * Sets if the blur for highlighted surfaces must be only horizontal
  129321. */
  129322. horizontalBlur: boolean;
  129323. /**
  129324. * Gets the overall exposure used by the pipeline
  129325. */
  129326. /**
  129327. * Sets the overall exposure used by the pipeline
  129328. */
  129329. exposure: number;
  129330. /**
  129331. * Texture used typically to simulate "dirty" on camera lens
  129332. */
  129333. lensTexture: Nullable<Texture>;
  129334. /**
  129335. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  129336. */
  129337. volumetricLightCoefficient: number;
  129338. /**
  129339. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  129340. */
  129341. volumetricLightPower: number;
  129342. /**
  129343. * Used the set the blur intensity to smooth the volumetric lights
  129344. */
  129345. volumetricLightBlurScale: number;
  129346. /**
  129347. * Light (spot or directional) used to generate the volumetric lights rays
  129348. * The source light must have a shadow generate so the pipeline can get its
  129349. * depth map
  129350. */
  129351. sourceLight: Nullable<SpotLight | DirectionalLight>;
  129352. /**
  129353. * For eye adaptation, represents the minimum luminance the eye can see
  129354. */
  129355. hdrMinimumLuminance: number;
  129356. /**
  129357. * For eye adaptation, represents the decrease luminance speed
  129358. */
  129359. hdrDecreaseRate: number;
  129360. /**
  129361. * For eye adaptation, represents the increase luminance speed
  129362. */
  129363. hdrIncreaseRate: number;
  129364. /**
  129365. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  129366. */
  129367. /**
  129368. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  129369. */
  129370. hdrAutoExposure: boolean;
  129371. /**
  129372. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  129373. */
  129374. lensColorTexture: Nullable<Texture>;
  129375. /**
  129376. * The overall strengh for the lens flare effect
  129377. */
  129378. lensFlareStrength: number;
  129379. /**
  129380. * Dispersion coefficient for lens flare ghosts
  129381. */
  129382. lensFlareGhostDispersal: number;
  129383. /**
  129384. * Main lens flare halo width
  129385. */
  129386. lensFlareHaloWidth: number;
  129387. /**
  129388. * Based on the lens distortion effect, defines how much the lens flare result
  129389. * is distorted
  129390. */
  129391. lensFlareDistortionStrength: number;
  129392. /**
  129393. * Configures the blur intensity used for for lens flare (halo)
  129394. */
  129395. lensFlareBlurWidth: number;
  129396. /**
  129397. * Lens star texture must be used to simulate rays on the flares and is available
  129398. * in the documentation
  129399. */
  129400. lensStarTexture: Nullable<Texture>;
  129401. /**
  129402. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  129403. * flare effect by taking account of the dirt texture
  129404. */
  129405. lensFlareDirtTexture: Nullable<Texture>;
  129406. /**
  129407. * Represents the focal length for the depth of field effect
  129408. */
  129409. depthOfFieldDistance: number;
  129410. /**
  129411. * Represents the blur intensity for the blurred part of the depth of field effect
  129412. */
  129413. depthOfFieldBlurWidth: number;
  129414. /**
  129415. * Gets how much the image is blurred by the movement while using the motion blur post-process
  129416. */
  129417. /**
  129418. * Sets how much the image is blurred by the movement while using the motion blur post-process
  129419. */
  129420. motionStrength: number;
  129421. /**
  129422. * Gets wether or not the motion blur post-process is object based or screen based.
  129423. */
  129424. /**
  129425. * Sets wether or not the motion blur post-process should be object based or screen based
  129426. */
  129427. objectBasedMotionBlur: boolean;
  129428. /**
  129429. * List of animations for the pipeline (IAnimatable implementation)
  129430. */
  129431. animations: Animation[];
  129432. /**
  129433. * Private members
  129434. */
  129435. private _scene;
  129436. private _currentDepthOfFieldSource;
  129437. private _basePostProcess;
  129438. private _fixedExposure;
  129439. private _currentExposure;
  129440. private _hdrAutoExposure;
  129441. private _hdrCurrentLuminance;
  129442. private _motionStrength;
  129443. private _isObjectBasedMotionBlur;
  129444. private _floatTextureType;
  129445. private _camerasToBeAttached;
  129446. private _ratio;
  129447. private _bloomEnabled;
  129448. private _depthOfFieldEnabled;
  129449. private _vlsEnabled;
  129450. private _lensFlareEnabled;
  129451. private _hdrEnabled;
  129452. private _motionBlurEnabled;
  129453. private _fxaaEnabled;
  129454. private _motionBlurSamples;
  129455. private _volumetricLightStepsCount;
  129456. private _samples;
  129457. /**
  129458. * @ignore
  129459. * Specifies if the bloom pipeline is enabled
  129460. */
  129461. BloomEnabled: boolean;
  129462. /**
  129463. * @ignore
  129464. * Specifies if the depth of field pipeline is enabed
  129465. */
  129466. DepthOfFieldEnabled: boolean;
  129467. /**
  129468. * @ignore
  129469. * Specifies if the lens flare pipeline is enabed
  129470. */
  129471. LensFlareEnabled: boolean;
  129472. /**
  129473. * @ignore
  129474. * Specifies if the HDR pipeline is enabled
  129475. */
  129476. HDREnabled: boolean;
  129477. /**
  129478. * @ignore
  129479. * Specifies if the volumetric lights scattering effect is enabled
  129480. */
  129481. VLSEnabled: boolean;
  129482. /**
  129483. * @ignore
  129484. * Specifies if the motion blur effect is enabled
  129485. */
  129486. MotionBlurEnabled: boolean;
  129487. /**
  129488. * Specifies if anti-aliasing is enabled
  129489. */
  129490. fxaaEnabled: boolean;
  129491. /**
  129492. * Specifies the number of steps used to calculate the volumetric lights
  129493. * Typically in interval [50, 200]
  129494. */
  129495. volumetricLightStepsCount: number;
  129496. /**
  129497. * Specifies the number of samples used for the motion blur effect
  129498. * Typically in interval [16, 64]
  129499. */
  129500. motionBlurSamples: number;
  129501. /**
  129502. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129503. */
  129504. samples: number;
  129505. /**
  129506. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129507. * @constructor
  129508. * @param name The rendering pipeline name
  129509. * @param scene The scene linked to this pipeline
  129510. * @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)
  129511. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  129512. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129513. */
  129514. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  129515. private _buildPipeline;
  129516. private _createDownSampleX4PostProcess;
  129517. private _createBrightPassPostProcess;
  129518. private _createBlurPostProcesses;
  129519. private _createTextureAdderPostProcess;
  129520. private _createVolumetricLightPostProcess;
  129521. private _createLuminancePostProcesses;
  129522. private _createHdrPostProcess;
  129523. private _createLensFlarePostProcess;
  129524. private _createDepthOfFieldPostProcess;
  129525. private _createMotionBlurPostProcess;
  129526. private _getDepthTexture;
  129527. private _disposePostProcesses;
  129528. /**
  129529. * Dispose of the pipeline and stop all post processes
  129530. */
  129531. dispose(): void;
  129532. /**
  129533. * Serialize the rendering pipeline (Used when exporting)
  129534. * @returns the serialized object
  129535. */
  129536. serialize(): any;
  129537. /**
  129538. * Parse the serialized pipeline
  129539. * @param source Source pipeline.
  129540. * @param scene The scene to load the pipeline to.
  129541. * @param rootUrl The URL of the serialized pipeline.
  129542. * @returns An instantiated pipeline from the serialized object.
  129543. */
  129544. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  129545. /**
  129546. * Luminance steps
  129547. */
  129548. static LuminanceSteps: number;
  129549. }
  129550. }
  129551. declare module BABYLON {
  129552. /** @hidden */
  129553. export var tonemapPixelShader: {
  129554. name: string;
  129555. shader: string;
  129556. };
  129557. }
  129558. declare module BABYLON {
  129559. /** Defines operator used for tonemapping */
  129560. export enum TonemappingOperator {
  129561. /** Hable */
  129562. Hable = 0,
  129563. /** Reinhard */
  129564. Reinhard = 1,
  129565. /** HejiDawson */
  129566. HejiDawson = 2,
  129567. /** Photographic */
  129568. Photographic = 3
  129569. }
  129570. /**
  129571. * Defines a post process to apply tone mapping
  129572. */
  129573. export class TonemapPostProcess extends PostProcess {
  129574. private _operator;
  129575. /** Defines the required exposure adjustement */
  129576. exposureAdjustment: number;
  129577. /**
  129578. * Creates a new TonemapPostProcess
  129579. * @param name defines the name of the postprocess
  129580. * @param _operator defines the operator to use
  129581. * @param exposureAdjustment defines the required exposure adjustement
  129582. * @param camera defines the camera to use (can be null)
  129583. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  129584. * @param engine defines the hosting engine (can be ignore if camera is set)
  129585. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  129586. */
  129587. constructor(name: string, _operator: TonemappingOperator,
  129588. /** Defines the required exposure adjustement */
  129589. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  129590. }
  129591. }
  129592. declare module BABYLON {
  129593. /** @hidden */
  129594. export var depthVertexShader: {
  129595. name: string;
  129596. shader: string;
  129597. };
  129598. }
  129599. declare module BABYLON {
  129600. /** @hidden */
  129601. export var volumetricLightScatteringPixelShader: {
  129602. name: string;
  129603. shader: string;
  129604. };
  129605. }
  129606. declare module BABYLON {
  129607. /** @hidden */
  129608. export var volumetricLightScatteringPassVertexShader: {
  129609. name: string;
  129610. shader: string;
  129611. };
  129612. }
  129613. declare module BABYLON {
  129614. /** @hidden */
  129615. export var volumetricLightScatteringPassPixelShader: {
  129616. name: string;
  129617. shader: string;
  129618. };
  129619. }
  129620. declare module BABYLON {
  129621. /**
  129622. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  129623. */
  129624. export class VolumetricLightScatteringPostProcess extends PostProcess {
  129625. private _volumetricLightScatteringPass;
  129626. private _volumetricLightScatteringRTT;
  129627. private _viewPort;
  129628. private _screenCoordinates;
  129629. private _cachedDefines;
  129630. /**
  129631. * If not undefined, the mesh position is computed from the attached node position
  129632. */
  129633. attachedNode: {
  129634. position: Vector3;
  129635. };
  129636. /**
  129637. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  129638. */
  129639. customMeshPosition: Vector3;
  129640. /**
  129641. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  129642. */
  129643. useCustomMeshPosition: boolean;
  129644. /**
  129645. * If the post-process should inverse the light scattering direction
  129646. */
  129647. invert: boolean;
  129648. /**
  129649. * The internal mesh used by the post-process
  129650. */
  129651. mesh: Mesh;
  129652. /**
  129653. * @hidden
  129654. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  129655. */
  129656. useDiffuseColor: boolean;
  129657. /**
  129658. * Array containing the excluded meshes not rendered in the internal pass
  129659. */
  129660. excludedMeshes: AbstractMesh[];
  129661. /**
  129662. * Controls the overall intensity of the post-process
  129663. */
  129664. exposure: number;
  129665. /**
  129666. * Dissipates each sample's contribution in range [0, 1]
  129667. */
  129668. decay: number;
  129669. /**
  129670. * Controls the overall intensity of each sample
  129671. */
  129672. weight: number;
  129673. /**
  129674. * Controls the density of each sample
  129675. */
  129676. density: number;
  129677. /**
  129678. * @constructor
  129679. * @param name The post-process name
  129680. * @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)
  129681. * @param camera The camera that the post-process will be attached to
  129682. * @param mesh The mesh used to create the light scattering
  129683. * @param samples The post-process quality, default 100
  129684. * @param samplingModeThe post-process filtering mode
  129685. * @param engine The babylon engine
  129686. * @param reusable If the post-process is reusable
  129687. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  129688. */
  129689. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  129690. /**
  129691. * Returns the string "VolumetricLightScatteringPostProcess"
  129692. * @returns "VolumetricLightScatteringPostProcess"
  129693. */
  129694. getClassName(): string;
  129695. private _isReady;
  129696. /**
  129697. * Sets the new light position for light scattering effect
  129698. * @param position The new custom light position
  129699. */
  129700. setCustomMeshPosition(position: Vector3): void;
  129701. /**
  129702. * Returns the light position for light scattering effect
  129703. * @return Vector3 The custom light position
  129704. */
  129705. getCustomMeshPosition(): Vector3;
  129706. /**
  129707. * Disposes the internal assets and detaches the post-process from the camera
  129708. */
  129709. dispose(camera: Camera): void;
  129710. /**
  129711. * Returns the render target texture used by the post-process
  129712. * @return the render target texture used by the post-process
  129713. */
  129714. getPass(): RenderTargetTexture;
  129715. private _meshExcluded;
  129716. private _createPass;
  129717. private _updateMeshScreenCoordinates;
  129718. /**
  129719. * Creates a default mesh for the Volumeric Light Scattering post-process
  129720. * @param name The mesh name
  129721. * @param scene The scene where to create the mesh
  129722. * @return the default mesh
  129723. */
  129724. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  129725. }
  129726. }
  129727. declare module BABYLON {
  129728. interface Scene {
  129729. /** @hidden (Backing field) */
  129730. _boundingBoxRenderer: BoundingBoxRenderer;
  129731. /** @hidden (Backing field) */
  129732. _forceShowBoundingBoxes: boolean;
  129733. /**
  129734. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  129735. */
  129736. forceShowBoundingBoxes: boolean;
  129737. /**
  129738. * Gets the bounding box renderer associated with the scene
  129739. * @returns a BoundingBoxRenderer
  129740. */
  129741. getBoundingBoxRenderer(): BoundingBoxRenderer;
  129742. }
  129743. interface AbstractMesh {
  129744. /** @hidden (Backing field) */
  129745. _showBoundingBox: boolean;
  129746. /**
  129747. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  129748. */
  129749. showBoundingBox: boolean;
  129750. }
  129751. /**
  129752. * Component responsible of rendering the bounding box of the meshes in a scene.
  129753. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  129754. */
  129755. export class BoundingBoxRenderer implements ISceneComponent {
  129756. /**
  129757. * The component name helpfull to identify the component in the list of scene components.
  129758. */
  129759. readonly name: string;
  129760. /**
  129761. * The scene the component belongs to.
  129762. */
  129763. scene: Scene;
  129764. /**
  129765. * Color of the bounding box lines placed in front of an object
  129766. */
  129767. frontColor: Color3;
  129768. /**
  129769. * Color of the bounding box lines placed behind an object
  129770. */
  129771. backColor: Color3;
  129772. /**
  129773. * Defines if the renderer should show the back lines or not
  129774. */
  129775. showBackLines: boolean;
  129776. /**
  129777. * @hidden
  129778. */
  129779. renderList: SmartArray<BoundingBox>;
  129780. private _colorShader;
  129781. private _vertexBuffers;
  129782. private _indexBuffer;
  129783. private _fillIndexBuffer;
  129784. private _fillIndexData;
  129785. /**
  129786. * Instantiates a new bounding box renderer in a scene.
  129787. * @param scene the scene the renderer renders in
  129788. */
  129789. constructor(scene: Scene);
  129790. /**
  129791. * Registers the component in a given scene
  129792. */
  129793. register(): void;
  129794. private _evaluateSubMesh;
  129795. private _activeMesh;
  129796. private _prepareRessources;
  129797. private _createIndexBuffer;
  129798. /**
  129799. * Rebuilds the elements related to this component in case of
  129800. * context lost for instance.
  129801. */
  129802. rebuild(): void;
  129803. /**
  129804. * @hidden
  129805. */
  129806. reset(): void;
  129807. /**
  129808. * Render the bounding boxes of a specific rendering group
  129809. * @param renderingGroupId defines the rendering group to render
  129810. */
  129811. render(renderingGroupId: number): void;
  129812. /**
  129813. * In case of occlusion queries, we can render the occlusion bounding box through this method
  129814. * @param mesh Define the mesh to render the occlusion bounding box for
  129815. */
  129816. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  129817. /**
  129818. * Dispose and release the resources attached to this renderer.
  129819. */
  129820. dispose(): void;
  129821. }
  129822. }
  129823. declare module BABYLON {
  129824. /** @hidden */
  129825. export var depthPixelShader: {
  129826. name: string;
  129827. shader: string;
  129828. };
  129829. }
  129830. declare module BABYLON {
  129831. /**
  129832. * This represents a depth renderer in Babylon.
  129833. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  129834. */
  129835. export class DepthRenderer {
  129836. private _scene;
  129837. private _depthMap;
  129838. private _effect;
  129839. private readonly _storeNonLinearDepth;
  129840. private readonly _clearColor;
  129841. /** Get if the depth renderer is using packed depth or not */
  129842. readonly isPacked: boolean;
  129843. private _cachedDefines;
  129844. private _camera;
  129845. /**
  129846. * Specifiess that the depth renderer will only be used within
  129847. * the camera it is created for.
  129848. * This can help forcing its rendering during the camera processing.
  129849. */
  129850. useOnlyInActiveCamera: boolean;
  129851. /** @hidden */
  129852. static _SceneComponentInitialization: (scene: Scene) => void;
  129853. /**
  129854. * Instantiates a depth renderer
  129855. * @param scene The scene the renderer belongs to
  129856. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  129857. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  129858. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129859. */
  129860. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  129861. /**
  129862. * Creates the depth rendering effect and checks if the effect is ready.
  129863. * @param subMesh The submesh to be used to render the depth map of
  129864. * @param useInstances If multiple world instances should be used
  129865. * @returns if the depth renderer is ready to render the depth map
  129866. */
  129867. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129868. /**
  129869. * Gets the texture which the depth map will be written to.
  129870. * @returns The depth map texture
  129871. */
  129872. getDepthMap(): RenderTargetTexture;
  129873. /**
  129874. * Disposes of the depth renderer.
  129875. */
  129876. dispose(): void;
  129877. }
  129878. }
  129879. declare module BABYLON {
  129880. interface Scene {
  129881. /** @hidden (Backing field) */
  129882. _depthRenderer: {
  129883. [id: string]: DepthRenderer;
  129884. };
  129885. /**
  129886. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  129887. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  129888. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  129889. * @returns the created depth renderer
  129890. */
  129891. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  129892. /**
  129893. * Disables a depth renderer for a given camera
  129894. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  129895. */
  129896. disableDepthRenderer(camera?: Nullable<Camera>): void;
  129897. }
  129898. /**
  129899. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  129900. * in several rendering techniques.
  129901. */
  129902. export class DepthRendererSceneComponent implements ISceneComponent {
  129903. /**
  129904. * The component name helpfull to identify the component in the list of scene components.
  129905. */
  129906. readonly name: string;
  129907. /**
  129908. * The scene the component belongs to.
  129909. */
  129910. scene: Scene;
  129911. /**
  129912. * Creates a new instance of the component for the given scene
  129913. * @param scene Defines the scene to register the component in
  129914. */
  129915. constructor(scene: Scene);
  129916. /**
  129917. * Registers the component in a given scene
  129918. */
  129919. register(): void;
  129920. /**
  129921. * Rebuilds the elements related to this component in case of
  129922. * context lost for instance.
  129923. */
  129924. rebuild(): void;
  129925. /**
  129926. * Disposes the component and the associated ressources
  129927. */
  129928. dispose(): void;
  129929. private _gatherRenderTargets;
  129930. private _gatherActiveCameraRenderTargets;
  129931. }
  129932. }
  129933. declare module BABYLON {
  129934. /** @hidden */
  129935. export var outlinePixelShader: {
  129936. name: string;
  129937. shader: string;
  129938. };
  129939. }
  129940. declare module BABYLON {
  129941. /** @hidden */
  129942. export var outlineVertexShader: {
  129943. name: string;
  129944. shader: string;
  129945. };
  129946. }
  129947. declare module BABYLON {
  129948. interface Scene {
  129949. /** @hidden */
  129950. _outlineRenderer: OutlineRenderer;
  129951. /**
  129952. * Gets the outline renderer associated with the scene
  129953. * @returns a OutlineRenderer
  129954. */
  129955. getOutlineRenderer(): OutlineRenderer;
  129956. }
  129957. interface AbstractMesh {
  129958. /** @hidden (Backing field) */
  129959. _renderOutline: boolean;
  129960. /**
  129961. * Gets or sets a boolean indicating if the outline must be rendered as well
  129962. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  129963. */
  129964. renderOutline: boolean;
  129965. /** @hidden (Backing field) */
  129966. _renderOverlay: boolean;
  129967. /**
  129968. * Gets or sets a boolean indicating if the overlay must be rendered as well
  129969. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  129970. */
  129971. renderOverlay: boolean;
  129972. }
  129973. /**
  129974. * This class is responsible to draw bothe outline/overlay of meshes.
  129975. * It should not be used directly but through the available method on mesh.
  129976. */
  129977. export class OutlineRenderer implements ISceneComponent {
  129978. /**
  129979. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  129980. */
  129981. private static _StencilReference;
  129982. /**
  129983. * The name of the component. Each component must have a unique name.
  129984. */
  129985. name: string;
  129986. /**
  129987. * The scene the component belongs to.
  129988. */
  129989. scene: Scene;
  129990. /**
  129991. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  129992. */
  129993. zOffset: number;
  129994. private _engine;
  129995. private _effect;
  129996. private _cachedDefines;
  129997. private _savedDepthWrite;
  129998. /**
  129999. * Instantiates a new outline renderer. (There could be only one per scene).
  130000. * @param scene Defines the scene it belongs to
  130001. */
  130002. constructor(scene: Scene);
  130003. /**
  130004. * Register the component to one instance of a scene.
  130005. */
  130006. register(): void;
  130007. /**
  130008. * Rebuilds the elements related to this component in case of
  130009. * context lost for instance.
  130010. */
  130011. rebuild(): void;
  130012. /**
  130013. * Disposes the component and the associated ressources.
  130014. */
  130015. dispose(): void;
  130016. /**
  130017. * Renders the outline in the canvas.
  130018. * @param subMesh Defines the sumesh to render
  130019. * @param batch Defines the batch of meshes in case of instances
  130020. * @param useOverlay Defines if the rendering is for the overlay or the outline
  130021. */
  130022. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  130023. /**
  130024. * Returns whether or not the outline renderer is ready for a given submesh.
  130025. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  130026. * @param subMesh Defines the submesh to check readyness for
  130027. * @param useInstances Defines wheter wee are trying to render instances or not
  130028. * @returns true if ready otherwise false
  130029. */
  130030. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130031. private _beforeRenderingMesh;
  130032. private _afterRenderingMesh;
  130033. }
  130034. }
  130035. declare module BABYLON {
  130036. /**
  130037. * Class used to manage multiple sprites of different sizes on the same spritesheet
  130038. * @see http://doc.babylonjs.com/babylon101/sprites
  130039. */
  130040. export class SpritePackedManager extends SpriteManager {
  130041. /** defines the packed manager's name */
  130042. name: string;
  130043. /**
  130044. * Creates a new sprite manager from a packed sprite sheet
  130045. * @param name defines the manager's name
  130046. * @param imgUrl defines the sprite sheet url
  130047. * @param capacity defines the maximum allowed number of sprites
  130048. * @param scene defines the hosting scene
  130049. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  130050. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  130051. * @param samplingMode defines the smapling mode to use with spritesheet
  130052. * @param fromPacked set to true; do not alter
  130053. */
  130054. constructor(
  130055. /** defines the packed manager's name */
  130056. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  130057. }
  130058. }
  130059. declare module BABYLON {
  130060. /**
  130061. * Defines the list of states available for a task inside a AssetsManager
  130062. */
  130063. export enum AssetTaskState {
  130064. /**
  130065. * Initialization
  130066. */
  130067. INIT = 0,
  130068. /**
  130069. * Running
  130070. */
  130071. RUNNING = 1,
  130072. /**
  130073. * Done
  130074. */
  130075. DONE = 2,
  130076. /**
  130077. * Error
  130078. */
  130079. ERROR = 3
  130080. }
  130081. /**
  130082. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  130083. */
  130084. export abstract class AbstractAssetTask {
  130085. /**
  130086. * Task name
  130087. */ name: string;
  130088. /**
  130089. * Callback called when the task is successful
  130090. */
  130091. onSuccess: (task: any) => void;
  130092. /**
  130093. * Callback called when the task is not successful
  130094. */
  130095. onError: (task: any, message?: string, exception?: any) => void;
  130096. /**
  130097. * Creates a new AssetsManager
  130098. * @param name defines the name of the task
  130099. */
  130100. constructor(
  130101. /**
  130102. * Task name
  130103. */ name: string);
  130104. private _isCompleted;
  130105. private _taskState;
  130106. private _errorObject;
  130107. /**
  130108. * Get if the task is completed
  130109. */
  130110. readonly isCompleted: boolean;
  130111. /**
  130112. * Gets the current state of the task
  130113. */
  130114. readonly taskState: AssetTaskState;
  130115. /**
  130116. * Gets the current error object (if task is in error)
  130117. */
  130118. readonly errorObject: {
  130119. message?: string;
  130120. exception?: any;
  130121. };
  130122. /**
  130123. * Internal only
  130124. * @hidden
  130125. */
  130126. _setErrorObject(message?: string, exception?: any): void;
  130127. /**
  130128. * Execute the current task
  130129. * @param scene defines the scene where you want your assets to be loaded
  130130. * @param onSuccess is a callback called when the task is successfully executed
  130131. * @param onError is a callback called if an error occurs
  130132. */
  130133. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130134. /**
  130135. * Execute the current task
  130136. * @param scene defines the scene where you want your assets to be loaded
  130137. * @param onSuccess is a callback called when the task is successfully executed
  130138. * @param onError is a callback called if an error occurs
  130139. */
  130140. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130141. /**
  130142. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  130143. * This can be used with failed tasks that have the reason for failure fixed.
  130144. */
  130145. reset(): void;
  130146. private onErrorCallback;
  130147. private onDoneCallback;
  130148. }
  130149. /**
  130150. * Define the interface used by progress events raised during assets loading
  130151. */
  130152. export interface IAssetsProgressEvent {
  130153. /**
  130154. * Defines the number of remaining tasks to process
  130155. */
  130156. remainingCount: number;
  130157. /**
  130158. * Defines the total number of tasks
  130159. */
  130160. totalCount: number;
  130161. /**
  130162. * Defines the task that was just processed
  130163. */
  130164. task: AbstractAssetTask;
  130165. }
  130166. /**
  130167. * Class used to share progress information about assets loading
  130168. */
  130169. export class AssetsProgressEvent implements IAssetsProgressEvent {
  130170. /**
  130171. * Defines the number of remaining tasks to process
  130172. */
  130173. remainingCount: number;
  130174. /**
  130175. * Defines the total number of tasks
  130176. */
  130177. totalCount: number;
  130178. /**
  130179. * Defines the task that was just processed
  130180. */
  130181. task: AbstractAssetTask;
  130182. /**
  130183. * Creates a AssetsProgressEvent
  130184. * @param remainingCount defines the number of remaining tasks to process
  130185. * @param totalCount defines the total number of tasks
  130186. * @param task defines the task that was just processed
  130187. */
  130188. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  130189. }
  130190. /**
  130191. * Define a task used by AssetsManager to load meshes
  130192. */
  130193. export class MeshAssetTask extends AbstractAssetTask {
  130194. /**
  130195. * Defines the name of the task
  130196. */
  130197. name: string;
  130198. /**
  130199. * Defines the list of mesh's names you want to load
  130200. */
  130201. meshesNames: any;
  130202. /**
  130203. * Defines the root url to use as a base to load your meshes and associated resources
  130204. */
  130205. rootUrl: string;
  130206. /**
  130207. * Defines the filename of the scene to load from
  130208. */
  130209. sceneFilename: string;
  130210. /**
  130211. * Gets the list of loaded meshes
  130212. */
  130213. loadedMeshes: Array<AbstractMesh>;
  130214. /**
  130215. * Gets the list of loaded particle systems
  130216. */
  130217. loadedParticleSystems: Array<IParticleSystem>;
  130218. /**
  130219. * Gets the list of loaded skeletons
  130220. */
  130221. loadedSkeletons: Array<Skeleton>;
  130222. /**
  130223. * Gets the list of loaded animation groups
  130224. */
  130225. loadedAnimationGroups: Array<AnimationGroup>;
  130226. /**
  130227. * Callback called when the task is successful
  130228. */
  130229. onSuccess: (task: MeshAssetTask) => void;
  130230. /**
  130231. * Callback called when the task is successful
  130232. */
  130233. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  130234. /**
  130235. * Creates a new MeshAssetTask
  130236. * @param name defines the name of the task
  130237. * @param meshesNames defines the list of mesh's names you want to load
  130238. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  130239. * @param sceneFilename defines the filename of the scene to load from
  130240. */
  130241. constructor(
  130242. /**
  130243. * Defines the name of the task
  130244. */
  130245. name: string,
  130246. /**
  130247. * Defines the list of mesh's names you want to load
  130248. */
  130249. meshesNames: any,
  130250. /**
  130251. * Defines the root url to use as a base to load your meshes and associated resources
  130252. */
  130253. rootUrl: string,
  130254. /**
  130255. * Defines the filename of the scene to load from
  130256. */
  130257. sceneFilename: string);
  130258. /**
  130259. * Execute the current task
  130260. * @param scene defines the scene where you want your assets to be loaded
  130261. * @param onSuccess is a callback called when the task is successfully executed
  130262. * @param onError is a callback called if an error occurs
  130263. */
  130264. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130265. }
  130266. /**
  130267. * Define a task used by AssetsManager to load text content
  130268. */
  130269. export class TextFileAssetTask extends AbstractAssetTask {
  130270. /**
  130271. * Defines the name of the task
  130272. */
  130273. name: string;
  130274. /**
  130275. * Defines the location of the file to load
  130276. */
  130277. url: string;
  130278. /**
  130279. * Gets the loaded text string
  130280. */
  130281. text: string;
  130282. /**
  130283. * Callback called when the task is successful
  130284. */
  130285. onSuccess: (task: TextFileAssetTask) => void;
  130286. /**
  130287. * Callback called when the task is successful
  130288. */
  130289. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  130290. /**
  130291. * Creates a new TextFileAssetTask object
  130292. * @param name defines the name of the task
  130293. * @param url defines the location of the file to load
  130294. */
  130295. constructor(
  130296. /**
  130297. * Defines the name of the task
  130298. */
  130299. name: string,
  130300. /**
  130301. * Defines the location of the file to load
  130302. */
  130303. url: string);
  130304. /**
  130305. * Execute the current task
  130306. * @param scene defines the scene where you want your assets to be loaded
  130307. * @param onSuccess is a callback called when the task is successfully executed
  130308. * @param onError is a callback called if an error occurs
  130309. */
  130310. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130311. }
  130312. /**
  130313. * Define a task used by AssetsManager to load binary data
  130314. */
  130315. export class BinaryFileAssetTask extends AbstractAssetTask {
  130316. /**
  130317. * Defines the name of the task
  130318. */
  130319. name: string;
  130320. /**
  130321. * Defines the location of the file to load
  130322. */
  130323. url: string;
  130324. /**
  130325. * Gets the lodaded data (as an array buffer)
  130326. */
  130327. data: ArrayBuffer;
  130328. /**
  130329. * Callback called when the task is successful
  130330. */
  130331. onSuccess: (task: BinaryFileAssetTask) => void;
  130332. /**
  130333. * Callback called when the task is successful
  130334. */
  130335. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  130336. /**
  130337. * Creates a new BinaryFileAssetTask object
  130338. * @param name defines the name of the new task
  130339. * @param url defines the location of the file to load
  130340. */
  130341. constructor(
  130342. /**
  130343. * Defines the name of the task
  130344. */
  130345. name: string,
  130346. /**
  130347. * Defines the location of the file to load
  130348. */
  130349. url: string);
  130350. /**
  130351. * Execute the current task
  130352. * @param scene defines the scene where you want your assets to be loaded
  130353. * @param onSuccess is a callback called when the task is successfully executed
  130354. * @param onError is a callback called if an error occurs
  130355. */
  130356. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130357. }
  130358. /**
  130359. * Define a task used by AssetsManager to load images
  130360. */
  130361. export class ImageAssetTask extends AbstractAssetTask {
  130362. /**
  130363. * Defines the name of the task
  130364. */
  130365. name: string;
  130366. /**
  130367. * Defines the location of the image to load
  130368. */
  130369. url: string;
  130370. /**
  130371. * Gets the loaded images
  130372. */
  130373. image: HTMLImageElement;
  130374. /**
  130375. * Callback called when the task is successful
  130376. */
  130377. onSuccess: (task: ImageAssetTask) => void;
  130378. /**
  130379. * Callback called when the task is successful
  130380. */
  130381. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  130382. /**
  130383. * Creates a new ImageAssetTask
  130384. * @param name defines the name of the task
  130385. * @param url defines the location of the image to load
  130386. */
  130387. constructor(
  130388. /**
  130389. * Defines the name of the task
  130390. */
  130391. name: string,
  130392. /**
  130393. * Defines the location of the image to load
  130394. */
  130395. url: string);
  130396. /**
  130397. * Execute the current task
  130398. * @param scene defines the scene where you want your assets to be loaded
  130399. * @param onSuccess is a callback called when the task is successfully executed
  130400. * @param onError is a callback called if an error occurs
  130401. */
  130402. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130403. }
  130404. /**
  130405. * Defines the interface used by texture loading tasks
  130406. */
  130407. export interface ITextureAssetTask<TEX extends BaseTexture> {
  130408. /**
  130409. * Gets the loaded texture
  130410. */
  130411. texture: TEX;
  130412. }
  130413. /**
  130414. * Define a task used by AssetsManager to load 2D textures
  130415. */
  130416. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  130417. /**
  130418. * Defines the name of the task
  130419. */
  130420. name: string;
  130421. /**
  130422. * Defines the location of the file to load
  130423. */
  130424. url: string;
  130425. /**
  130426. * Defines if mipmap should not be generated (default is false)
  130427. */
  130428. noMipmap?: boolean | undefined;
  130429. /**
  130430. * Defines if texture must be inverted on Y axis (default is false)
  130431. */
  130432. invertY?: boolean | undefined;
  130433. /**
  130434. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130435. */
  130436. samplingMode: number;
  130437. /**
  130438. * Gets the loaded texture
  130439. */
  130440. texture: Texture;
  130441. /**
  130442. * Callback called when the task is successful
  130443. */
  130444. onSuccess: (task: TextureAssetTask) => void;
  130445. /**
  130446. * Callback called when the task is successful
  130447. */
  130448. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  130449. /**
  130450. * Creates a new TextureAssetTask object
  130451. * @param name defines the name of the task
  130452. * @param url defines the location of the file to load
  130453. * @param noMipmap defines if mipmap should not be generated (default is false)
  130454. * @param invertY defines if texture must be inverted on Y axis (default is false)
  130455. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130456. */
  130457. constructor(
  130458. /**
  130459. * Defines the name of the task
  130460. */
  130461. name: string,
  130462. /**
  130463. * Defines the location of the file to load
  130464. */
  130465. url: string,
  130466. /**
  130467. * Defines if mipmap should not be generated (default is false)
  130468. */
  130469. noMipmap?: boolean | undefined,
  130470. /**
  130471. * Defines if texture must be inverted on Y axis (default is false)
  130472. */
  130473. invertY?: boolean | undefined,
  130474. /**
  130475. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  130476. */
  130477. samplingMode?: number);
  130478. /**
  130479. * Execute the current task
  130480. * @param scene defines the scene where you want your assets to be loaded
  130481. * @param onSuccess is a callback called when the task is successfully executed
  130482. * @param onError is a callback called if an error occurs
  130483. */
  130484. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130485. }
  130486. /**
  130487. * Define a task used by AssetsManager to load cube textures
  130488. */
  130489. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  130490. /**
  130491. * Defines the name of the task
  130492. */
  130493. name: string;
  130494. /**
  130495. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130496. */
  130497. url: string;
  130498. /**
  130499. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130500. */
  130501. extensions?: string[] | undefined;
  130502. /**
  130503. * Defines if mipmaps should not be generated (default is false)
  130504. */
  130505. noMipmap?: boolean | undefined;
  130506. /**
  130507. * Defines the explicit list of files (undefined by default)
  130508. */
  130509. files?: string[] | undefined;
  130510. /**
  130511. * Gets the loaded texture
  130512. */
  130513. texture: CubeTexture;
  130514. /**
  130515. * Callback called when the task is successful
  130516. */
  130517. onSuccess: (task: CubeTextureAssetTask) => void;
  130518. /**
  130519. * Callback called when the task is successful
  130520. */
  130521. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  130522. /**
  130523. * Creates a new CubeTextureAssetTask
  130524. * @param name defines the name of the task
  130525. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130526. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130527. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130528. * @param files defines the explicit list of files (undefined by default)
  130529. */
  130530. constructor(
  130531. /**
  130532. * Defines the name of the task
  130533. */
  130534. name: string,
  130535. /**
  130536. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  130537. */
  130538. url: string,
  130539. /**
  130540. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  130541. */
  130542. extensions?: string[] | undefined,
  130543. /**
  130544. * Defines if mipmaps should not be generated (default is false)
  130545. */
  130546. noMipmap?: boolean | undefined,
  130547. /**
  130548. * Defines the explicit list of files (undefined by default)
  130549. */
  130550. files?: string[] | undefined);
  130551. /**
  130552. * Execute the current task
  130553. * @param scene defines the scene where you want your assets to be loaded
  130554. * @param onSuccess is a callback called when the task is successfully executed
  130555. * @param onError is a callback called if an error occurs
  130556. */
  130557. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130558. }
  130559. /**
  130560. * Define a task used by AssetsManager to load HDR cube textures
  130561. */
  130562. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  130563. /**
  130564. * Defines the name of the task
  130565. */
  130566. name: string;
  130567. /**
  130568. * Defines the location of the file to load
  130569. */
  130570. url: string;
  130571. /**
  130572. * Defines the desired size (the more it increases the longer the generation will be)
  130573. */
  130574. size: number;
  130575. /**
  130576. * Defines if mipmaps should not be generated (default is false)
  130577. */
  130578. noMipmap: boolean;
  130579. /**
  130580. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130581. */
  130582. generateHarmonics: boolean;
  130583. /**
  130584. * 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)
  130585. */
  130586. gammaSpace: boolean;
  130587. /**
  130588. * Internal Use Only
  130589. */
  130590. reserved: boolean;
  130591. /**
  130592. * Gets the loaded texture
  130593. */
  130594. texture: HDRCubeTexture;
  130595. /**
  130596. * Callback called when the task is successful
  130597. */
  130598. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  130599. /**
  130600. * Callback called when the task is successful
  130601. */
  130602. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  130603. /**
  130604. * Creates a new HDRCubeTextureAssetTask object
  130605. * @param name defines the name of the task
  130606. * @param url defines the location of the file to load
  130607. * @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.
  130608. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130609. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130610. * @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)
  130611. * @param reserved Internal use only
  130612. */
  130613. constructor(
  130614. /**
  130615. * Defines the name of the task
  130616. */
  130617. name: string,
  130618. /**
  130619. * Defines the location of the file to load
  130620. */
  130621. url: string,
  130622. /**
  130623. * Defines the desired size (the more it increases the longer the generation will be)
  130624. */
  130625. size: number,
  130626. /**
  130627. * Defines if mipmaps should not be generated (default is false)
  130628. */
  130629. noMipmap?: boolean,
  130630. /**
  130631. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  130632. */
  130633. generateHarmonics?: boolean,
  130634. /**
  130635. * 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)
  130636. */
  130637. gammaSpace?: boolean,
  130638. /**
  130639. * Internal Use Only
  130640. */
  130641. reserved?: boolean);
  130642. /**
  130643. * Execute the current task
  130644. * @param scene defines the scene where you want your assets to be loaded
  130645. * @param onSuccess is a callback called when the task is successfully executed
  130646. * @param onError is a callback called if an error occurs
  130647. */
  130648. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130649. }
  130650. /**
  130651. * Define a task used by AssetsManager to load Equirectangular cube textures
  130652. */
  130653. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  130654. /**
  130655. * Defines the name of the task
  130656. */
  130657. name: string;
  130658. /**
  130659. * Defines the location of the file to load
  130660. */
  130661. url: string;
  130662. /**
  130663. * Defines the desired size (the more it increases the longer the generation will be)
  130664. */
  130665. size: number;
  130666. /**
  130667. * Defines if mipmaps should not be generated (default is false)
  130668. */
  130669. noMipmap: boolean;
  130670. /**
  130671. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130672. * but the standard material would require them in Gamma space) (default is true)
  130673. */
  130674. gammaSpace: boolean;
  130675. /**
  130676. * Gets the loaded texture
  130677. */
  130678. texture: EquiRectangularCubeTexture;
  130679. /**
  130680. * Callback called when the task is successful
  130681. */
  130682. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  130683. /**
  130684. * Callback called when the task is successful
  130685. */
  130686. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  130687. /**
  130688. * Creates a new EquiRectangularCubeTextureAssetTask object
  130689. * @param name defines the name of the task
  130690. * @param url defines the location of the file to load
  130691. * @param size defines the desired size (the more it increases the longer the generation will be)
  130692. * If the size is omitted this implies you are using a preprocessed cubemap.
  130693. * @param noMipmap defines if mipmaps should not be generated (default is false)
  130694. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  130695. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  130696. * (default is true)
  130697. */
  130698. constructor(
  130699. /**
  130700. * Defines the name of the task
  130701. */
  130702. name: string,
  130703. /**
  130704. * Defines the location of the file to load
  130705. */
  130706. url: string,
  130707. /**
  130708. * Defines the desired size (the more it increases the longer the generation will be)
  130709. */
  130710. size: number,
  130711. /**
  130712. * Defines if mipmaps should not be generated (default is false)
  130713. */
  130714. noMipmap?: boolean,
  130715. /**
  130716. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  130717. * but the standard material would require them in Gamma space) (default is true)
  130718. */
  130719. gammaSpace?: boolean);
  130720. /**
  130721. * Execute the current task
  130722. * @param scene defines the scene where you want your assets to be loaded
  130723. * @param onSuccess is a callback called when the task is successfully executed
  130724. * @param onError is a callback called if an error occurs
  130725. */
  130726. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130727. }
  130728. /**
  130729. * This class can be used to easily import assets into a scene
  130730. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  130731. */
  130732. export class AssetsManager {
  130733. private _scene;
  130734. private _isLoading;
  130735. protected _tasks: AbstractAssetTask[];
  130736. protected _waitingTasksCount: number;
  130737. protected _totalTasksCount: number;
  130738. /**
  130739. * Callback called when all tasks are processed
  130740. */
  130741. onFinish: (tasks: AbstractAssetTask[]) => void;
  130742. /**
  130743. * Callback called when a task is successful
  130744. */
  130745. onTaskSuccess: (task: AbstractAssetTask) => void;
  130746. /**
  130747. * Callback called when a task had an error
  130748. */
  130749. onTaskError: (task: AbstractAssetTask) => void;
  130750. /**
  130751. * Callback called when a task is done (whatever the result is)
  130752. */
  130753. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  130754. /**
  130755. * Observable called when all tasks are processed
  130756. */
  130757. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  130758. /**
  130759. * Observable called when a task had an error
  130760. */
  130761. onTaskErrorObservable: Observable<AbstractAssetTask>;
  130762. /**
  130763. * Observable called when all tasks were executed
  130764. */
  130765. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  130766. /**
  130767. * Observable called when a task is done (whatever the result is)
  130768. */
  130769. onProgressObservable: Observable<IAssetsProgressEvent>;
  130770. /**
  130771. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  130772. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  130773. */
  130774. useDefaultLoadingScreen: boolean;
  130775. /**
  130776. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  130777. * when all assets have been downloaded.
  130778. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  130779. */
  130780. autoHideLoadingUI: boolean;
  130781. /**
  130782. * Creates a new AssetsManager
  130783. * @param scene defines the scene to work on
  130784. */
  130785. constructor(scene: Scene);
  130786. /**
  130787. * Add a MeshAssetTask to the list of active tasks
  130788. * @param taskName defines the name of the new task
  130789. * @param meshesNames defines the name of meshes to load
  130790. * @param rootUrl defines the root url to use to locate files
  130791. * @param sceneFilename defines the filename of the scene file
  130792. * @returns a new MeshAssetTask object
  130793. */
  130794. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  130795. /**
  130796. * Add a TextFileAssetTask to the list of active tasks
  130797. * @param taskName defines the name of the new task
  130798. * @param url defines the url of the file to load
  130799. * @returns a new TextFileAssetTask object
  130800. */
  130801. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  130802. /**
  130803. * Add a BinaryFileAssetTask to the list of active tasks
  130804. * @param taskName defines the name of the new task
  130805. * @param url defines the url of the file to load
  130806. * @returns a new BinaryFileAssetTask object
  130807. */
  130808. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  130809. /**
  130810. * Add a ImageAssetTask to the list of active tasks
  130811. * @param taskName defines the name of the new task
  130812. * @param url defines the url of the file to load
  130813. * @returns a new ImageAssetTask object
  130814. */
  130815. addImageTask(taskName: string, url: string): ImageAssetTask;
  130816. /**
  130817. * Add a TextureAssetTask to the list of active tasks
  130818. * @param taskName defines the name of the new task
  130819. * @param url defines the url of the file to load
  130820. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130821. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  130822. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  130823. * @returns a new TextureAssetTask object
  130824. */
  130825. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  130826. /**
  130827. * Add a CubeTextureAssetTask to the list of active tasks
  130828. * @param taskName defines the name of the new task
  130829. * @param url defines the url of the file to load
  130830. * @param extensions defines the extension to use to load the cube map (can be null)
  130831. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130832. * @param files defines the list of files to load (can be null)
  130833. * @returns a new CubeTextureAssetTask object
  130834. */
  130835. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  130836. /**
  130837. *
  130838. * Add a HDRCubeTextureAssetTask to the list of active tasks
  130839. * @param taskName defines the name of the new task
  130840. * @param url defines the url of the file to load
  130841. * @param size defines the size you want for the cubemap (can be null)
  130842. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130843. * @param generateHarmonics defines if you want to automatically generate (true by default)
  130844. * @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)
  130845. * @param reserved Internal use only
  130846. * @returns a new HDRCubeTextureAssetTask object
  130847. */
  130848. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  130849. /**
  130850. *
  130851. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  130852. * @param taskName defines the name of the new task
  130853. * @param url defines the url of the file to load
  130854. * @param size defines the size you want for the cubemap (can be null)
  130855. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  130856. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  130857. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  130858. * @returns a new EquiRectangularCubeTextureAssetTask object
  130859. */
  130860. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  130861. /**
  130862. * Remove a task from the assets manager.
  130863. * @param task the task to remove
  130864. */
  130865. removeTask(task: AbstractAssetTask): void;
  130866. private _decreaseWaitingTasksCount;
  130867. private _runTask;
  130868. /**
  130869. * Reset the AssetsManager and remove all tasks
  130870. * @return the current instance of the AssetsManager
  130871. */
  130872. reset(): AssetsManager;
  130873. /**
  130874. * Start the loading process
  130875. * @return the current instance of the AssetsManager
  130876. */
  130877. load(): AssetsManager;
  130878. /**
  130879. * Start the loading process as an async operation
  130880. * @return a promise returning the list of failed tasks
  130881. */
  130882. loadAsync(): Promise<void>;
  130883. }
  130884. }
  130885. declare module BABYLON {
  130886. /**
  130887. * Wrapper class for promise with external resolve and reject.
  130888. */
  130889. export class Deferred<T> {
  130890. /**
  130891. * The promise associated with this deferred object.
  130892. */
  130893. readonly promise: Promise<T>;
  130894. private _resolve;
  130895. private _reject;
  130896. /**
  130897. * The resolve method of the promise associated with this deferred object.
  130898. */
  130899. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  130900. /**
  130901. * The reject method of the promise associated with this deferred object.
  130902. */
  130903. readonly reject: (reason?: any) => void;
  130904. /**
  130905. * Constructor for this deferred object.
  130906. */
  130907. constructor();
  130908. }
  130909. }
  130910. declare module BABYLON {
  130911. /**
  130912. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  130913. */
  130914. export class MeshExploder {
  130915. private _centerMesh;
  130916. private _meshes;
  130917. private _meshesOrigins;
  130918. private _toCenterVectors;
  130919. private _scaledDirection;
  130920. private _newPosition;
  130921. private _centerPosition;
  130922. /**
  130923. * Explodes meshes from a center mesh.
  130924. * @param meshes The meshes to explode.
  130925. * @param centerMesh The mesh to be center of explosion.
  130926. */
  130927. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  130928. private _setCenterMesh;
  130929. /**
  130930. * Get class name
  130931. * @returns "MeshExploder"
  130932. */
  130933. getClassName(): string;
  130934. /**
  130935. * "Exploded meshes"
  130936. * @returns Array of meshes with the centerMesh at index 0.
  130937. */
  130938. getMeshes(): Array<Mesh>;
  130939. /**
  130940. * Explodes meshes giving a specific direction
  130941. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  130942. */
  130943. explode(direction?: number): void;
  130944. }
  130945. }
  130946. declare module BABYLON {
  130947. /**
  130948. * Class used to help managing file picking and drag'n'drop
  130949. */
  130950. export class FilesInput {
  130951. /**
  130952. * List of files ready to be loaded
  130953. */
  130954. static readonly FilesToLoad: {
  130955. [key: string]: File;
  130956. };
  130957. /**
  130958. * Callback called when a file is processed
  130959. */
  130960. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  130961. private _engine;
  130962. private _currentScene;
  130963. private _sceneLoadedCallback;
  130964. private _progressCallback;
  130965. private _additionalRenderLoopLogicCallback;
  130966. private _textureLoadingCallback;
  130967. private _startingProcessingFilesCallback;
  130968. private _onReloadCallback;
  130969. private _errorCallback;
  130970. private _elementToMonitor;
  130971. private _sceneFileToLoad;
  130972. private _filesToLoad;
  130973. /**
  130974. * Creates a new FilesInput
  130975. * @param engine defines the rendering engine
  130976. * @param scene defines the hosting scene
  130977. * @param sceneLoadedCallback callback called when scene is loaded
  130978. * @param progressCallback callback called to track progress
  130979. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  130980. * @param textureLoadingCallback callback called when a texture is loading
  130981. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  130982. * @param onReloadCallback callback called when a reload is requested
  130983. * @param errorCallback callback call if an error occurs
  130984. */
  130985. 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);
  130986. private _dragEnterHandler;
  130987. private _dragOverHandler;
  130988. private _dropHandler;
  130989. /**
  130990. * Calls this function to listen to drag'n'drop events on a specific DOM element
  130991. * @param elementToMonitor defines the DOM element to track
  130992. */
  130993. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  130994. /**
  130995. * Release all associated resources
  130996. */
  130997. dispose(): void;
  130998. private renderFunction;
  130999. private drag;
  131000. private drop;
  131001. private _traverseFolder;
  131002. private _processFiles;
  131003. /**
  131004. * Load files from a drop event
  131005. * @param event defines the drop event to use as source
  131006. */
  131007. loadFiles(event: any): void;
  131008. private _processReload;
  131009. /**
  131010. * Reload the current scene from the loaded files
  131011. */
  131012. reload(): void;
  131013. }
  131014. }
  131015. declare module BABYLON {
  131016. /**
  131017. * Defines the root class used to create scene optimization to use with SceneOptimizer
  131018. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131019. */
  131020. export class SceneOptimization {
  131021. /**
  131022. * Defines the priority of this optimization (0 by default which means first in the list)
  131023. */
  131024. priority: number;
  131025. /**
  131026. * Gets a string describing the action executed by the current optimization
  131027. * @returns description string
  131028. */
  131029. getDescription(): string;
  131030. /**
  131031. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131032. * @param scene defines the current scene where to apply this optimization
  131033. * @param optimizer defines the current optimizer
  131034. * @returns true if everything that can be done was applied
  131035. */
  131036. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131037. /**
  131038. * Creates the SceneOptimization object
  131039. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131040. * @param desc defines the description associated with the optimization
  131041. */
  131042. constructor(
  131043. /**
  131044. * Defines the priority of this optimization (0 by default which means first in the list)
  131045. */
  131046. priority?: number);
  131047. }
  131048. /**
  131049. * Defines an optimization used to reduce the size of render target textures
  131050. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131051. */
  131052. export class TextureOptimization extends SceneOptimization {
  131053. /**
  131054. * Defines the priority of this optimization (0 by default which means first in the list)
  131055. */
  131056. priority: number;
  131057. /**
  131058. * 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
  131059. */
  131060. maximumSize: number;
  131061. /**
  131062. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131063. */
  131064. step: number;
  131065. /**
  131066. * Gets a string describing the action executed by the current optimization
  131067. * @returns description string
  131068. */
  131069. getDescription(): string;
  131070. /**
  131071. * Creates the TextureOptimization object
  131072. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131073. * @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
  131074. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131075. */
  131076. constructor(
  131077. /**
  131078. * Defines the priority of this optimization (0 by default which means first in the list)
  131079. */
  131080. priority?: number,
  131081. /**
  131082. * 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
  131083. */
  131084. maximumSize?: number,
  131085. /**
  131086. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131087. */
  131088. step?: number);
  131089. /**
  131090. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131091. * @param scene defines the current scene where to apply this optimization
  131092. * @param optimizer defines the current optimizer
  131093. * @returns true if everything that can be done was applied
  131094. */
  131095. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131096. }
  131097. /**
  131098. * Defines an optimization used to increase or decrease the rendering resolution
  131099. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131100. */
  131101. export class HardwareScalingOptimization extends SceneOptimization {
  131102. /**
  131103. * Defines the priority of this optimization (0 by default which means first in the list)
  131104. */
  131105. priority: number;
  131106. /**
  131107. * Defines the maximum scale to use (2 by default)
  131108. */
  131109. maximumScale: number;
  131110. /**
  131111. * Defines the step to use between two passes (0.5 by default)
  131112. */
  131113. step: number;
  131114. private _currentScale;
  131115. private _directionOffset;
  131116. /**
  131117. * Gets a string describing the action executed by the current optimization
  131118. * @return description string
  131119. */
  131120. getDescription(): string;
  131121. /**
  131122. * Creates the HardwareScalingOptimization object
  131123. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131124. * @param maximumScale defines the maximum scale to use (2 by default)
  131125. * @param step defines the step to use between two passes (0.5 by default)
  131126. */
  131127. constructor(
  131128. /**
  131129. * Defines the priority of this optimization (0 by default which means first in the list)
  131130. */
  131131. priority?: number,
  131132. /**
  131133. * Defines the maximum scale to use (2 by default)
  131134. */
  131135. maximumScale?: number,
  131136. /**
  131137. * Defines the step to use between two passes (0.5 by default)
  131138. */
  131139. step?: number);
  131140. /**
  131141. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131142. * @param scene defines the current scene where to apply this optimization
  131143. * @param optimizer defines the current optimizer
  131144. * @returns true if everything that can be done was applied
  131145. */
  131146. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131147. }
  131148. /**
  131149. * Defines an optimization used to remove shadows
  131150. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131151. */
  131152. export class ShadowsOptimization extends SceneOptimization {
  131153. /**
  131154. * Gets a string describing the action executed by the current optimization
  131155. * @return description string
  131156. */
  131157. getDescription(): string;
  131158. /**
  131159. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131160. * @param scene defines the current scene where to apply this optimization
  131161. * @param optimizer defines the current optimizer
  131162. * @returns true if everything that can be done was applied
  131163. */
  131164. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131165. }
  131166. /**
  131167. * Defines an optimization used to turn post-processes off
  131168. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131169. */
  131170. export class PostProcessesOptimization extends SceneOptimization {
  131171. /**
  131172. * Gets a string describing the action executed by the current optimization
  131173. * @return description string
  131174. */
  131175. getDescription(): string;
  131176. /**
  131177. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131178. * @param scene defines the current scene where to apply this optimization
  131179. * @param optimizer defines the current optimizer
  131180. * @returns true if everything that can be done was applied
  131181. */
  131182. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131183. }
  131184. /**
  131185. * Defines an optimization used to turn lens flares off
  131186. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131187. */
  131188. export class LensFlaresOptimization extends SceneOptimization {
  131189. /**
  131190. * Gets a string describing the action executed by the current optimization
  131191. * @return description string
  131192. */
  131193. getDescription(): string;
  131194. /**
  131195. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131196. * @param scene defines the current scene where to apply this optimization
  131197. * @param optimizer defines the current optimizer
  131198. * @returns true if everything that can be done was applied
  131199. */
  131200. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131201. }
  131202. /**
  131203. * Defines an optimization based on user defined callback.
  131204. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131205. */
  131206. export class CustomOptimization extends SceneOptimization {
  131207. /**
  131208. * Callback called to apply the custom optimization.
  131209. */
  131210. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  131211. /**
  131212. * Callback called to get custom description
  131213. */
  131214. onGetDescription: () => string;
  131215. /**
  131216. * Gets a string describing the action executed by the current optimization
  131217. * @returns description string
  131218. */
  131219. getDescription(): string;
  131220. /**
  131221. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131222. * @param scene defines the current scene where to apply this optimization
  131223. * @param optimizer defines the current optimizer
  131224. * @returns true if everything that can be done was applied
  131225. */
  131226. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131227. }
  131228. /**
  131229. * Defines an optimization used to turn particles off
  131230. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131231. */
  131232. export class ParticlesOptimization extends SceneOptimization {
  131233. /**
  131234. * Gets a string describing the action executed by the current optimization
  131235. * @return description string
  131236. */
  131237. getDescription(): string;
  131238. /**
  131239. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131240. * @param scene defines the current scene where to apply this optimization
  131241. * @param optimizer defines the current optimizer
  131242. * @returns true if everything that can be done was applied
  131243. */
  131244. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131245. }
  131246. /**
  131247. * Defines an optimization used to turn render targets off
  131248. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131249. */
  131250. export class RenderTargetsOptimization extends SceneOptimization {
  131251. /**
  131252. * Gets a string describing the action executed by the current optimization
  131253. * @return description string
  131254. */
  131255. getDescription(): string;
  131256. /**
  131257. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131258. * @param scene defines the current scene where to apply this optimization
  131259. * @param optimizer defines the current optimizer
  131260. * @returns true if everything that can be done was applied
  131261. */
  131262. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131263. }
  131264. /**
  131265. * Defines an optimization used to merge meshes with compatible materials
  131266. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131267. */
  131268. export class MergeMeshesOptimization extends SceneOptimization {
  131269. private static _UpdateSelectionTree;
  131270. /**
  131271. * Gets or sets a boolean which defines if optimization octree has to be updated
  131272. */
  131273. /**
  131274. * Gets or sets a boolean which defines if optimization octree has to be updated
  131275. */
  131276. static UpdateSelectionTree: boolean;
  131277. /**
  131278. * Gets a string describing the action executed by the current optimization
  131279. * @return description string
  131280. */
  131281. getDescription(): string;
  131282. private _canBeMerged;
  131283. /**
  131284. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131285. * @param scene defines the current scene where to apply this optimization
  131286. * @param optimizer defines the current optimizer
  131287. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  131288. * @returns true if everything that can be done was applied
  131289. */
  131290. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  131291. }
  131292. /**
  131293. * Defines a list of options used by SceneOptimizer
  131294. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131295. */
  131296. export class SceneOptimizerOptions {
  131297. /**
  131298. * Defines the target frame rate to reach (60 by default)
  131299. */
  131300. targetFrameRate: number;
  131301. /**
  131302. * Defines the interval between two checkes (2000ms by default)
  131303. */
  131304. trackerDuration: number;
  131305. /**
  131306. * Gets the list of optimizations to apply
  131307. */
  131308. optimizations: SceneOptimization[];
  131309. /**
  131310. * Creates a new list of options used by SceneOptimizer
  131311. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  131312. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  131313. */
  131314. constructor(
  131315. /**
  131316. * Defines the target frame rate to reach (60 by default)
  131317. */
  131318. targetFrameRate?: number,
  131319. /**
  131320. * Defines the interval between two checkes (2000ms by default)
  131321. */
  131322. trackerDuration?: number);
  131323. /**
  131324. * Add a new optimization
  131325. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  131326. * @returns the current SceneOptimizerOptions
  131327. */
  131328. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  131329. /**
  131330. * Add a new custom optimization
  131331. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  131332. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  131333. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131334. * @returns the current SceneOptimizerOptions
  131335. */
  131336. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  131337. /**
  131338. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  131339. * @param targetFrameRate defines the target frame rate (60 by default)
  131340. * @returns a SceneOptimizerOptions object
  131341. */
  131342. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131343. /**
  131344. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  131345. * @param targetFrameRate defines the target frame rate (60 by default)
  131346. * @returns a SceneOptimizerOptions object
  131347. */
  131348. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131349. /**
  131350. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  131351. * @param targetFrameRate defines the target frame rate (60 by default)
  131352. * @returns a SceneOptimizerOptions object
  131353. */
  131354. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  131355. }
  131356. /**
  131357. * Class used to run optimizations in order to reach a target frame rate
  131358. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131359. */
  131360. export class SceneOptimizer implements IDisposable {
  131361. private _isRunning;
  131362. private _options;
  131363. private _scene;
  131364. private _currentPriorityLevel;
  131365. private _targetFrameRate;
  131366. private _trackerDuration;
  131367. private _currentFrameRate;
  131368. private _sceneDisposeObserver;
  131369. private _improvementMode;
  131370. /**
  131371. * Defines an observable called when the optimizer reaches the target frame rate
  131372. */
  131373. onSuccessObservable: Observable<SceneOptimizer>;
  131374. /**
  131375. * Defines an observable called when the optimizer enables an optimization
  131376. */
  131377. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  131378. /**
  131379. * Defines an observable called when the optimizer is not able to reach the target frame rate
  131380. */
  131381. onFailureObservable: Observable<SceneOptimizer>;
  131382. /**
  131383. * Gets a boolean indicating if the optimizer is in improvement mode
  131384. */
  131385. readonly isInImprovementMode: boolean;
  131386. /**
  131387. * Gets the current priority level (0 at start)
  131388. */
  131389. readonly currentPriorityLevel: number;
  131390. /**
  131391. * Gets the current frame rate checked by the SceneOptimizer
  131392. */
  131393. readonly currentFrameRate: number;
  131394. /**
  131395. * Gets or sets the current target frame rate (60 by default)
  131396. */
  131397. /**
  131398. * Gets or sets the current target frame rate (60 by default)
  131399. */
  131400. targetFrameRate: number;
  131401. /**
  131402. * Gets or sets the current interval between two checks (every 2000ms by default)
  131403. */
  131404. /**
  131405. * Gets or sets the current interval between two checks (every 2000ms by default)
  131406. */
  131407. trackerDuration: number;
  131408. /**
  131409. * Gets the list of active optimizations
  131410. */
  131411. readonly optimizations: SceneOptimization[];
  131412. /**
  131413. * Creates a new SceneOptimizer
  131414. * @param scene defines the scene to work on
  131415. * @param options defines the options to use with the SceneOptimizer
  131416. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  131417. * @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)
  131418. */
  131419. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  131420. /**
  131421. * Stops the current optimizer
  131422. */
  131423. stop(): void;
  131424. /**
  131425. * Reset the optimizer to initial step (current priority level = 0)
  131426. */
  131427. reset(): void;
  131428. /**
  131429. * Start the optimizer. By default it will try to reach a specific framerate
  131430. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  131431. */
  131432. start(): void;
  131433. private _checkCurrentState;
  131434. /**
  131435. * Release all resources
  131436. */
  131437. dispose(): void;
  131438. /**
  131439. * Helper function to create a SceneOptimizer with one single line of code
  131440. * @param scene defines the scene to work on
  131441. * @param options defines the options to use with the SceneOptimizer
  131442. * @param onSuccess defines a callback to call on success
  131443. * @param onFailure defines a callback to call on failure
  131444. * @returns the new SceneOptimizer object
  131445. */
  131446. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  131447. }
  131448. }
  131449. declare module BABYLON {
  131450. /**
  131451. * Class used to serialize a scene into a string
  131452. */
  131453. export class SceneSerializer {
  131454. /**
  131455. * Clear cache used by a previous serialization
  131456. */
  131457. static ClearCache(): void;
  131458. /**
  131459. * Serialize a scene into a JSON compatible object
  131460. * @param scene defines the scene to serialize
  131461. * @returns a JSON compatible object
  131462. */
  131463. static Serialize(scene: Scene): any;
  131464. /**
  131465. * Serialize a mesh into a JSON compatible object
  131466. * @param toSerialize defines the mesh to serialize
  131467. * @param withParents defines if parents must be serialized as well
  131468. * @param withChildren defines if children must be serialized as well
  131469. * @returns a JSON compatible object
  131470. */
  131471. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  131472. }
  131473. }
  131474. declare module BABYLON {
  131475. /**
  131476. * Class used to host texture specific utilities
  131477. */
  131478. export class TextureTools {
  131479. /**
  131480. * Uses the GPU to create a copy texture rescaled at a given size
  131481. * @param texture Texture to copy from
  131482. * @param width defines the desired width
  131483. * @param height defines the desired height
  131484. * @param useBilinearMode defines if bilinear mode has to be used
  131485. * @return the generated texture
  131486. */
  131487. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  131488. }
  131489. }
  131490. declare module BABYLON {
  131491. /**
  131492. * This represents the different options available for the video capture.
  131493. */
  131494. export interface VideoRecorderOptions {
  131495. /** Defines the mime type of the video. */
  131496. mimeType: string;
  131497. /** Defines the FPS the video should be recorded at. */
  131498. fps: number;
  131499. /** Defines the chunk size for the recording data. */
  131500. recordChunckSize: number;
  131501. /** The audio tracks to attach to the recording. */
  131502. audioTracks?: MediaStreamTrack[];
  131503. }
  131504. /**
  131505. * This can help with recording videos from BabylonJS.
  131506. * This is based on the available WebRTC functionalities of the browser.
  131507. *
  131508. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  131509. */
  131510. export class VideoRecorder {
  131511. private static readonly _defaultOptions;
  131512. /**
  131513. * Returns whether or not the VideoRecorder is available in your browser.
  131514. * @param engine Defines the Babylon Engine.
  131515. * @returns true if supported otherwise false.
  131516. */
  131517. static IsSupported(engine: Engine): boolean;
  131518. private readonly _options;
  131519. private _canvas;
  131520. private _mediaRecorder;
  131521. private _recordedChunks;
  131522. private _fileName;
  131523. private _resolve;
  131524. private _reject;
  131525. /**
  131526. * True when a recording is already in progress.
  131527. */
  131528. readonly isRecording: boolean;
  131529. /**
  131530. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  131531. * @param engine Defines the BabylonJS Engine you wish to record.
  131532. * @param options Defines options that can be used to customize the capture.
  131533. */
  131534. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  131535. /**
  131536. * Stops the current recording before the default capture timeout passed in the startRecording function.
  131537. */
  131538. stopRecording(): void;
  131539. /**
  131540. * Starts recording the canvas for a max duration specified in parameters.
  131541. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  131542. * If null no automatic download will start and you can rely on the promise to get the data back.
  131543. * @param maxDuration Defines the maximum recording time in seconds.
  131544. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  131545. * @return A promise callback at the end of the recording with the video data in Blob.
  131546. */
  131547. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  131548. /**
  131549. * Releases internal resources used during the recording.
  131550. */
  131551. dispose(): void;
  131552. private _handleDataAvailable;
  131553. private _handleError;
  131554. private _handleStop;
  131555. }
  131556. }
  131557. declare module BABYLON {
  131558. /**
  131559. * Class containing a set of static utilities functions for screenshots
  131560. */
  131561. export class ScreenshotTools {
  131562. /**
  131563. * Captures a screenshot of the current rendering
  131564. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131565. * @param engine defines the rendering engine
  131566. * @param camera defines the source camera
  131567. * @param size This parameter can be set to a single number or to an object with the
  131568. * following (optional) properties: precision, width, height. If a single number is passed,
  131569. * it will be used for both width and height. If an object is passed, the screenshot size
  131570. * will be derived from the parameters. The precision property is a multiplier allowing
  131571. * rendering at a higher or lower resolution
  131572. * @param successCallback defines the callback receives a single parameter which contains the
  131573. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131574. * src parameter of an <img> to display it
  131575. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131576. * Check your browser for supported MIME types
  131577. */
  131578. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  131579. /**
  131580. * Captures a screenshot of the current rendering
  131581. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131582. * @param engine defines the rendering engine
  131583. * @param camera defines the source camera
  131584. * @param size This parameter can be set to a single number or to an object with the
  131585. * following (optional) properties: precision, width, height. If a single number is passed,
  131586. * it will be used for both width and height. If an object is passed, the screenshot size
  131587. * will be derived from the parameters. The precision property is a multiplier allowing
  131588. * rendering at a higher or lower resolution
  131589. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  131590. * Check your browser for supported MIME types
  131591. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131592. * to the src parameter of an <img> to display it
  131593. */
  131594. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  131595. /**
  131596. * Generates an image screenshot from the specified camera.
  131597. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131598. * @param engine The engine to use for rendering
  131599. * @param camera The camera to use for rendering
  131600. * @param size This parameter can be set to a single number or to an object with the
  131601. * following (optional) properties: precision, width, height. If a single number is passed,
  131602. * it will be used for both width and height. If an object is passed, the screenshot size
  131603. * will be derived from the parameters. The precision property is a multiplier allowing
  131604. * rendering at a higher or lower resolution
  131605. * @param successCallback The callback receives a single parameter which contains the
  131606. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  131607. * src parameter of an <img> to display it
  131608. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131609. * Check your browser for supported MIME types
  131610. * @param samples Texture samples (default: 1)
  131611. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131612. * @param fileName A name for for the downloaded file.
  131613. */
  131614. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  131615. /**
  131616. * Generates an image screenshot from the specified camera.
  131617. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  131618. * @param engine The engine to use for rendering
  131619. * @param camera The camera to use for rendering
  131620. * @param size This parameter can be set to a single number or to an object with the
  131621. * following (optional) properties: precision, width, height. If a single number is passed,
  131622. * it will be used for both width and height. If an object is passed, the screenshot size
  131623. * will be derived from the parameters. The precision property is a multiplier allowing
  131624. * rendering at a higher or lower resolution
  131625. * @param mimeType The MIME type of the screenshot image (default: image/png).
  131626. * Check your browser for supported MIME types
  131627. * @param samples Texture samples (default: 1)
  131628. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  131629. * @param fileName A name for for the downloaded file.
  131630. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  131631. * to the src parameter of an <img> to display it
  131632. */
  131633. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  131634. /**
  131635. * Gets height and width for screenshot size
  131636. * @private
  131637. */
  131638. private static _getScreenshotSize;
  131639. }
  131640. }
  131641. declare module BABYLON {
  131642. /**
  131643. * Interface for a data buffer
  131644. */
  131645. export interface IDataBuffer {
  131646. /**
  131647. * Reads bytes from the data buffer.
  131648. * @param byteOffset The byte offset to read
  131649. * @param byteLength The byte length to read
  131650. * @returns A promise that resolves when the bytes are read
  131651. */
  131652. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  131653. /**
  131654. * The byte length of the buffer.
  131655. */
  131656. readonly byteLength: number;
  131657. }
  131658. /**
  131659. * Utility class for reading from a data buffer
  131660. */
  131661. export class DataReader {
  131662. /**
  131663. * The data buffer associated with this data reader.
  131664. */
  131665. readonly buffer: IDataBuffer;
  131666. /**
  131667. * The current byte offset from the beginning of the data buffer.
  131668. */
  131669. byteOffset: number;
  131670. private _dataView;
  131671. private _dataByteOffset;
  131672. /**
  131673. * Constructor
  131674. * @param buffer The buffer to read
  131675. */
  131676. constructor(buffer: IDataBuffer);
  131677. /**
  131678. * Loads the given byte length.
  131679. * @param byteLength The byte length to load
  131680. * @returns A promise that resolves when the load is complete
  131681. */
  131682. loadAsync(byteLength: number): Promise<void>;
  131683. /**
  131684. * Read a unsigned 32-bit integer from the currently loaded data range.
  131685. * @returns The 32-bit integer read
  131686. */
  131687. readUint32(): number;
  131688. /**
  131689. * Read a byte array from the currently loaded data range.
  131690. * @param byteLength The byte length to read
  131691. * @returns The byte array read
  131692. */
  131693. readUint8Array(byteLength: number): Uint8Array;
  131694. /**
  131695. * Read a string from the currently loaded data range.
  131696. * @param byteLength The byte length to read
  131697. * @returns The string read
  131698. */
  131699. readString(byteLength: number): string;
  131700. /**
  131701. * Skips the given byte length the currently loaded data range.
  131702. * @param byteLength The byte length to skip
  131703. */
  131704. skipBytes(byteLength: number): void;
  131705. }
  131706. }
  131707. declare module BABYLON {
  131708. /**
  131709. * A cursor which tracks a point on a path
  131710. */
  131711. export class PathCursor {
  131712. private path;
  131713. /**
  131714. * Stores path cursor callbacks for when an onchange event is triggered
  131715. */
  131716. private _onchange;
  131717. /**
  131718. * The value of the path cursor
  131719. */
  131720. value: number;
  131721. /**
  131722. * The animation array of the path cursor
  131723. */
  131724. animations: Animation[];
  131725. /**
  131726. * Initializes the path cursor
  131727. * @param path The path to track
  131728. */
  131729. constructor(path: Path2);
  131730. /**
  131731. * Gets the cursor point on the path
  131732. * @returns A point on the path cursor at the cursor location
  131733. */
  131734. getPoint(): Vector3;
  131735. /**
  131736. * Moves the cursor ahead by the step amount
  131737. * @param step The amount to move the cursor forward
  131738. * @returns This path cursor
  131739. */
  131740. moveAhead(step?: number): PathCursor;
  131741. /**
  131742. * Moves the cursor behind by the step amount
  131743. * @param step The amount to move the cursor back
  131744. * @returns This path cursor
  131745. */
  131746. moveBack(step?: number): PathCursor;
  131747. /**
  131748. * Moves the cursor by the step amount
  131749. * If the step amount is greater than one, an exception is thrown
  131750. * @param step The amount to move the cursor
  131751. * @returns This path cursor
  131752. */
  131753. move(step: number): PathCursor;
  131754. /**
  131755. * Ensures that the value is limited between zero and one
  131756. * @returns This path cursor
  131757. */
  131758. private ensureLimits;
  131759. /**
  131760. * Runs onchange callbacks on change (used by the animation engine)
  131761. * @returns This path cursor
  131762. */
  131763. private raiseOnChange;
  131764. /**
  131765. * Executes a function on change
  131766. * @param f A path cursor onchange callback
  131767. * @returns This path cursor
  131768. */
  131769. onchange(f: (cursor: PathCursor) => void): PathCursor;
  131770. }
  131771. }
  131772. declare module BABYLON {
  131773. /** @hidden */
  131774. export var blurPixelShader: {
  131775. name: string;
  131776. shader: string;
  131777. };
  131778. }
  131779. declare module BABYLON {
  131780. /** @hidden */
  131781. export var pointCloudVertexDeclaration: {
  131782. name: string;
  131783. shader: string;
  131784. };
  131785. }
  131786. // Mixins
  131787. interface Window {
  131788. mozIndexedDB: IDBFactory;
  131789. webkitIndexedDB: IDBFactory;
  131790. msIndexedDB: IDBFactory;
  131791. webkitURL: typeof URL;
  131792. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  131793. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  131794. WebGLRenderingContext: WebGLRenderingContext;
  131795. MSGesture: MSGesture;
  131796. CANNON: any;
  131797. AudioContext: AudioContext;
  131798. webkitAudioContext: AudioContext;
  131799. PointerEvent: any;
  131800. Math: Math;
  131801. Uint8Array: Uint8ArrayConstructor;
  131802. Float32Array: Float32ArrayConstructor;
  131803. mozURL: typeof URL;
  131804. msURL: typeof URL;
  131805. VRFrameData: any; // WebVR, from specs 1.1
  131806. DracoDecoderModule: any;
  131807. setImmediate(handler: (...args: any[]) => void): number;
  131808. }
  131809. interface HTMLCanvasElement {
  131810. requestPointerLock(): void;
  131811. msRequestPointerLock?(): void;
  131812. mozRequestPointerLock?(): void;
  131813. webkitRequestPointerLock?(): void;
  131814. /** Track wether a record is in progress */
  131815. isRecording: boolean;
  131816. /** Capture Stream method defined by some browsers */
  131817. captureStream(fps?: number): MediaStream;
  131818. }
  131819. interface CanvasRenderingContext2D {
  131820. msImageSmoothingEnabled: boolean;
  131821. }
  131822. interface MouseEvent {
  131823. mozMovementX: number;
  131824. mozMovementY: number;
  131825. webkitMovementX: number;
  131826. webkitMovementY: number;
  131827. msMovementX: number;
  131828. msMovementY: number;
  131829. }
  131830. interface Navigator {
  131831. mozGetVRDevices: (any: any) => any;
  131832. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131833. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131834. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  131835. webkitGetGamepads(): Gamepad[];
  131836. msGetGamepads(): Gamepad[];
  131837. webkitGamepads(): Gamepad[];
  131838. }
  131839. interface HTMLVideoElement {
  131840. mozSrcObject: any;
  131841. }
  131842. interface Math {
  131843. fround(x: number): number;
  131844. imul(a: number, b: number): number;
  131845. }
  131846. interface WebGLRenderingContext {
  131847. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  131848. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  131849. vertexAttribDivisor(index: number, divisor: number): void;
  131850. createVertexArray(): any;
  131851. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  131852. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  131853. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  131854. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  131855. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  131856. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  131857. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  131858. // Queries
  131859. createQuery(): WebGLQuery;
  131860. deleteQuery(query: WebGLQuery): void;
  131861. beginQuery(target: number, query: WebGLQuery): void;
  131862. endQuery(target: number): void;
  131863. getQueryParameter(query: WebGLQuery, pname: number): any;
  131864. getQuery(target: number, pname: number): any;
  131865. MAX_SAMPLES: number;
  131866. RGBA8: number;
  131867. READ_FRAMEBUFFER: number;
  131868. DRAW_FRAMEBUFFER: number;
  131869. UNIFORM_BUFFER: number;
  131870. HALF_FLOAT_OES: number;
  131871. RGBA16F: number;
  131872. RGBA32F: number;
  131873. R32F: number;
  131874. RG32F: number;
  131875. RGB32F: number;
  131876. R16F: number;
  131877. RG16F: number;
  131878. RGB16F: number;
  131879. RED: number;
  131880. RG: number;
  131881. R8: number;
  131882. RG8: number;
  131883. UNSIGNED_INT_24_8: number;
  131884. DEPTH24_STENCIL8: number;
  131885. MIN: number;
  131886. MAX: number;
  131887. /* Multiple Render Targets */
  131888. drawBuffers(buffers: number[]): void;
  131889. readBuffer(src: number): void;
  131890. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  131891. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  131892. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  131893. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  131894. // Occlusion Query
  131895. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  131896. ANY_SAMPLES_PASSED: number;
  131897. QUERY_RESULT_AVAILABLE: number;
  131898. QUERY_RESULT: number;
  131899. }
  131900. interface WebGLProgram {
  131901. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  131902. }
  131903. interface EXT_disjoint_timer_query {
  131904. QUERY_COUNTER_BITS_EXT: number;
  131905. TIME_ELAPSED_EXT: number;
  131906. TIMESTAMP_EXT: number;
  131907. GPU_DISJOINT_EXT: number;
  131908. QUERY_RESULT_EXT: number;
  131909. QUERY_RESULT_AVAILABLE_EXT: number;
  131910. queryCounterEXT(query: WebGLQuery, target: number): void;
  131911. createQueryEXT(): WebGLQuery;
  131912. beginQueryEXT(target: number, query: WebGLQuery): void;
  131913. endQueryEXT(target: number): void;
  131914. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  131915. deleteQueryEXT(query: WebGLQuery): void;
  131916. }
  131917. interface WebGLUniformLocation {
  131918. _currentState: any;
  131919. }
  131920. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  131921. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  131922. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  131923. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  131924. interface WebGLRenderingContext {
  131925. readonly RASTERIZER_DISCARD: number;
  131926. readonly DEPTH_COMPONENT24: number;
  131927. readonly TEXTURE_3D: number;
  131928. readonly TEXTURE_2D_ARRAY: number;
  131929. readonly TEXTURE_COMPARE_FUNC: number;
  131930. readonly TEXTURE_COMPARE_MODE: number;
  131931. readonly COMPARE_REF_TO_TEXTURE: number;
  131932. readonly TEXTURE_WRAP_R: number;
  131933. readonly HALF_FLOAT: number;
  131934. readonly RGB8: number;
  131935. readonly RED_INTEGER: number;
  131936. readonly RG_INTEGER: number;
  131937. readonly RGB_INTEGER: number;
  131938. readonly RGBA_INTEGER: number;
  131939. readonly R8_SNORM: number;
  131940. readonly RG8_SNORM: number;
  131941. readonly RGB8_SNORM: number;
  131942. readonly RGBA8_SNORM: number;
  131943. readonly R8I: number;
  131944. readonly RG8I: number;
  131945. readonly RGB8I: number;
  131946. readonly RGBA8I: number;
  131947. readonly R8UI: number;
  131948. readonly RG8UI: number;
  131949. readonly RGB8UI: number;
  131950. readonly RGBA8UI: number;
  131951. readonly R16I: number;
  131952. readonly RG16I: number;
  131953. readonly RGB16I: number;
  131954. readonly RGBA16I: number;
  131955. readonly R16UI: number;
  131956. readonly RG16UI: number;
  131957. readonly RGB16UI: number;
  131958. readonly RGBA16UI: number;
  131959. readonly R32I: number;
  131960. readonly RG32I: number;
  131961. readonly RGB32I: number;
  131962. readonly RGBA32I: number;
  131963. readonly R32UI: number;
  131964. readonly RG32UI: number;
  131965. readonly RGB32UI: number;
  131966. readonly RGBA32UI: number;
  131967. readonly RGB10_A2UI: number;
  131968. readonly R11F_G11F_B10F: number;
  131969. readonly RGB9_E5: number;
  131970. readonly RGB10_A2: number;
  131971. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  131972. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  131973. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  131974. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  131975. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  131976. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  131977. 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;
  131978. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  131979. readonly TRANSFORM_FEEDBACK: number;
  131980. readonly INTERLEAVED_ATTRIBS: number;
  131981. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  131982. createTransformFeedback(): WebGLTransformFeedback;
  131983. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  131984. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  131985. beginTransformFeedback(primitiveMode: number): void;
  131986. endTransformFeedback(): void;
  131987. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  131988. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131989. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131990. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  131991. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  131992. }
  131993. interface ImageBitmap {
  131994. readonly width: number;
  131995. readonly height: number;
  131996. close(): void;
  131997. }
  131998. interface WebGLQuery extends WebGLObject {
  131999. }
  132000. declare var WebGLQuery: {
  132001. prototype: WebGLQuery;
  132002. new(): WebGLQuery;
  132003. };
  132004. interface WebGLSampler extends WebGLObject {
  132005. }
  132006. declare var WebGLSampler: {
  132007. prototype: WebGLSampler;
  132008. new(): WebGLSampler;
  132009. };
  132010. interface WebGLSync extends WebGLObject {
  132011. }
  132012. declare var WebGLSync: {
  132013. prototype: WebGLSync;
  132014. new(): WebGLSync;
  132015. };
  132016. interface WebGLTransformFeedback extends WebGLObject {
  132017. }
  132018. declare var WebGLTransformFeedback: {
  132019. prototype: WebGLTransformFeedback;
  132020. new(): WebGLTransformFeedback;
  132021. };
  132022. interface WebGLVertexArrayObject extends WebGLObject {
  132023. }
  132024. declare var WebGLVertexArrayObject: {
  132025. prototype: WebGLVertexArrayObject;
  132026. new(): WebGLVertexArrayObject;
  132027. };
  132028. // Type definitions for WebVR API
  132029. // Project: https://w3c.github.io/webvr/
  132030. // Definitions by: six a <https://github.com/lostfictions>
  132031. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132032. interface VRDisplay extends EventTarget {
  132033. /**
  132034. * Dictionary of capabilities describing the VRDisplay.
  132035. */
  132036. readonly capabilities: VRDisplayCapabilities;
  132037. /**
  132038. * z-depth defining the far plane of the eye view frustum
  132039. * enables mapping of values in the render target depth
  132040. * attachment to scene coordinates. Initially set to 10000.0.
  132041. */
  132042. depthFar: number;
  132043. /**
  132044. * z-depth defining the near plane of the eye view frustum
  132045. * enables mapping of values in the render target depth
  132046. * attachment to scene coordinates. Initially set to 0.01.
  132047. */
  132048. depthNear: number;
  132049. /**
  132050. * An identifier for this distinct VRDisplay. Used as an
  132051. * association point in the Gamepad API.
  132052. */
  132053. readonly displayId: number;
  132054. /**
  132055. * A display name, a user-readable name identifying it.
  132056. */
  132057. readonly displayName: string;
  132058. readonly isConnected: boolean;
  132059. readonly isPresenting: boolean;
  132060. /**
  132061. * If this VRDisplay supports room-scale experiences, the optional
  132062. * stage attribute contains details on the room-scale parameters.
  132063. */
  132064. readonly stageParameters: VRStageParameters | null;
  132065. /**
  132066. * Passing the value returned by `requestAnimationFrame` to
  132067. * `cancelAnimationFrame` will unregister the callback.
  132068. * @param handle Define the hanle of the request to cancel
  132069. */
  132070. cancelAnimationFrame(handle: number): void;
  132071. /**
  132072. * Stops presenting to the VRDisplay.
  132073. * @returns a promise to know when it stopped
  132074. */
  132075. exitPresent(): Promise<void>;
  132076. /**
  132077. * Return the current VREyeParameters for the given eye.
  132078. * @param whichEye Define the eye we want the parameter for
  132079. * @returns the eye parameters
  132080. */
  132081. getEyeParameters(whichEye: string): VREyeParameters;
  132082. /**
  132083. * Populates the passed VRFrameData with the information required to render
  132084. * the current frame.
  132085. * @param frameData Define the data structure to populate
  132086. * @returns true if ok otherwise false
  132087. */
  132088. getFrameData(frameData: VRFrameData): boolean;
  132089. /**
  132090. * Get the layers currently being presented.
  132091. * @returns the list of VR layers
  132092. */
  132093. getLayers(): VRLayer[];
  132094. /**
  132095. * Return a VRPose containing the future predicted pose of the VRDisplay
  132096. * when the current frame will be presented. The value returned will not
  132097. * change until JavaScript has returned control to the browser.
  132098. *
  132099. * The VRPose will contain the position, orientation, velocity,
  132100. * and acceleration of each of these properties.
  132101. * @returns the pose object
  132102. */
  132103. getPose(): VRPose;
  132104. /**
  132105. * Return the current instantaneous pose of the VRDisplay, with no
  132106. * prediction applied.
  132107. * @returns the current instantaneous pose
  132108. */
  132109. getImmediatePose(): VRPose;
  132110. /**
  132111. * The callback passed to `requestAnimationFrame` will be called
  132112. * any time a new frame should be rendered. When the VRDisplay is
  132113. * presenting the callback will be called at the native refresh
  132114. * rate of the HMD. When not presenting this function acts
  132115. * identically to how window.requestAnimationFrame acts. Content should
  132116. * make no assumptions of frame rate or vsync behavior as the HMD runs
  132117. * asynchronously from other displays and at differing refresh rates.
  132118. * @param callback Define the eaction to run next frame
  132119. * @returns the request handle it
  132120. */
  132121. requestAnimationFrame(callback: FrameRequestCallback): number;
  132122. /**
  132123. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  132124. * Repeat calls while already presenting will update the VRLayers being displayed.
  132125. * @param layers Define the list of layer to present
  132126. * @returns a promise to know when the request has been fulfilled
  132127. */
  132128. requestPresent(layers: VRLayer[]): Promise<void>;
  132129. /**
  132130. * Reset the pose for this display, treating its current position and
  132131. * orientation as the "origin/zero" values. VRPose.position,
  132132. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  132133. * updated when calling resetPose(). This should be called in only
  132134. * sitting-space experiences.
  132135. */
  132136. resetPose(): void;
  132137. /**
  132138. * The VRLayer provided to the VRDisplay will be captured and presented
  132139. * in the HMD. Calling this function has the same effect on the source
  132140. * canvas as any other operation that uses its source image, and canvases
  132141. * created without preserveDrawingBuffer set to true will be cleared.
  132142. * @param pose Define the pose to submit
  132143. */
  132144. submitFrame(pose?: VRPose): void;
  132145. }
  132146. declare var VRDisplay: {
  132147. prototype: VRDisplay;
  132148. new(): VRDisplay;
  132149. };
  132150. interface VRLayer {
  132151. leftBounds?: number[] | Float32Array | null;
  132152. rightBounds?: number[] | Float32Array | null;
  132153. source?: HTMLCanvasElement | null;
  132154. }
  132155. interface VRDisplayCapabilities {
  132156. readonly canPresent: boolean;
  132157. readonly hasExternalDisplay: boolean;
  132158. readonly hasOrientation: boolean;
  132159. readonly hasPosition: boolean;
  132160. readonly maxLayers: number;
  132161. }
  132162. interface VREyeParameters {
  132163. /** @deprecated */
  132164. readonly fieldOfView: VRFieldOfView;
  132165. readonly offset: Float32Array;
  132166. readonly renderHeight: number;
  132167. readonly renderWidth: number;
  132168. }
  132169. interface VRFieldOfView {
  132170. readonly downDegrees: number;
  132171. readonly leftDegrees: number;
  132172. readonly rightDegrees: number;
  132173. readonly upDegrees: number;
  132174. }
  132175. interface VRFrameData {
  132176. readonly leftProjectionMatrix: Float32Array;
  132177. readonly leftViewMatrix: Float32Array;
  132178. readonly pose: VRPose;
  132179. readonly rightProjectionMatrix: Float32Array;
  132180. readonly rightViewMatrix: Float32Array;
  132181. readonly timestamp: number;
  132182. }
  132183. interface VRPose {
  132184. readonly angularAcceleration: Float32Array | null;
  132185. readonly angularVelocity: Float32Array | null;
  132186. readonly linearAcceleration: Float32Array | null;
  132187. readonly linearVelocity: Float32Array | null;
  132188. readonly orientation: Float32Array | null;
  132189. readonly position: Float32Array | null;
  132190. readonly timestamp: number;
  132191. }
  132192. interface VRStageParameters {
  132193. sittingToStandingTransform?: Float32Array;
  132194. sizeX?: number;
  132195. sizeY?: number;
  132196. }
  132197. interface Navigator {
  132198. getVRDisplays(): Promise<VRDisplay[]>;
  132199. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  132200. }
  132201. interface Window {
  132202. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  132203. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  132204. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  132205. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132206. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132207. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  132208. }
  132209. interface Gamepad {
  132210. readonly displayId: number;
  132211. }
  132212. type XRSessionMode =
  132213. | "inline"
  132214. | "immersive-vr"
  132215. | "immersive-ar";
  132216. type XRReferenceSpaceType =
  132217. | "viewer"
  132218. | "local"
  132219. | "local-floor"
  132220. | "bounded-floor"
  132221. | "unbounded";
  132222. type XREnvironmentBlendMode =
  132223. | "opaque"
  132224. | "additive"
  132225. | "alpha-blend";
  132226. type XRVisibilityState =
  132227. | "visible"
  132228. | "visible-blurred"
  132229. | "hidden";
  132230. type XRHandedness =
  132231. | "none"
  132232. | "left"
  132233. | "right";
  132234. type XRTargetRayMode =
  132235. | "gaze"
  132236. | "tracked-pointer"
  132237. | "screen";
  132238. type XREye =
  132239. | "none"
  132240. | "left"
  132241. | "right";
  132242. interface XRSpace extends EventTarget {
  132243. }
  132244. interface XRRenderState {
  132245. depthNear?: number;
  132246. depthFar?: number;
  132247. inlineVerticalFieldOfView?: number;
  132248. baseLayer?: XRWebGLLayer;
  132249. }
  132250. interface XRInputSource {
  132251. handedness: XRHandedness;
  132252. targetRayMode: XRTargetRayMode;
  132253. targetRaySpace: XRSpace;
  132254. gripSpace: XRSpace | undefined;
  132255. gamepad: Gamepad | undefined;
  132256. profiles: Array<string>;
  132257. }
  132258. interface XRSession {
  132259. addEventListener: Function;
  132260. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  132261. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  132262. requestAnimationFrame: Function;
  132263. end(): Promise<void>;
  132264. renderState: XRRenderState;
  132265. inputSources: Array<XRInputSource>;
  132266. }
  132267. interface XRReferenceSpace extends XRSpace {
  132268. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  132269. onreset: any;
  132270. }
  132271. interface XRFrame {
  132272. session: XRSession;
  132273. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  132274. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  132275. }
  132276. interface XRViewerPose extends XRPose {
  132277. views: Array<XRView>;
  132278. }
  132279. interface XRPose {
  132280. transform: XRRigidTransform;
  132281. emulatedPosition: boolean;
  132282. }
  132283. declare var XRWebGLLayer: {
  132284. prototype: XRWebGLLayer;
  132285. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  132286. };
  132287. interface XRWebGLLayer {
  132288. framebuffer: WebGLFramebuffer;
  132289. framebufferWidth: number;
  132290. framebufferHeight: number;
  132291. getViewport: Function;
  132292. }
  132293. interface XRRigidTransform {
  132294. position: DOMPointReadOnly;
  132295. orientation: DOMPointReadOnly;
  132296. matrix: Float32Array;
  132297. inverse: XRRigidTransform;
  132298. }
  132299. interface XRView {
  132300. eye: XREye;
  132301. projectionMatrix: Float32Array;
  132302. transform: XRRigidTransform;
  132303. }
  132304. interface XRInputSourceChangeEvent {
  132305. session: XRSession;
  132306. removed: Array<XRInputSource>;
  132307. added: Array<XRInputSource>;
  132308. }